A couple weeks ago, I heaped praise upon the Spectacular Spider-Man TV show, saying that it "might be the best media adaptation of Spider-Man, period!". I still believe that holds true, but Sony's Into the Spider-Verse definitely gives Spectacular a run for its money.

Into the Spider-Verse

Spider-Verse isn't really an adaptation of any of the Spider-Man comics. Not the original Amazing comics, or even the more recent Ultimate comics. It's a completely original story featuring the modern Ultimate Spider-Man, Miles Morales, the son of an hispanic nurse and a black cop in New York. So in that sense, Spectacular remains the most faithful adaptation of the original 60's and 70's, Stan Lee and Steve Ditko comics featuring Peter Parker. I was kind of hoping to see a Josh Keaton Spectacular cameo in this film, but no such luck. Damnit, Sony, bring back Spectacular Spider-Man! Make it happen!

I also said in the Spectacular review that Spider-Man (and perhaps all comic adaptations) are best-suited to television shows in which the long-form, character-driven storytelling of comics can be allowed to play out. Into The Spider-Verse, however, proves that Spider-Man (and perhaps all comic adaptations) also work much better in animation! The animation here is fantastic. The images are crisp and vibrant, and they really "pop" to the point that the movie almost looks 3-D without actually watching it in 3-D. The action is fluid and kinetic. The character designs and costumes are all interesting (especially Spider-Gwen, Doctor Octopus, and Prowler). Kingpin's massive, hunchbacked visage kind of stands out as odd, considering that all the other characters have somewhat realistic body proportions. Everything else, however, looks really good!

Seriously, this movie's visuals will blow you away. I'm talking, like, remember how you felt when Beauty and the Beast, The Lion King, and Toy Story came out. That's how good this movie looks.

Animation if crisp, vibrant, fluid, and kinetic.

Not only is it pretty to look at from a technical level, it's also ingeniously-imaginative. There's some reality-warping, dimension-hopping dreamscapes that put Doctor Strange and Inception to shame. Most of the action is semi-realistically drawn and animated, but certain action scenes go extra comic-bookey with brief still-images of comic-like panels, complete with sound effects and speech bubbles drawn on the screen. Peni Parker, Noir, and Spider-Pig all have their own distinct animation styles that blend in flawlessly with the rest. Peni and her robot mech are from a future Japan, and are drawn and animated in a distinctively anime style. Noir is drawn like penciled-in black-and-white. Spider-Pig is full-blown Merry Melodies cartoon.

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Marvel Spider-Man - title

I'm a pretty big Spider-Man fan in general. I watched the cartoons and the movies, and I play the video games as they come along, but I've only actually read a few dozen individual comics. I did, however, play the shit out of all my Spider-Man action figures as a kid! I do, however consider myself to be a Spider-Man game aficionado.

When I'm out in public, I often imagine myself web-swinging to get around. What would I swing from? Are those lampposts close enough that I could swing from one without face-planting on the pavement? I also often wish that I could hang upside down from the ceiling when I'm bored or waiting for something. As such, I pay very close attention to the way that Spider-Man moves in video games, and the quality of a given game is usually predominantly determined by how elegantly it handles movement.

Like a streak of light, he arrives just in time

The traversal mechanics and physics of Insomniac's Marvel's Spider-Man are fluid and work solidly. They just aren't particularly interesting or challenging, and they aren't really as expressive as I would like. It basically boils down to "hold R2 to go somewhere". It's pulled straight from Assassin's Creed's parkour system, except that holding the same button allows you to transition from rooftop parkour to web-swinging without any effort or thought. There's a few modifiers and variations that you can perform, which add a little bit of freedom and expressiveness, but it's not much. You can web-zip to perch points, hold circle to move around the corners of buildings while wall-running, and you can jump and dive to gain speed. These things help you get where you're going faster, but you could just rubber-band the R2 button and left stick, set the controller down, and you'd get to where you were going eventually anyway.

Insomniac was inspired by Assassin's Creed's "hold R2 to parkour" traversal system.

To Insomniac's credit, however, the web-swinging physics seems much more accurate than any Spidey game since the landmark Spider-Man 2 movie tie-in on the PS2 / XBox. Webs do seem to genuinely connect to objects in the environment (whether they be buildings, lampposts, trees, or so on). The only exception that I'm aware of is when you double-tap X to zip forward. I never use this move, however, because of how it cheats the physics so blatantly.

The environment is also much more detailed and populated. Buildings have more varied geometry with lots of ledges and poles and towers for you to zip to, you can parkour over cars when running in the densely-packed streets, and the map is dotted with construction sites and road work that gives you additional locomotion options and helps make the world look and feel lived-in. Spider-Man also has a lot of contextual movements in the environment that helps keep movement fluid. He'll web-zip from fire-escape platform to fire-escape platform when ascending buildings, he'll pirouette through narrow gaps, he'll swing around poles, and so forth. In general, the animations are all exceptional, and the traversal mechanics feel really good.

Spidey transitions seamlessly from web-swinging to wall-running to contextual "spider-parkour".

Spinning webs, any size

Despite the physics being generally solid, I do feel like the game occasionally cheats to make it work. Webs sometimes seem to grow in length when attached to certain objects, and the player (and therefore Spidey) can overcome the force of gravity through sheer force of will. This allows Spider-Man to swing greater distances than he should when swinging from buildings or trees that aren't considerably higher than Spider-Man is, and for him to avoid falling into the side of a building when he continuously swings from the same side of the street. All Spider-Man games have struggled with finding ways to allow him to move around in Central Park and along the coastline. These little cheats are common ones for developers to implement, and Insomniac is no exception.

Webs seem to reliably connect to something in the environment.

To that end, I'm going to say something that might get me flamed by the internet: I think I maybe actually prefer the web-swinging concept of Beenox's Amazing Spider-Man 2 movie tie-in game.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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