About Marvel's Spider-Man: Miles Morales
Teenager Miles Morales is settling into a new home in Harlem when a conflict between Roxxon and the Underground threatens his neighborhood. With Peter Parker away, Miles takes responsibility for protecting Marvel’s New York while learning to combine web-slinging and familiar Spider-Man combat with his own bio-electric Venom attacks and temporary camouflage.
Marvel’s Spider-Man: Miles Morales is a standalone, Miles-led adventure set after the events of Marvel’s Spider-Man Remastered. Miles is adjusting to his new home in Harlem and following the example of his mentor, Peter Parker, while building a life that belongs to him. A struggle over NuForm, an energy source promoted by Roxxon, draws the neighborhood into a conflict with the high-tech Underground. Its leader, the Tinkerer, becomes central to the danger facing Miles’s home. The story places that public threat beside the relationships and commitments that make Harlem meaningful to Miles, including his family and the people who recognize him as their local Spider-Man. Peter’s absence leaves Miles with the responsibility of responding to the crisis himself. The campaign’s focus is his growth into an independent hero, with the citywide stakes anchored in the place he is trying to protect.
The game returns to Marvel’s New York through a winter version of Manhattan, with Harlem as Miles’s neighborhood and the base for many personal connections. He crosses the city by swinging, running along walls and using web zips to change direction or keep momentum between buildings. Launching from a point or combining a dive with a new swing carries him quickly across a block, while perches and scans help him observe streets and enemy positions. Snow, holiday lights and neighborhood landmarks distinguish this setting from Peter’s earlier patrols, but the player moves freely between story missions, street crimes and optional requests. The Friendly Neighborhood Spider-Man application gathers calls for help from residents, including emergencies, missing property and practical problems. These short activities let Miles use movement, scanning, web tools and combat to meet ordinary neighborhood needs.
Combat retains the close-range strikes, web attacks, dodges and aerial follow-ups associated with Spider-Man, while Miles’s bio-electric Venom power changes how he handles groups. Attacks build a Venom reserve that can be spent on moves such as a Venom Punch, a dash through an enemy, or a wider blast that can stun several opponents. A Spider-Sense warning signals incoming danger; a precisely timed dodge avoids the blow and creates a chance to counter. Web strikes close distance, weapon yanks can turn an enemy’s equipment against the group, and launching a foe can move a fight into the air where Miles can continue the combo. Venom attacks supply a burst of damage or control when ordinary strikes are not enough, but using them consumes the stored energy. That creates a practical rhythm: build the meter through action, then decide whether to spend it on one threat or save it until several enemies are in range.

Camouflage gives Miles a second distinct way to control an encounter. Activating it temporarily makes him difficult to see, allowing him to reposition or approach an isolated guard for a stealth takedown. Scanning reveals enemies and objects through the environment, helping the player read a room before choosing a route across rooftops, walls or cover. Camouflage draws from its own limited energy and depletes while active, so it is better suited to a deliberate opening or escape than remaining invisible indefinitely. A takedown can remove a threat quietly, while detection changes the room into a direct fight where Venom attacks and gadgets can take over. Skills later improve how effectively Miles uses camouflage, including its energy economy and stealth attacks. The interplay between invisibility and bio-electric power makes his infiltration more flexible: he can quietly thin a group, then switch to conspicuous force if the situation breaks open.
Miles also uses a smaller set of specialized gadgets that support both stealth and combat. Web Shooters restrain enemies, while a Holo-Drone projects decoys that draw attention and assist during a fight. A Remote Mine can be placed on an electrical fuse box or object and detonated when enemies are nearby; used during infiltration, it can disable a patrol before Miles enters the room. A Gravity Well pulls nearby opponents into a tighter group, creating a target for follow-up attacks. Gadgets have distinct jobs rather than replacing his Venom skills, and choosing when to use a tool can reduce the pressure of facing several enemies at once. Tech Parts and Activity Tokens gathered around the city support gadget upgrades, improving properties such as capacity or effect. Suit and visor modifications add passive bonuses, and the loadout can be changed as Miles’s unlocked options grow.
Experience points from missions, crimes, collectibles and movement feed into character development. Miles’s skill menu separates upgrades into Combat, Venom and Camouflage branches, so skill points can extend his basic moves, strengthen bio-electric attacks or make infiltration more effective. Spider-Man Training adds another route: combat, traversal and stealth challenges teach techniques and award additional skills for completing their tasks. Harlem’s FNSM requests and crimes provide short objectives with experience and activity rewards, while Underground caches contain Tech Parts used to craft suits and improve equipment. Side missions bring neighborhood stories into the campaign and can provide further rewards. The separate resource paths give optional activity a concrete purpose: experience opens skills, tokens and parts fund equipment changes, and challenge tasks unlock selected techniques. The main story remains available as the player chooses how much of the city’s extra work to take on.

After the main story, New Game+ allows another run with progression carried forward and raises the level ceiling from 20 to 30. The three skill branches also have final upgrades reserved for that mode, giving the replay a development goal beyond seeing the story again. Players bring an established set of moves into familiar missions and can unlock skills unavailable during the first campaign. Optional Roxxon Labs and Underground hideouts extend the conflict into guarded spaces outside the main route. They give Miles another place to use a developed stealth, gadget or Venom loadout while clearing the city’s remaining threats.
- Developer
- Insomniac Games; PC version developed with Nixxes Software
- Genre
- Action-adventure
