How Marvel’s Spider-Man 2 taps into the power of PS5

Gamernyc78

MuscleMod
Moderating
28 Jun 2022
20,386
16,648

PlayStation.Blog
MENU

September 19, 2023

How Marvel’s Spider-Man 2 taps into the power of PS5​

009
How Marvel’s Spider-Man 2 taps into the power of PS5

Discover how the anticipated sequel will make your DualSense controller and Spidey-senses tingle.
2f0eecb116db81b14184b6c5076c5406453c850a.jpg

Tim Turi (he/him)Content Communications Manager, SIE
Unlocking new powers is something the developers of Marvel’s Spider-Man 2 have in common with their web-slinging protagonists. Insomniac Games is unleashing the power of PlayStation 5 in the upcoming sequel with two playable Super Heroes wielding new abilities, a gallery of menacing Super Villains, a city nearly doubled in size, and a host of other immersive enhancements.
I recently had a chance to play through several hours of Marvel’s Spider-Man 2 and was on the lookout for examples of the PS5’s power at work. Let’s swing into a few exciting examples:
giphy.gif

Haptics and cinematic immersion

The preview opens with Peter in his new BlackSuit facing off against Kraven amidst church rafters. A massive bell tolls, sending impactful, reverberating ripples through the DualSense controller haptics. The resonant haptic sensation sells the bell’s disruptive effect on the twitching Black Suit. Cutscenes with the massive stampeding Lizard are also accented by intense haptic pulses, emulating the nerve-jangling might of the mutating Super Villain.
giphy.gif

Particle colliding with adaptive triggers

One moment early in the preview tasks Peter with helping Harry Osborn align a particle collider’s beam emitters. A brief minigame appears when Spider-Man webs the emitters. I enjoyed carefully pressing the adaptive triggers with asymmetrical levels of pressure and watching on-screen prompts to correctly lock them into place. It’s a satisfying, novel example of the triggers’ accuracy and tactile feedback.
giphy.gif

Web Wings and SSD unlock speedy Spidey flight

Web Wings give players a new option to soar over the city. The power of PS5 allows Marvel’s New York City to load in faster than previous titles. This translates to speedier movement through the city, including boosting along wind tunnel routes at impressive speeds using the new Web Wings. Spidey’s tried-and-true web-swinging is also faster and feels as joyful as ever. Weaving together the traditional web-swinging with the new Web Wings gliding created an empowering and buttery smooth way to traverse the city.
giphy.gif

Iconic characters with deep emotion

Facial performances unite with enhanced character model detail to deliver new levels of expression. For example, a heart-to-heart between Miles and Rio wordlessly showcases the concern and love his mother holds for him – it’s all in the eyes. Realistic levels of ocular detail heighten expression, like visible capillaries, moistened eyelids, minute eye movements, and nuanced lighting. Emotionally intense scenes benefit from the upgraded facial enhancements as well. Just take one look at Kraven’s expressive face as he battles against Spidey, his eyes wide and piercing as his face contorts in intense cunning…

Quickly swapping between Peter and Miles

Players have two Spideys at their fingertips in Marvel’s Spider-Man 2, and swapping between them is a snap. The game zooms far above to a bird’s eye view of Marvel’s New York City when switching between the two Heroes, then zooms back in on the newly selected Spider-Man elsewhere in the city. It’s a seamless and muscular demonstration of the PS5’s ultra-fast SSD.
giphy.gif

Rippling musculature

Speaking of, Insomniac is upping the realism of their character models with simulated musculature. This subtle enhancement makes character movement look more natural to the eye, similar to the improvements in facial capture. For example, you’ll see arm muscles bulge or stretch beneath the Super Heroes’ skin-tight suits or the jaw muscles of Lizard flex convincingly when bellowing a roar.

