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How hard was it to rework Spidey's gameplay so you can meet those expectations while still fitting him into the framework of Marvel's Avengers? Spider-Man's chief video game strategy for the past 20 years or so has been built around freeform exploration and open-world traversal. That's what our take on Spider-Man is and what we focused on. So he decides to reach out to the Avengers to get a little support to dig into this thing because he recognizes that AIM is a threat. He's talked with Black Widow online for support in his AIM investigation before. In the Hero Event, Spider-Man comes across some fishy business with AIM while he's interning at this company, but he hits a dead end. It's not an origin story or anything like that, but he's been doing it solo - Peter Parker by day, Spider-Man whenever he can be. Our version of Spider-Man's in his early 20s, and he's been doing the Spider-Man thing for a while. When they're playing the game, we want them to live the hero fantasy and feel like they are that hero. He's been around for a while, and our goal is always to find what makes a hero iconic and what players identify as quintessential Spider-Man. We look at everything in the media for Spider-Man, whether that's cartoons, movies, past games - you name it.
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The designers and the narrative team really dug into the source material to pull things that were iconic, and things that we wanted to make sure were represented on screen.
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We comb through the comics: we all have Marvel Unlimited, and Marvel will send over copies of the comics for us to read whenever we start a new hero. Was there any particular version of Spider-Man you looked to when designing the Hero Event? Spider-Man has always been a huge property, but it's blown up everywhere in the past several years.