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Dozens of Marvel’s Spider-Man Details from Comic-Con



Dozens of Marvel’s Spider-Man Details from Comic-Con


After enjoying – those who have been able to – a great weekend at San Diego Comic-Con, we are pleased to learn a good handful of news about one of the most anticipated games on PlayStation 4 this summer: Marvel’s Spider-Man.

And it is that Marvel and Insomniac Games were at Comic-Con with several panels and in one of them, which was broadcast live by Marvel, the Executive Creative Director Bill Roseman, the Creative Director of Insomniac Games Bryan Intihar, the art director Jacinda Chew and the Game Director Ryan Smith they provided more information about the game.

New details about Marvel’s Spider-Man

The Ultimate Spider-Man franchise helped Insomniac Games realize how they could “change things up a bit” but still be respectful of the franchise.

Some of the Onslaughts were also an inspiration. That said, Insomniac drew inspiration from the entire franchise, from the very beginning right up to the recent Amazing Spider-Man #1.

The team took the common features of the entire production and then tried to twist them in a fresh and unique way.

The city of New York receives the same treatment as any other character with a personality and feeling of its own. Insomniac made sure each neighborhood felt a little differentand identified as their actual namesakes.

Citizens react to spider-man when he walks through the city. They will wave at him, take selfies with him, beat him up, and more. This also changes as the story evolves.

sleepless hired real graffiti artists to work on street art in the game, to seek authenticity.

There’s a “really really cool” Marvel Element on Wall Street, but Rosemann chose not to ***** up what it is.

Chew mentioned that when designing the villains, the team looks at the long history of what has been done to them before. For example, Electro used to have a giant starfish mask. To modernize it, Insomniac turned it into a scar on his face. They kept their iconic green and yellow colors and modernized their powers by making them realistic with a technological element.

There are more villains besides the ones we’ve seen so far, and Intihar’s favorite has yet to be shown.

Smith mentioned that scrolling was literally the first thing the team started working on the day the project was ready to start. The first thing they began to look at was how the network would attach to buildings, and how it would physically function in a city of the size they needed. After that, they discussed what it would take to make the city feel real and how they could account for complicated buildings.

Another element they looked at was how to jump from street level to the wall when obstacles like trash or awnings are in the way.

Going through the fire escapes is another element that makes the city feel real.

Creating the necessary sense of speed was one of the biggest challenges. It was achieved with the movement of the camera and the visual effects. Making the camera feel expressive was one of the most important steps taken by the team.

The swing of the fabric feels very natural and effortless. There’s a tutorial quick and easy that makes you feel like a seasoned Spider-Man from the start. The system is designed to make the player feel in control.

Spider-man is in full control of the battlefield and there are many things that the player can interact with using the networks. The combat system is designed to keep things flowing as much as possible.

According to Intihar, designing combat was a challenge. There was a point in development where it all finally came together when Insomniac’s gadgets started to work well with powers. Like swinging, the team wanted players to feel like they could express themselves through combat.

Insomniac created a number of “spiderweb-influenced gadgets” including a rapid-firing web shooter or the impact web. Gadgets have a tactical feeland some can be used from stealth like the Tripmine.

Chew explained that an industrial designer was hired to design the spider web shooters to be functional and realistic. Peter Parker wears bracelets that web shooters can be attached to. When he becomes Spider-Man, they can detach from the bracelets and clip directly onto each of his suits.

The upgraded suit (the first to be revealed) is also realistically designed. The red material is for muscle support, the blue for breathability and flexibility, the white is an aspect of technology and protection.

There are a lot of really cool costumes that haven’t been revealed.

The team examined about sixty different suits at some point, even if not all of them were implemented. They tried to find a good mix between the favourites, some surprises and some from the MCU..

The team had a budget of how many suits they could make, but lead character designer Gavin Goulden just made a few and then texted Intihar with “come on!”, so there are a couple of suits that have been made. added to the game. just for him, and the game includes more suits than Insomniac originally planned to create.

Fortunately, you won’t have to choose between the right power and looks. Actually, you can change the power of any suit at any point we have unlocked. You can play the way you want to play and look the way you want to look. Some in-game powers may match your own upgrades.

Marvel’s Spider-Man will hit stores on September 7th exclusively for PS4. We invite you to read our impressions of E3 right here.