Marvel's Spider-Man: Miles Morales
This review contains spoilers
There is a moment early in Spider-Man: Miles Morales when snow is falling over Harlem, Christmas lights blink in the bodega windows, and a seventeen-year-old kid swings past the Apollo's marquee carrying his dead father's absence on his back. It is a gorgeous image. I want to insist that it is also a blues image.
The blues, at its best, is not sadness set to music. It is the art of looking catastrophe dead in the eye, naming it without flinching, and still finding the nerve to keep stepping, keep loving, keep laughing at a world that has handed you every reason to quit. Miles begins this story in the middle of that kind of catastrophe. His father, Jefferson Davis, a police officer, has been killed in a terrorist attack. His mother, Rio, has moved him from Brooklyn to Harlem. His mentor, Peter Parker, is about to leave the country and leave him holding the whole city.
Most superhero stories treat grief as fuel: a wound converted into motivation, then quietly shelved once the action starts. This game does something more serious. It asks what it means to inherit — a name, a neighborhood, a responsibility, a sorrow — and whether you can carry what you inherited without being crushed by it or merely imitating it. Miles spends the whole game hearing, one way or another, that he is not Peter. The game's quiet wager is that he shouldn't be. A tradition, rightly understood, is not a costume you zip into. It is a conversation you join, and you join it by finding your own voice.
That wager is where the game earns my admiration, and it earns it with more depth than a 2020 console launch title had any obligation to bring. Beneath the web-swinging and the combo meters sits a meditation on one of the oldest questions in the Black prophetic tradition: how do you stay fully human — loving, hopeful, unbroken — in a world organized to wear your humanity down?
The game's real moral center is not its villain but its antagonist, and the difference matters. Phin Mason — the Tinkerer, leader of the high-tech insurgency called the Underground — is Miles's oldest friend. She is brilliant, funny, and grieving. Her brother Rick invented Nuform, the energy source Roxxon is about to install in a gleaming plaza in East Harlem. Rick discovered that it made people sick, tried to stop it, and died. Roxxon kept building.
Here is what I most respect: the game does not make Phin wrong about Roxxon. Her diagnosis is correct. A corporation is experimenting on a Black and brown neighborhood, lying about the risk, and dressing the whole thing up as clean energy and community investment. When Phin hijacks the screens at Rio's campaign rally to expose Simon Krieger, she is telling the truth in public. That is a prophetic act.
What goes wrong is not her analysis but her heart. Over the course of the story, her grief hardens into the thing that has haunted Black communities in America for generations — not nihilism as a seminar-room doctrine, but nihilism as lived experience. It is the slow, corrosive sense that nothing means anything, that hope is a con, and that love is a luxury you can no longer afford. Its signature is not despair alone but coldness: a willingness to treat other people as collateral. By the climax Phin is prepared to overload the reactor at Roxxon Plaza. Krieger has rigged it so that the blast will take out Harlem itself, and she does not want to hear it. She means to punish the people who devalued her neighbors, and she is about to devalue them in the very same way.
That is the tragedy, and the game sees it clearly. Rage at injustice is not the problem; rage is often the right response to a world this wicked. The problem is rage cut loose from love — rage that forgets who it was supposed to be for. Miles never asks Phin to stop being angry. He asks her to remember Harlem. In the end she does. She turns back, carries Miles into the sky away from the people below, and dies having chosen the neighborhood over her vengeance. It is one of the most quietly devastating endings I've seen in a mainstream game, because it refuses both easy redemption and easy condemnation. Phin is not saved. She is remembered — and so, for a moment, is what she was fighting for.
If Phin represents one road out of hopelessness, Uncle Aaron represents another, and it is the more common one in our time. Aaron Davis, the Prowler, is a man who has made his peace with the world by selling himself to it. He has done work for Wilson Fisk. He has done work for Roxxon. He loves his nephew, genuinely, and that love is exactly what makes his betrayal so painful. When Miles tells him about Phin, Aaron passes the meeting place to Krieger. Then he tranquilizes Miles, locks him in an abandoned subway terminal, and advises him to let the Underground and Roxxon destroy each other.
Aaron's philosophy is the gospel of the market, preached from the street corner rather than the boardroom. Power is permanent, so cut your deal. Don't fight what you can't beat. Look out for your own. It is not a cartoon villain's creed; it is the worldview of millions of people who have watched idealism get crushed and decided that survival requires a cold, transactional heart. That is nihilism too — a quieter, more respectable cousin of Phin's — and the game is smart enough to show that it fails even on its own terms. Aaron cannot protect his family by serving the corporation that is preparing to blow up his family's neighborhood.
