Today we celebrate the launch of Marvel’s Spider-Man: Miles Morales on PC! Like the PC version of Marvel’s Spider-Man Remastered released earlier this year, this has been a close collaboration with Insomniac Games, Marvel Games and PlayStation. We are very excited to bring the adventures of Miles Morales to a new audience and let PC players experience the rise of Miles as a new Spider-Man.
Configurability and customization are key aspects of PC gaming. At Nixxes we want to make sure the game is enjoyable on a wide range of systems, varying from handheld devices up to high-end gaming PCs with the latest GPUs and ultra-wide monitors. Part of that was ensuring that Marvel’s Spider-Man: Miles Morales is playable with a range of input options. You can play with a controller, and there are lots of options to choose from. You can use a DualSense controller for PS5 with a wired USB connection to enjoy the full DualSense controller experience, including adaptive trigger feedback and haptic response. The game also supports a variety of other peripherals and innumerable remapping options with Steam Input. The game is also fully playable with mouse and keyboard, and an important part of that development was creating a default control scheme that makes players feel like they are in full control as they web swing at high speed or engage in spectacular battles against foes with Miles’ electric powers.
To give you more insights into how the mouse and keyboard controls were implemented in Marvel’s Spider-Man: Miles Morales, I’d like to introduce you to Bart Veldstra, Senior Systems Programmer at Nixxes.
“When we begin our work on mouse and keyboard controls, first we look at comparable titles and our own previous projects. Those also happen to include third person action-adventure games, so they give us a good idea of what we have tried and tested. Then we make an inventory of all the actions the player can do in the game, which actions occur the most and what combinations are possible.”
What follows next, is a one-on-one mapping. “We simply assign all the buttons from the gamepad to a key or button on the keyboard and mouse. For this first layout, we use key bindings that are commonly found in games, such as the WASD keys for movement and E and F for actions or attacks.”
Then the team starts playing with this basic mapping, to see where there are any potential issues, Bart explains: “One of the first sticking points that came up was the fact th