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It’s a fine balance, right? Because in the end, Spider-Man 2<\/em> doesn’t feel bloated. It’s kind of amazing how Insomniac pulled it off, because the temptation to just shove stuff into a “bigger better” sequel until you can’t is strong. Story points are allowed to run their course without going on too long, and things are mostly wrapped up by the end. While I would have liked a little more of a Miles focus overall, he does play a huge part in the narrative and the denouement.<\/p> With the added web wings gliding mechanic, locomotion is even smoother than past entries. Given that the sandbox of New York has been expanded a bit it’s just as well, but I forgot just how fun it is to zoom around in these games and do absolutely nothing. Very rarely am I enamored enough with an open world to drift around aimlessly for extended periods of time, but I found myself caught in that loop all over again. I mean, 2004’s Spider-Man 2 <\/em>was really on to something with the whole “hey, swinging around on webs is fun if done right” mentality, so I’m glad Insomniac picked that legacy back up off the ground.<\/p> Without spoiling anything, Kraven (one of the big bads of this entry) and Venom slot nicely into the sequel, and don’t overpower each other. The best part of Kraven is his goons: his army of hunters adds an air of urgency to regular old street fights, and gels nicely with the idea of them actually having the ability to hunt super-beings. Kraven isn’t as interesting as he could have been, but he is formidable, and the angle of wanting to hunt every<\/em> super-powered person (hero or villain), is interesting enough to carry a chunk of the story.<\/p>