Aaron's turn is the game's argument for what I'd call the politics of conversion. Nobody lectures him out of his cynicism. He changes because he sees Miles refuse to give up, and because Harlem is burning in front of him. He shows up during the battle to help people evacuate. Afterward, we learn, he turns himself in and testifies against Krieger. Conversion is not an argument you win. It is a witness you bear, and other people catch it from you like a rhythm.
Then there is Rio Morales, who is running for city council to keep Roxxon from bulldozing her community. Rio is the reformer, the person who still believes institutions can be bent toward justice if enough decent people show up. The game treats her with real respect. She is no naif. But her campaign is constantly overrun — interrupted, hijacked, shot at — by forces that operate far beyond the reach of a ballot. The quiet point is that electoral politics alone cannot meet an emergency this deep. You need the candidate and the movement and the witness in the street. Rio's campaign matters. It is just not sufficient, and the game knows it.
So what does Miles offer instead? Not a program. Not an ideology. He offers presence — a love that shows up, block by block, for people with names.
Watch how the game is built. The side content flows through an app Ganke builds so neighbors can ask their Spider-Man for help directly. The missions are small and human: a lost cat, a broken-down delivery, a bodega owner who needs a hand. Teo's bodega, with its resident cat, is practically a sacred site. Miles learns sign language so he can talk with Hailey, a deaf street artist whose work fills the neighborhood with color. None of this advances the plot in any grand way, and that is precisely the point. The game insists that heroism is not a spectacle performed over a community. It is a relationship carried on within one.
There is an old line I come back to often: justice is what love looks like in public. Miles is not a theorist of that idea. He is an embodiment of it. His love for Harlem is not sentimental. It is willing to fight Roxxon's private army, willing to confront his own uncle, willing to stand between his best friend and the people she is about to sacrifice. Tenderness and toughness are not opposites here. They are the same muscle.
The game's mechanics deepen the metaphor in a way I find genuinely striking. Miles's signature power, his bioelectric "venom," is energy generated from within — from his own body, his own will, his own nerve. Nuform is energy extracted, packaged, and sold, with the costs dumped on the poor. The climax makes the contrast literal. Miles absorbs the reactor's catastrophic charge into himself rather than let it fall on his neighbors. He takes the catastrophe into his body so that his people don't have to. That is a theology of the cross smuggled into a PlayStation game, and I don't say that lightly.
Afterward, Miles tells Peter that Roxxon came uptown because it saw his people as disposable. That one sentence is the whole political analysis of the game, delivered without a sermon. And Harlem's response is a kind of covenant: the neighbors who learn his secret keep it. The community protects the one who protected it. That is not a superhero being worshipped. That is a people recognizing one of their own.
Now, I would be a poor critic and a worse friend to this game if I stopped at praise. Any honest reading has to reckon with the fact that this story about a predatory corporation was itself built to move consoles. Miles Morales launched alongside the PlayStation 5, whose standard edition cost $499, as one of the system's flagship reasons to buy. A story indicting Roxxon's extraction of value from Harlem was, at the same moment, an instrument for extracting value from Harlem's teenagers and their parents. The market has a remarkable capacity to sell us our own critique of it, gift-wrapped, at full retail price.
This is not hypocrisy, exactly. It is the condition of nearly all popular art under late capitalism, and the game did not invent it. But it does shape what the game can imagine. Notice that Roxxon's evil is located almost entirely in one bad executive. Krieger lies, Krieger rigs the reactor, Krieger goes to prison, and the order of things is restored. The deeper truth — that the incentive to treat poor neighborhoods as sacrifice zones is structural, not personal — hovers at the edges but never quite lands. Remove the bad apple and the orchard looks fine. Real Harlem knows better.
There is also the limit built into the genre itself. However beautifully the game honors community, its dramatic logic still bends toward the exceptional individual who absorbs the blast alone. Movements do not work that way. Phin's Underground, for all its moral failures, is at least a collective. Rio's campaign is at least a coalition. Miles's heroism is lovely, but a democracy cannot outsource its courage to one gifted kid in a hoodie. The most radical thing the game could have done — and it gestures toward this through the neighborhood app and the community that guards his secret — is suggest that everyone in Harlem is called to be a little bit of Spider-Man.
