"I don't think we were conscious that we were 'the first'," Intihar answers. "We knew from the beginning we were going to make Spider-Man 2 for PlayStation 5. And then it's about what the PlayStation 5 offers that we can take advantage of. We are very lucky to work with Mark Cerny [lead system architect on PS5]. Mark is one of the producers of the game. He is my mentor. I owe a lot to him in terms of who I am today professionally. Working with Mark helped us understand where the console is going. We knew about the SSD. And so that fantasy of players of 'I want to swing faster and faster and faster', we knew we could deliver that.
But the biggest display of what the PS5 can bring was with a boss fight with the Lizard. The battle begins in the sewers, before bursting into the surface, then there's a chase through the city, across the water and then up a building… it's huge, epic, constantly changing, and almost seamless.
"We said it really early... we want to push our boss fights," Intihar says. "We want it that when you fight a villain, it's super memorable. It is about delivering that epic feel, and that became a lot more achievable with PlayStation 5."
"We don't ever say 'oh it's going to be this long'. What we try to do is set the vision. What is our goal? What are the pillars that support it? And then we start working on it and it organically works out.
"That being said, we knew it was going to be a bigger experience than Miles Morales. But it was about doing what was right for the story we wanted to tell. I would say it is very comparable to Spider-Man 1. It's not like we've doubled the size of the game. We want to do what is right for the vision, the time and attention you need to create that experience, and also take care of our team.
"When we left for COVID, everybody got sent home, and they asked me 'when do you want to come back?' I said 'the second we can be back in the office'. But today, I work completely remotely. What we learned is that it's about doing what is right for you. What makes Insomniac such a great place, and PlayStation supports us in this... is that in certain states you can work remotely and be super productive. A lot of this game was made during COVID."
Marvel's Spider-Man 2 | New Details
Two modes: Visual and Performance (both with ray-tracing)
Much more destructible interactivity with the environment
Over 65 spider suits to choose from (comics, films, original designs)
Some quests will be story specific to either Peter Parker or Miles Morales
Map nearly double in size compared to first game with Queens + Brooklyn
Points of interest represented by more immersive visual cues out in the open world that grab your attention
Peter's mechanized Spider-Arms are available by default now (story reasons)
"Web Grabber" ability fires webs in all directions and grabs enemies and anything else to pull them in for a powerful AOE attack (sewer drain cover for example launch into the group like a missile)
Symbiote's L3+R3 "Symbiote Surge" is a savage grab-and-slam special attack
Peter's symbiote Black Suit is hypersensitive to sound, felt through the DualSense
On top of dodging, parrying attacks is now an option with L1
The game is darker themed, but there is "tons of humor and funny remarks" throughout
I lost track of time and never got to experience the... Lizard boss fight.... I was too busy perfecting combat skills in the arena, gawking at the ray traced reflections on everything..., or stopping an assault-in-progress as it popped up on my mini-map."
That's one of the great things about Insomniac, we have a lot of games in development. But what's great for me is we are seeing these new leaders emerge."
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