Double the city

Spider-Man’s turf extends beyond Manhattan to include Brooklyn and Queens in Marvel’s Spider-Man 2. In previous Marvel’s Spider-Man games, these areas weren’t accessible and were simply low-poly representations of the wider city. The sequel’s doubled map size is possible in part due to the PS5, as is the game’s ability to render the sprawling metropolis at a greater distance. Standing atop a Manhattan skyscraper you can clearly see the shapes and colors of Brooklyn’s traversable skyline.

Spectacular Ray Tracing

Both Performance and Fidelity modes feature Ray Tracing in Marvel’s Spider-Man 2 thanks to the title launching exclusively on PS5. The effect is immediately apparent when swinging or gliding across the water. One beautiful moment involved traversing over the East River with the setting sun casting a warm glow over the water, including the reflection of the Brooklyn skyline and a splash of hazy red from one of its large neon signs.
giphy.gif

Bustling city life

Spider-Man is nothing without a city to protect, and Marvel’s New York is livelier than ever. New York pedestrians are represented by a more diverse array of body types, and enter and exit buildings. They drive down streets in vehicles that display the subtle, authentic bobbing motion of automotive suspension systems. In past Marvel’s Spider-Man titles, players could peep into building windows for a glimpse at decorated interiors – Marvel’s Spider-Man 2 heightens the detail with actual occupants. These small details help build a rich city backdrop that feels alive.

Listen up with 3D audio

Insomniac’s audio team implements 3D audio in Marvel’s Spider-Man 2 with impressive attention to detail. The immersive effects are omnipresent, but two specific sequences stood out to me. A massive bell tolls during a sequence where a Black Suit-clad Peter squares off with Kraven in a church. The resonant frequency of the bell hits with a convincing punch. Another other moment is more gameplay focused, with the player crawling after Lizard through New York’s sewers. The claustrophobic sequence is heightened by a 360-degree range of sounds, including creaky pipes, crumbling rubble, and the occasional skittering of Lizard himself.
These are just a few colorful examples of how Insomniac’s stunner of a sequel is shaping up to take full advantage of PS5. Discover the full scope for yourself when Marvel’s Spider-Man 2 hits PS5 on October 20.
 
Last edited:

Darth Vader

I find your lack of faith disturbing
Founder
20 Jun 2022
7,365
10,933
It hasn't been talked much, but the ray tracing reflections in the trailer look great, much better than those on MM and Remaster.
 
  • Like
Reactions: Sircaw

Darth Vader

I find your lack of faith disturbing
Founder
20 Jun 2022
7,365
10,933
Not bad for a system that has a 30% disadvantage on GPU performance and a 25% memory bandwidth disadvantage.

boom smile GIF

Don't worry, there's a certain someone that will say one of the following
  • Ray-tracing is bad / limited
  • Lighting is not great
  • Looks the same as spider-man on the PC
  • all of the above
 

ethomaz

Rebolation!
21 Jun 2022
11,037
8,998
Brasil 🇧🇷
PSN ID
ethomaz
Don't worry, there's a certain someone that will say one of the following
  • Ray-tracing is bad / limited
  • Lighting is not great
  • Looks the same as spider-man on the PC
  • all of the above
RT will always be bad / limited until GPUs reaches like 100TFs processing power.
The nVidia and AMD RT solution in GPUs are a band-aid that didn't cover 10% of RT can do.
 

Nym

Did you like my Glasses, Snake?
21 Jun 2022
1,397
1,189

Haptics and cinematic immersion

The preview opens with Peter in his new BlackSuit facing off against Kraven amidst church rafters. A massive bell tolls, sending impactful, reverberating ripples through the DualSense controller haptics. The resonant haptic sensation sells the bell’s disruptive effect on the twitching Black Suit. Cutscenes with the massive stampeding Lizard are also accented by intense haptic pulses, emulating the nerve-jangling might of the mutating Super Villain.

