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Playcritik

Marvel's Spider-Man: Miles Morales Review: A Smaller Swing That Still Soars

Marvel's Spider-Man: Miles Morales review: a tighter, more personal Spidey story with electric new powers that still plays it a bit safe.

Aymen Sakouhi·Writer · Games Hobbyist//6 min read

Marvel’s Spider-Man: Miles Morales — official screenshot 1

© PlayStation Publishing LLC. Official media via Steam.

The pitch

Overview

Marvel's Spider-Man: Miles Morales is a spin-off entirely at peace with being one. Where the 2018 game it grew out of was a sprawling, city-spanning superhero epic, this is something leaner and far more personal, a standalone story about a third the length, unfolding over a single snowbound Harlem holiday season while a brand-new Spider-Man tries to work out what sort of hero he actually wants to be.

The bones are familiar. Insomniac's web-swinging remains the centerpiece, and it is still one of the most purely joyful traversal systems anyone has ever built. What is new is Miles himself, and specifically his powers: bio-electric venom that turns a brawl into a light show, and an outright cloak of invisibility that reshapes how stealth plays. Those two additions are the whole argument that a smaller sequel can still feel meaningfully different.

Where the first game reached for scale, this one reaches for intimacy. It is a coming-of-age story about a specific kid in a specific neighborhood, wrestling with legacy, grief, and the sheer weight of the mask, and it wisely keeps its stakes local even when the plot threatens to go big. The result is a superhero game more interested in who Miles is to his family than in how many rooftops he can save in an afternoon.

It arrives as a kind of interlude, shorter and cheaper than a full sequel, closer in spirit to an extended, self-contained chapter than to a top-to-bottom reinvention. That framing suits it. It never overreaches, never pads itself out to justify a bigger price tag, and it mostly succeeds precisely because it understands its own modest scale.

Marvel’s Spider-Man: Miles Morales · official trailervia YouTube

How it plays

Play

Web-swinging is still a small miracle. It is momentum-driven, rhythmic, and expressive enough that simply crossing town becomes its own reward, a constant negotiation of arcs and release points that feels less like pressing a button than like keeping a beat. On PC the higher frame rates make it read even smoother, and the sensation of dropping off a skyscraper and catching yourself a foot from the pavement has not lost a shred of its thrill. Miles brings a few traversal wrinkles of his own, a venom-charged dash and a wall-run that let you carry momentum through the tighter canyons of upper Manhattan, and mastering them turns simple travel into a form of quiet showing off.

Combat builds on the original's counter-and-combo rhythm but leans hard on the new Venom abilities. Charged bio-electric strikes can scatter a crowd, pin an enemy helplessly in the air, or drag a fight back from the brink when you are surrounded and out of options. Used with any imagination at all, a crowded rooftop scrap turns into an improvised light show of crowd control, and it is comfortably the sharpest way the game sets itself apart from its predecessor. There is a real rhythm to lacing venom jolts, gadget throws, and web-yanks into one unbroken combo, and the game rewards aggression with style and flashy finishers rather than punishing you for it. It is showier and a touch more forgiving than the original's combat, which suits a hero still working out his own limits.

Stealth gets its own new toy in camouflage, a short burst of invisibility that lets Miles slip out of a bad spot or clear a room without ever being seen. It is not deep, but it is expressive, and it pairs neatly with the venom powers to give encounters a satisfying push-and-pull between vanishing and detonating. Together the two abilities keep the moment-to-moment feeling distinct even for players arriving straight off the first game. Full stealth clears are viable in most of the game's camps, and there is a real satisfaction in ghosting an entire Roxxon rooftop without tripping an alarm, even if the enemy AI stays forgiving enough that it rarely becomes a genuine puzzle. A small kit of gadgets rounds things out, remote mines, gravity wells, holographic decoys, most of them geared toward controlling a crowd before it can control you.

The real surprise is the story. At roughly eight to ten hours it is tightly paced and emotionally sharp in a way the larger game occasionally was not, anchored in Miles's block, his mother, his best friend, and a central conflict that stays painfully personal rather than escalating into noise. It is the difference between a sprawling season of television and a lean two-hour film, and the tighter cut flatters almost everything about it. The central antagonist conflict is built on a friendship rather than a grudge, which gives the back half a genuine ache the larger game's rogues' gallery rarely reached for, and a couple of the late turns land harder than a spin-off this size has any real right to.