And yet I keep returning to a simple fact. Millions of young people, many of them Black and Latino, spent time inside a story in which a mixed-heritage kid from Harlem is not a sidekick, not a statistic, and not a cautionary tale. He is the hero, and his neighborhood is the treasure worth saving. That is not nothing. In a culture that so often treats Black and brown youth as problems to be managed, it is a small act of cultural repair.
The game's deepest metaphor is musical, and it is no accident. Miles is a kid who makes beats. One of the game's tender threads has him gathering sound samples across Harlem that are tied to his father's memory, building a track out of the noise of the neighborhood and the echoes of the man he lost. The score itself fuses orchestral swells with hip-hop, as if the game were trying to reconcile two inheritances at once. That is exactly the work Miles is doing as a person. He takes Peter's lessons and his father's example and his mother's Puerto Rican pride and the whole polyphonic racket of uptown, and he makes something nobody has heard before.
This is what jazz has always taught us about tradition. You honor the masters not by copying their solos but by learning the changes so deeply that you can improvise freely over them. Peter Parker's Spider-Man is the standard. Miles's Spider-Man is the reinterpretation — the same tune, transformed by a different life, a different block, a different grief. When Peter returns from Europe and sees what Miles has done, the passing of the torch feels earned. Miles has not inherited the role so much as reinvented it.
What the game finally offers is not optimism. Optimism is the cheap belief that things will turn out fine; it is a spectator's posture. Phin is dead. Rick is dead. Jefferson is dead. Harlem will face the next Roxxon, and the one after that. What the game offers instead is hope, which is something harder and better. Hope is a verb. It is a decision to act on behalf of love when the evidence gives you no guarantees. It is tragicomic — it laughs, and dances, and plays the music, not because the world isn't broken, but because the world is broken and we refuse to let it break us too.
That is what Miles chooses, swinging through the snow over 125th Street with his father's absence still riding on his back. He does not escape the blues. He sings them, and in singing them he finds his own voice. A great many of us are still looking for ours. It is no small thing that a video game can remind us what the search sounds like.
The blues, at its best, is not sadness set to music. It is the art of looking catastrophe dead in the eye, naming it without flinching, and still finding the nerve to keep stepping, keep loving, keep laughing at a world that has handed you every reason to quit. Miles begins this story in the middle of that kind of catastrophe. His father, Jefferson Davis, a police officer, has been killed in a terrorist attack. His mother, Rio, has moved him from Brooklyn to Harlem. His mentor, Peter Parker, is about to leave the country and leave him holding the whole city.
Most superhero stories treat grief as fuel: a wound converted into motivation, then quietly shelved once the action starts. This game does something more serious. It asks what it means to inherit — a name, a neighborhood, a responsibility, a sorrow — and whether you can carry what you inherited without being crushed by it or merely imitating it. Miles spends the whole game hearing, one way or another, that he is not Peter. The game's quiet wager is that he shouldn't be. A tradition, rightly understood, is not a costume you zip into. It is a conversation you join, and you join it by finding your own voice.
That wager is where the game earns my admiration, and it earns it with more depth than a 2020 console launch title had any obligation to bring. Beneath the web-swinging and the combo meters sits a meditation on one of the oldest questions in the Black prophetic tradition: how do you stay fully human — loving, hopeful, unbroken — in a world organized to wear your humanity down?
The game's real moral center is not its villain but its antagonist, and the difference matters. Phin Mason — the Tinkerer, leader of the high-tech insurgency called the Underground — is Miles's oldest friend. She is brilliant, funny, and grieving. Her brother Rick invented Nuform, the energy source Roxxon is about to install in a gleaming plaza in East Harlem. Rick discovered that it made people sick, tried to stop it, and died. Roxxon kept building.
Here is what I most respect: the game does not make Phin wrong about Roxxon. Her diagnosis is correct. A corporation is experimenting on a Black and brown neighborhood, lying about the risk, and dressing the whole thing up as clean energy and community investment. When Phin hijacks the screens at Rio's campaign rally to expose Simon Krieger, she is telling the truth in public. That is a prophetic act.
