Why the Marvel Spider-Man Series on PS5 Is Actually Better Than the Movies

Why the Marvel Spider-Man Series on PS5 Is Actually Better Than the Movies

Video games usually suck when they try to be movies. We’ve all seen it. You get a clunky tie-in that feels like a soulless cash grab, or a narrative that just doesn’t land because the mechanics are fighting the story. But then Insomniac Games showed up and basically reset the board. Honestly, the Marvel Spider-Man series is the only reason some people even bought a PlayStation 5, and if you’ve spent five minutes swinging through their version of Manhattan, you probably know why.

It’s about the momentum.

In the movies, you’re a spectator. In the games, you’re the physics engine. When you dive off the Empire State Building and pull up at the very last second, feeling that haptic trigger on the DualSense controller resist your finger—that's something a cinema screen can't replicate. It’s visceral.

What People Get Wrong About the Marvel Spider-Man Series Timeline

There’s this weird misconception that these games are just a retelling of the MCU or the Raimi films. They aren't. Insomniac created what they call the "Gamerverse," and it’s arguably a more cohesive universe than what we’re seeing in the theaters lately. You’ve got a Peter Parker who has been at this for eight years. He’s tired. He’s broke. His suit is literally held together by luck and some high-tech stitching.

By starting Peter in his mid-20s, the Marvel Spider-Man series bypassed the origin story fatigue we all felt after seeing Uncle Ben die for the tenth time. We didn't need to see the spider bite again. We needed to see what happens when a superhero has to figure out how to pay rent while fighting a guy with mechanical rhino armor.

Then you have Miles Morales.

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The transition from the first game to the Miles Morales expansion wasn't just a skin swap. It was a mechanical shift. Miles feels "looser." His animations are jittery because he’s still learning how to be a hero. He’s got bio-electricity and invisibility, sure, but his story is deeply rooted in Harlem. It’s a localized, personal stakes game that makes the world feel inhabited. It’s not just about saving the planet; it’s about saving a block party.

The Combat Loop and Why It Works

If you’ve played Batman: Arkham City, the combat in the Marvel Spider-Man series will feel familiar, but it’s much faster. It’s aerial. You aren't just punching; you’re managing a three-dimensional space.

You’ve got gadgets like the Web Bomb or the Concussive Blast, but the real star is the "Perfect Dodge." When Peter’s Spidey-sense flares up and you tap circle at the exact right millisecond, time slows down. You web a guy’s face. You zip to a flagpole. You swing a manhole cover into a group of thugs. It’s a rhythmic dance.

The Villains Aren't Just Punching Bags

Writing a good villain is hard. Writing a villain that the player actually feels bad for is even harder. Otto Octavius in the first game is a masterpiece of character writing. You spend hours helping him in the lab. You see his degenerative disease taking hold. You see his frustration with Norman Osborn. By the time he puts on the mechanical arms, it’s a tragedy, not just a boss fight.

Spider-Man 2 took this even further with Kraven the Hunter and Venom. Kraven isn't some guy who wants to take over the world. He’s a guy who’s dying and wants a "final hunt." He’s a terrifying presence because he doesn't care about money or power—he just wants to die fighting someone stronger than him.

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And then there's the Symbiote.

The way the Marvel Spider-Man series handles the Black Suit is incredible. It’s not just a power-up. It changes Peter’s personality. His voice gets deeper. He becomes aggressive. He stops pulling his punches. In the gameplay, this translates to more brutal finishers and a "Surge" mode that lets you absolutely wreck enemies. You feel the corruption. You start to like the power, which is exactly how Peter feels. It’s rare for a game to align the player’s greed for power with the protagonist’s narrative downfall so perfectly.

The Technical Wizardry of the PS5

We have to talk about the loading speeds. Or the lack thereof.

In Spider-Man 2, the fast travel is basically magic. You pick a spot on the map, and you are there in less than two seconds. No loading screen. No "hiding the load" by making the character squeeze through a tight crack in a wall. It’s just instant. This changed the way people play the game. Instead of dreading the trek across the city, you just go.

The "Web Wing" mechanic also changed the traversal. Now you can glide through wind tunnels at 100 miles per hour, blurring the lines between a traditional platformer and a flight simulator.

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Real Stakes and Realistic New York

Insomniac’s New York isn't a 1:1 replica, but it feels like it is. They captured the "vibe" of the neighborhoods. Greenwich feels different from the Financial District. Queens and Brooklyn (added in the sequel) feel residential and lived-in.

They also didn't shy away from real-world issues. Peter and Miles deal with loss. They deal with the consequences of their secret identities. In Spider-Man 2, there’s a side mission involving a character named Howard that literally broke the internet because of how emotional it was. It wasn't about fighting. It was about a man, his birds, and saying goodbye. That’s the soul of this series. It knows when to be loud and when to be quiet.

Exploring the "MJ Problem"

Let's be real: the Mary Jane stealth missions in the first game were... polarizing. People hated them. They felt slow compared to the high-flying action of Spider-Man.

But Insomniac listened.

In the sequel, they turned MJ into a "Final Girl" from a horror movie who eventually gets a high-powered sonic stun gun. She becomes a badass in her own right. Is it realistic that she can take down elite hunters? Maybe not. Is it more fun than hiding behind a crate for ten minutes? Absolutely. This shows a developer that actually pays attention to player feedback rather than doubling down on a flawed system.

Actionable Steps for New and Returning Players

If you're just getting into the Marvel Spider-Man series or you're looking to 100% the games, there are a few things you should do to maximize the experience:

  • Turn off the HUD elements slowly. As you get better at the game, try turning off some of the icons on the screen. It makes the city feel way more immersive and forces you to actually look at the landmarks.
  • Master the "Charge Jump" combined with a "Point Launch." This is the fastest way to gain altitude. Hold R2 and X while on the ground, release to fly up, and then immediately zip to a point and leap off it.
  • Invest in the "Air Trick" skill tree early. Not just because it looks cool, but because performing tricks earns you Focus and XP. It turns every transition between missions into a leveling opportunity.
  • Explore the side content for the suits. The "Spider-Verse" suits in the later games actually use the frame-rate-stuttering animation style from the movies. It looks jarring at first but it’s a brilliant piece of visual engineering.
  • Play the games in order. Seriously. Don't skip Miles Morales. It’s shorter, but it’s the bridge that makes the emotional beats of Spider-Man 2 actually land.

The Marvel Spider-Man series isn't just about the hero; it's about the responsibility that comes with having a platform. Insomniac has used these games to tell stories about community, grief, and the messy reality of trying to be a good person in a world that keeps breaking. Whether you're in it for the combat or the photo mode, there's a reason these are considered the gold standard for superhero media. They didn't just make a game about Spider-Man; they let us be Spider-Man, and that makes all the difference.