The compromises are the familiar open-world ones. Side activities and collectibles recycle familiar beats, chase this drone, clear that base, and the enemy roster is limited enough that fights start to blur together late on. Anyone coming directly off the 2018 game will find the core loop immediately, intimately familiar rather than reinvented. This is polished, confident iteration, not the reinvention some people hoped for, and it never quite pretends otherwise. Progression stays deliberately light, a modest upgrade tree and a parade of unlockable suits, several of them deep-cut comics references that reward the well-read without gatekeeping anyone else. On PC the whole package runs and looks superb, with ray-traced reflections, high frame rates, and ultrawide support that make the snowbound city genuinely postcard-pretty, the kind of port that nearly justifies the long wait for it.

Art & atmosphere

Craft

The whole game is built around one place at one moment in time: uptown Manhattan in the dead of winter, Harlem draped in holiday lights, its brownstones hushed under real, accumulating snow that catches and throws back the glow of the city. The defining visual is all that electricity. Miles's bio-venom crackles in bruised purple and cold blue, and every finisher throws a brief, satisfying flash of it against the winter dark. On PC, ray-traced reflections turn the wet glass and slush into a second light source, and the city has rarely looked more like itself.

Sound is where it plants its flag, though. The score leans into hip-hop rather than orchestral bombast, while the block itself supplies the rhythm, beats drifting out of a bodega, snatches of street conversation, a place that audibly talks to itself. Swinging has a physical audio vocabulary too, the whip and thwip of web, the rush of wind past your ears, the clean percussive give of a landing stuck at full speed.

The effect is a game that sounds rooted, like it genuinely knows the exact block it is swinging over rather than a generic pastiche of a city. For a spin-off a fraction of its predecessor's size, that specificity of place does an enormous amount of quiet work, and it is a large part of why the smaller scope never once reads as thin.

A focused, charismatic spin-off that plays confidently to its strengths, capped by repetitive side content and a familiar, iterative structure.

Pros & cons

The ledger

In its favour

  • Web-swinging remains among the most joyful traversal systems in any game
  • Venom powers give combat a flashy, distinctive identity of its own
  • A tight, personal, well-paced story that genuinely respects your time
  • Snowbound Harlem is a striking, specific, atmospheric setting
  • Strong PC port, with ray-traced reflections and high frame rates
  • Hip-hop-forward soundtrack and sound design give it a real sense of place

Against it

  • Side content recycles the same familiar open-world beats
  • Limited enemy variety leaves late fights feeling repetitive
  • The core loop is iterative rather than genuinely reinvented
  • Short enough that veterans may want more once the credits roll
Official media

© PlayStation Publishing LLC. Official media via Steam.

The player verdict

Real reviews · Steam
Very Positive94% of 27,499 reviews
  • Recommended

    Marvel's Spider-Man: Miles Morales Review SpiderMan: Miles Morales serves as the bridge between SpiderMan and SpiderMan 2 , properly introducing Miles and his journey to becoming SpiderMan. The premise is simple Peter is away, and it's up…

    25 found helpfulvia Steam
  • Recommended

    A great game, only that it is very short, you just connect with the story and that's the end. This is more like a bigger expansion of Spider Man 2018 and it's very good. I ran into a lot of bugs that haven't been fixed yet, I don't know…

    10 found helpfulvia Steam
  • Recommended

    Short Review Marvel's Spider-Man: Miles Morales is a great superhero game that absolutely nails the feel of being Spider-Man. The combat is fluid and combo-heavy, swinging through the city never gets old, the graphics and sound design are…

    10 found helpfulvia Steam
  • Recommended

    A Hero Finding His Own Place After completing Marvel's Spider-Man: Miles Morales 100% in roughly 25 hours, I can honestly say that this was one of the most enjoyable superhero experiences I've had in gaming. Having previously played…

    7 found helpfulvia Steam

Verdict

The call
Playcritik score
8.1/10
Great

Miles Morales works because it refuses to overreach. It takes a proven, beloved formula, hands it a charismatic new lead and a genuinely fun set of powers, and tells a focused story that respects your time from the first hour to the last. The smaller scope reads as a deliberate feature rather than a compromise forced by a tighter budget.

It will not convert anyone the first game left cold, and it is light on surprises for veterans who have already logged dozens of hours in this exact city. The side content is familiar, the enemies thin, and none of the underlying systems will astonish you. This is comfort food, expertly prepared, and it is entirely aware of that.

But as a warm, stylish, tightly told superhero adventure, and a strong PC port of one, it is an easy recommendation, especially at its lower price and shorter runtime. If you want the swinging, the spectacle, and a lead genuinely worth rooting for, without the hundred-hour commitment, this is very nearly the ideal way to get all three.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 8.1/10.