What goes wrong is not her analysis but her heart. Over the course of the story, her grief hardens into the thing that has haunted Black communities in America for generations — not nihilism as a seminar-room doctrine, but nihilism as lived experience. It is the slow, corrosive sense that nothing means anything, that hope is a con, and that love is a luxury you can no longer afford. Its signature is not despair alone but coldness: a willingness to treat other people as collateral. By the climax Phin is prepared to overload the reactor at Roxxon Plaza. Krieger has rigged it so that the blast will take out Harlem itself, and she does not want to hear it. She means to punish the people who devalued her neighbors, and she is about to devalue them in the very same way.
That is the tragedy, and the game sees it clearly. Rage at injustice is not the problem; rage is often the right response to a world this wicked. The problem is rage cut loose from love — rage that forgets who it was supposed to be for. Miles never asks Phin to stop being angry. He asks her to remember Harlem. In the end she does. She turns back, carries Miles into the sky away from the people below, and dies having chosen the neighborhood over her vengeance. It is one of the most quietly devastating endings I've seen in a mainstream game, because it refuses both easy redemption and easy condemnation. Phin is not saved. She is remembered — and so, for a moment, is what she was fighting for.
If Phin represents one road out of hopelessness, Uncle Aaron represents another, and it is the more common one in our time. Aaron Davis, the Prowler, is a man who has made his peace with the world by selling himself to it. He has done work for Wilson Fisk. He has done work for Roxxon. He loves his nephew, genuinely, and that love is exactly what makes his betrayal so painful. When Miles tells him about Phin, Aaron passes the meeting place to Krieger. Then he tranquilizes Miles, locks him in an abandoned subway terminal, and advises him to let the Underground and Roxxon destroy each other.
Aaron's philosophy is the gospel of the market, preached from the street corner rather than the boardroom. Power is permanent, so cut your deal. Don't fight what you can't beat. Look out for your own. It is not a cartoon villain's creed; it is the worldview of millions of people who have watched idealism get crushed and decided that survival requires a cold, transactional heart. That is nihilism too — a quieter, more respectable cousin of Phin's — and the game is smart enough to show that it fails even on its own terms. Aaron cannot protect his family by serving the corporation that is preparing to blow up his family's neighborhood.
Aaron's turn is the game's argument for what I'd call the politics of conversion. Nobody lectures him out of his cynicism. He changes because he sees Miles refuse to give up, and because Harlem is burning in front of him. He shows up during the battle to help people evacuate. Afterward, we learn, he turns himself in and testifies against Krieger. Conversion is not an argument you win. It is a witness you bear, and other people catch it from you like a rhythm.
Then there is Rio Morales, who is running for city council to keep Roxxon from bulldozing her community. Rio is the reformer, the person who still believes institutions can be bent toward justice if enough decent people show up. The game treats her with real respect. She is no naif. But her campaign is constantly overrun — interrupted, hijacked, shot at — by forces that operate far beyond the reach of a ballot. The quiet point is that electoral politics alone cannot meet an emergency this deep. You need the candidate and the movement and the witness in the street. Rio's campaign matters. It is just not sufficient, and the game knows it.
So what does Miles offer instead? Not a program. Not an ideology. He offers presence — a love that shows up, block by block, for people with names.
Watch how the game is built. The side content flows through an app Ganke builds so neighbors can ask their Spider-Man for help directly. The missions are small and human: a lost cat, a broken-down delivery, a bodega owner who needs a hand. Teo's bodega, with its resident cat, is practically a sacred site. Miles learns sign language so he can talk with Hailey, a deaf street artist whose work fills the neighborhood with color. None of this advances the plot in any grand way, and that is precisely the point. The game insists that heroism is not a spectacle performed over a community. It is a relationship carried on within one.
There is an old line I come back to often: justice is what love looks like in public. Miles is not a theorist of that idea. He is an embodiment of it. His love for Harlem is not sentimental. It is willing to fight Roxxon's private army, willing to confront his own uncle, willing to stand between his best friend and the people she is about to sacrifice. Tenderness and toughness are not opposites here. They are the same muscle.
The game's mechanics deepen the metaphor in a way I find genuinely striking. Miles's signature power, his bioelectric "venom," is energy generated from within — from his own body, his own will, his own nerve. Nuform is energy extracted, packaged, and sold, with the costs dumped on the poor. The climax makes the contrast literal. Miles absorbs the reactor's catastrophic charge into himself rather than let it fall on his neighbors. He takes the catastrophe into his body so that his people don't have to. That is a theology of the cross smuggled into a PlayStation game, and I don't say that lightly.
