Was watching a replay of a game session I had yesterday afternoon playing Marvel's Spider-Man Miles Morales and I've just realised that game directing is rather hectic. You can't only just account for what the AI is doing but how the player interacts with the set pieces.Even though this sessions are tightly choreographed the player still has to remain within the confines of the mission without feeling restricted. Each "wow" moment is important as it helps with the immersion of the player but early on in the game it helps establish the rules of the world that has just been created.
In this sequence, especially earlier on, Rhino is always rampaging in the background with Peter on his back. This helps foster a sense of panic as the player is dealing with the escaped convicts, facing verbal abuse for his instigation of this chaotic sequence. In addition, just knowing when to depoly the PlayStation 5s Dual Sense controller's haptic feedback help sell the moment as this pairs up with the 3D sound.
The interweaving of gameplay with cinematic quick time events is also done remarkably well with the obligatory bullet time slow down which help ramp up the excitement. Brief cinematic cutscenes integrated into these moments also help establish our protagonists' characters and the effect they have had on the City and its inhabitants(Thinking of J.Jonah Jameson, who is as brilliant as ever here).
Full gameplay sequence here, no commentary. Head phones in.