What Was The Biggest Challenge For Insomniac Games During Spider-Man’s Development?

As the PlayStation 4-exclusive game is mostly ready (only patches and the DLC are being developed – Spider-Man has gone gold already), Bryan Intihar, the creative director at Insomniac Games, could answer this question.

Intihar answered GamesTM – WCCFTech quoted parts of it: „While we had Feral Rites in development around the same time as Spider-Man, we didn’t have a ton of experience making a third-person brawler where you’re using melee and other devices in combat at Insomniac.

You look at Ratchet, you look at Resistance, and you look at Sunset Overdrive…We’re a big shooter company, and we’re well known for our creative weapons. It was a little bit of a learning curve. We asked ourselves early on, ‘well, what can Spider-Man do that others can’t?’ and then the world improvisation started to come up a lot.

You know, it’s hard to get someone to swing kick in real life. But the benefits of living in Los Angeles is that we have a lot of great stunt people who live here, and we’ve had people who have done many fantastic superhero things, and it’s incredible to see what they can do when they’re just flipping around. So it’s a combination of both.

We went heavy on web usage. Whether it’s the quick, rapid-fire webs or looking for things in the environment that you can grab and pull. When the gadgets and suit powers started to get implemented – when we got him up in the air – that’s when it felt like a Spider-Man experience met an Insomniac game to me.

The combat team at Insomniac worked their butts off to get this right. It was tough; it was, regarding overall development, definitely one of our most significant challenges.”

So, there are multiple things here, but the combat was one of the most problematic things for Insomniac to put together. As we’re less than a month from the game’s launch (Spider-Man is out on September 7, exclusively on PlayStation 4), we’ll see how good their game will be in a few weeks time.

Source: WCCFTech

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