Afterward, Miles tells Peter that Roxxon came uptown because it saw his people as disposable. That one sentence is the whole political analysis of the game, delivered without a sermon. And Harlem's response is a kind of covenant: the neighbors who learn his secret keep it. The community protects the one who protected it. That is not a superhero being worshipped. That is a people recognizing one of their own.
Now, I would be a poor critic and a worse friend to this game if I stopped at praise. Any honest reading has to reckon with the fact that this story about a predatory corporation was itself built to move consoles. Miles Morales launched alongside the PlayStation 5, whose standard edition cost $499, as one of the system's flagship reasons to buy. A story indicting Roxxon's extraction of value from Harlem was, at the same moment, an instrument for extracting value from Harlem's teenagers and their parents. The market has a remarkable capacity to sell us our own critique of it, gift-wrapped, at full retail price.
This is not hypocrisy, exactly. It is the condition of nearly all popular art under late capitalism, and the game did not invent it. But it does shape what the game can imagine. Notice that Roxxon's evil is located almost entirely in one bad executive. Krieger lies, Krieger rigs the reactor, Krieger goes to prison, and the order of things is restored. The deeper truth — that the incentive to treat poor neighborhoods as sacrifice zones is structural, not personal — hovers at the edges but never quite lands. Remove the bad apple and the orchard looks fine. Real Harlem knows better.
There is also the limit built into the genre itself. However beautifully the game honors community, its dramatic logic still bends toward the exceptional individual who absorbs the blast alone. Movements do not work that way. Phin's Underground, for all its moral failures, is at least a collective. Rio's campaign is at least a coalition. Miles's heroism is lovely, but a democracy cannot outsource its courage to one gifted kid in a hoodie. The most radical thing the game could have done — and it gestures toward this through the neighborhood app and the community that guards his secret — is suggest that everyone in Harlem is called to be a little bit of Spider-Man.
And yet I keep returning to a simple fact. Millions of young people, many of them Black and Latino, spent time inside a story in which a mixed-heritage kid from Harlem is not a sidekick, not a statistic, and not a cautionary tale. He is the hero, and his neighborhood is the treasure worth saving. That is not nothing. In a culture that so often treats Black and brown youth as problems to be managed, it is a small act of cultural repair.
The game's deepest metaphor is musical, and it is no accident. Miles is a kid who makes beats. One of the game's tender threads has him gathering sound samples across Harlem that are tied to his father's memory, building a track out of the noise of the neighborhood and the echoes of the man he lost. The score itself fuses orchestral swells with hip-hop, as if the game were trying to reconcile two inheritances at once. That is exactly the work Miles is doing as a person. He takes Peter's lessons and his father's example and his mother's Puerto Rican pride and the whole polyphonic racket of uptown, and he makes something nobody has heard before.
This is what jazz has always taught us about tradition. You honor the masters not by copying their solos but by learning the changes so deeply that you can improvise freely over them. Peter Parker's Spider-Man is the standard. Miles's Spider-Man is the reinterpretation — the same tune, transformed by a different life, a different block, a different grief. When Peter returns from Europe and sees what Miles has done, the passing of the torch feels earned. Miles has not inherited the role so much as reinvented it.
What the game finally offers is not optimism. Optimism is the cheap belief that things will turn out fine; it is a spectator's posture. Phin is dead. Rick is dead. Jefferson is dead. Harlem will face the next Roxxon, and the one after that. What the game offers instead is hope, which is something harder and better. Hope is a verb. It is a decision to act on behalf of love when the evidence gives you no guarantees. It is tragicomic — it laughs, and dances, and plays the music, not because the world isn't broken, but because the world is broken and we refuse to let it break us too.
That is what Miles chooses, swinging through the snow over 125th Street with his father's absence still riding on his back. He does not escape the blues. He sings them, and in singing them he finds his own voice. A great many of us are still looking for ours. It is no small thing that a video game can remind us what the search sounds like.
Mini Review: Spider-Man: Miles Morales is a blues story about inheritance. A grieving Harlem teen learns to carry his father's memory and his mentor's mantle without simply imitating either one. Read through the Black prophetic tradition, the game stages a contest between love and nihilism as a corporation treats a neighborhood as expendable. Its critique of the market is blunted by its own role as a console-selling product, but its picture of hope as love in action rings true.
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