Was Fan-Demand and Impatience the Reason Marvel’s Spider-Man 2 had One Staple Feature Left on the Cutting Floor, Same as the First Game?

Spider-Man 2 is a great game, but one thing it lacks is explosions and environmental damage.

Was Fan-Demand and Impatience the Reason Marvel’s Spider-Man 2 had One Staple Feature Left on the Cutting Floor, Same as the First Game?

SUMMARY

  • Spider-Man 2 developer footage showcases destructible environments during fights.
  • The feature was left out of the retail release, but no reason was given for this decision.
  • The footage also showed a more dynamic fight with Venom, where Spidey was thrown through walls and smashed through the floor.
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Insomniac Games’ Marvel’s Spider-Man 2 was one of the best exclusives to come out for the PlayStation 5 last year. After winning six awards, we now have a Game of the Year edition on the way, including some new features and suits. 

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But it seems not every feature that was planned for the game made it into the final product. Some developer test footage shows Spider-Man 2 could have been even more dynamic and destructive. Unfortunately, this feature was not included, and we may never see it added to the game. 

Marvel’s Spider-Man 2 Could Have Shipped with Destructible Environments

Marvel's Spider-Man 2 had a lot, but it didn't have destructible environments.
Marvel’s Spider-Man 2 had a lot, but it didn’t have destructible environments.

The footage in question can be found on X and shows what appears to be a mid-to-late-stage stage of the development cycle. This is because most of the characters and enemy models look ready, and the focus appears to be on how they interact with the environment. 

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The clip starts with Peter fighting off some of Kraven’s cronies, including the metal birds. While the fight starts in a warehouse, it is quickly taken streetside when Spidey is blown through a wall. At the same time, we see nearby cars exploding as well. Some attacks further disturb the debris, showing they are still interactive set pieces. 

The scene looks very cinematic and dynamic, so the question arises as to why these features were not included in the final game, considering the extensive budget on hand. One theory is that it would have taken too long to include such environments in every fight and setting, leading to a longer production time. 

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Another reason could be player focus. Spider-Man 2 is already a pretty fast-paced game, and Spidey can zip across the screen with ease. Explosions, particle effects, fires, and a shaky camera may have made it difficult for the player to keep track of what’s going on on-screen. 

The Footage Also Shows a Face-Off Against a Titular Character

Fighting Venom while crashing through NYC would have been a treat!
Fighting Venom while crashing through NYC would have been a treat!

The second half of the clip is a fight against Venom, but it plays very differently as compared to the retail version. Here, whenever Venom throws or slams Spidey against a wall or on the ground, we see that piece of the environment breaking. Spidey is thrown into what appears to be a shop or is slammed into the sewer system by Venom’s attacks.

Destructible environments would not have been just visually appealing; they would have added a new layer to the overall combat in the game. Breaking into new locations would open up a variety of new strategies and throwable items for Spidey to use in the fight. 

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The desire for environments that reflect the outcomes of battles was something people wanted in the first game as well. Insomniacs must have their reasons for not listening to the feedback from fans, but we’re sure a mod will be out for Marvel’s Spider-Man 2 once it’s released on PC. 

Why do you think Insomniac skipped destructible environments for Spider-Man 2? Let us know in the comments below.

Sagar Nerala

Written by Sagar Nerala

Articles Published: 182

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.