So...rumble
 
  • fire
Reactions: Gamernyc78

Darth Vader

I find your lack of faith disturbing
Founder
20 Jun 2022
7,365
10,933
RT will always be bad / limited until GPUs reaches like 100TFs processing power.
The nVidia and AMD RT solution in GPUs are a band-aid that didn't cover 10% of RT can do.

That's not what I meant...
 

On Demand

Veteran
Icon Extra
30 Jul 2022
1,751
2,799
Dude please fix the template. It’s always messed up in your threads. 😆

Yeah SM2 looks Amazing. The realistic facial expressions is the first thing I noticed in the scene with Miles Morales and his mother.
 
OP
OP
Gamernyc78

Gamernyc78

MuscleMod
Moderating
28 Jun 2022
20,386
16,648
Dude please fix the template. It’s always messed up in your threads. 😆

Yeah SM2 looks Amazing. The realistic facial expressions is ghe first thing I noticed in the scene with Miles Morales and his mother.
Its not akways messed up bit shit happens just get the info and you'll be good 🤣🤣
 
  • noneofmybizz
Reactions: On Demand

Nym

Did you like my Glasses, Snake?
21 Jun 2022
1,397
1,189
Some of the haptic shit i feel in other games is definitely more than just rumble.

I think it's a fine feature but really it just feels like it's slightly more refined rumble, marketing is going to hype that up any way they can I guess. They can go very soft with it and it feels like they're able to move it around a bit more than before, but it's still just rumble to me and the way they tried to sell it there made me laugh.

I turn off rumble in most games, and trigger effects in everything without question
 
  • Like
Reactions: Gamernyc78

On Demand

Veteran
Icon Extra
30 Jul 2022
1,751
2,799
So...rumble

Hate when people were saying this when the DualSense was first announced.

It’s more than just rumble like DualShock or the Xbox controller. You’re literally getting different variations of tones and frequency response with the DualSense. It’s like it has 2 speakers or subwoofers inside the controller. Which they themselves are transducers with large frequency response.

It’s why it feels so good and realistic and can simulate different textures. Jumping into water in Astros Playroom feel like water is bouncing around inside the controller. It still shocks me every time I do it.

Using the Spider bot in Slider-Man and crawling over different surfaces in the restaurant all felt exactly as they should. Cardboard felt like cardboard, tile felt like tile, the soft texture mat inside the kitchen felt exactly as it should.

It’s especially great when multiple different effects are uses at the same time in games. Feeling those different tones is a trip. For example in Spider-Man when you use the electric ability you feel the tiny sizzle all over the controller. Not RUMBLE……SIZZLE. Then you immediately go punch the enemy then the tone changes back to a stronger crumbly tone. I love it.

Maybe people don’t understand how it works so their impressions is it’s just another lower and louder rumble. But trust me it’s on a whole other level. FF7 Remake uses it well too. Playing the PS4 version compared to the PS5 is such a huge difference. The PS4 version using the DualShock is exactly what you say. The controller is just rumbling. Not so with the DualSense. The effects come alive. I especially love the subtle tones.
 

On Demand

Veteran
Icon Extra
30 Jul 2022
1,751
2,799
right it feels like slightly more nuanced rumble like I said

I didn’t say any of that. It’s nothing like that. It’s completely different.

But that’s ok. I’m not trying to force you to like it. Just know and understand how the technology works. It’s not just rumble. DualSense is a more advanced and separate tech from just the normal rumble in other controllers. That’s an objectively technological fact.
 
  • Like
Reactions: Gamernyc78

Nym

Did you like my Glasses, Snake?
21 Jun 2022
1,397
1,189
I didn’t say any of that. It’s nothing like that. It’s completely different.

But that’s ok. I’m not trying to force you to like it. Just know and understand how the technology works. It’s not just rumble. DualSense is a more advanced and separate tech from just the normal rumble in other controllers. That’s an objectively technological fact.

It doesn't matter what the specific tech is when the end result is varying degrees of controller shaking (also known as "rumble")