Compare Marvel's Spider-Man: The City that Never Sleep (DLC) (PS4) prices across 50+ stores and find the best deal. Developed by Insomniac Games. Published by Sony Interactive Entertainment LLC. Released on 9/7/2018. Available on PC. Genres: Action, Single Player.

Three more chapters of Insomniac's Manhattan swing-fest, built squarely for players who finished the base game and weren't ready to put the controller down. Story first, gameplay additions almost nowhere.

My honest first thought finishing Marvel's Spider-Man on PS4 was: I need more of this, immediately. The City That Never Sleeps exists precisely for that feeling, and it both delivers and frustrates in roughly equal measure depending on what you're hoping to find. The package is three sequential story chapters released monthly from October to December 2018: The Heist, Turf Wars, and Silver Lining. Each one spotlights a different supporting character alongside the central mob-war plot driven by Hammerhead, a physically enhanced crime boss who starts as a fairly ho-hum antagonist and escalates into a genuinely threatening one by the time Silver Lining wraps up. The Heist is the strongest chapter, bringing Black Cat fully into play after the base game only teased her existence, and the Peter-Felicia dynamic generates real tension. Turf Wars is the weakest link, darker in tone but thinner in substance. Silver Lining brings Silver Sable back to reclaim tech Hammerhead has looted from her organization, and while the chapter's final missions land well, an awkward mid-episode boss encounter between Spider-Man and Sable herself is one of the stranger design choices in the whole trilogy. The post-credits scene seeds what becomes Miles Morales, so if you care about continuity in this universe, skipping this DLC means skipping important connective tissue. Mechanically, the honest answer is: nothing new. No new gadgets, no new skills, no level cap increase. You get new costumes, including an Into the Spider-Verse suit in Silver Lining, but the combat loop is identical to what you had at the end of the main campaign. If your build was already maxed out when you rolled credits, you're walking in with everything you had. The enemy factions do get progressively tougher, and juggling jetpacks, machine-gun brutes, and laser-equipped heavies simultaneously is a reasonable end-game test of your muscle memory. The side content is the shakier half: Screwball's challenges return in larger numbers across all three chapters, and whether you find them tolerable or tedious will depend entirely on how much goodwill you still have for that character from the base game. The Spider-Bot bomb-defusal missions and collectible art hunts tied to Black Cat's father are lighter distractions that work better. Where the DLC genuinely earns its runtime is in the character writing. Yuri Watanabe gets meaningful development across Turf Wars, the Peter-MJ-Felicia triangle adds real friction to The Heist, and Miles shows up via phone calls that feel like proper setup rather than mere cameo. J. Jonah Jameson's in-game podcast episodes are still a highlight. The total runtime sits around seven to ten hours for main missions alone, closer to fifteen if you clear all challenges, crimes, and bases. That is a reasonable amount of content, even if it occasionally feels padded with open-world busywork between story beats. The bottom line for who should consider this: if you want more of the same traversal and combat in Insomniac's Manhattan, and you care about where these characters end up before Miles Morales picks up the thread, this delivers that cleanly. If you were hoping for the kind of mechanical expansion that something like a Witcher 3 add-on provides, you will come away disappointed. It is a story epilogue with a side helping of familiar open-world tasks, not a true expansion. Treat it as such and it earns its place. Alex, Scout Team

Marvel's Spider-Man: The City that Never Sleep (DLC) (PS4)
ActionSingle Player

Marvel's Spider-Man: The City that Never Sleep (DLC) (PS4)

Sep 7, 2018Insomniac GamesSony Interactive Entertainment LLC
GamerScout Says

Three more chapters of Insomniac's Manhattan swing-fest, built squarely for players who finished the base game and weren't ready to put the controller down. Story first, gameplay additions almost nowhere.

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About Marvel's Spider-Man: The City that Never Sleep (DLC) (PS4)

My honest first thought finishing Marvel's Spider-Man on PS4 was: I need more of this, immediately. The City That Never Sleeps exists precisely for that feeling, and it both delivers and frustrates in roughly equal measure depending on what you're hoping to find. The package is three sequential story chapters released monthly from October to December 2018: The Heist, Turf Wars, and Silver Lining. Each one spotlights a different supporting character alongside the central mob-war plot driven by Hammerhead, a physically enhanced crime boss who starts as a fairly ho-hum antagonist and escalates into a genuinely threatening one by the time Silver Lining wraps up. The Heist is the strongest chapter, bringing Black Cat fully into play after the base game only teased her existence, and the Peter-Felicia dynamic generates real tension. Turf Wars is the weakest link, darker in tone but thinner in substance. Silver Lining brings Silver Sable back to reclaim tech Hammerhead has looted from her organization, and while the chapter's final missions land well, an awkward mid-episode boss encounter between Spider-Man and Sable herself is one of the stranger design choices in the whole trilogy. The post-credits scene seeds what becomes Miles Morales, so if you care about continuity in this universe, skipping this DLC means skipping important connective tissue. Mechanically, the honest answer is: nothing new. No new gadgets, no new skills, no level cap increase. You get new costumes, including an Into the Spider-Verse suit in Silver Lining, but the combat loop is identical to what you had at the end of the main campaign. If your build was already maxed out when you rolled credits, you're walking in with everything you had. The enemy factions do get progressively tougher, and juggling jetpacks, machine-gun brutes, and laser-equipped heavies simultaneously is a reasonable end-game test of your muscle memory. The side content is the shakier half: Screwball's challenges return in larger numbers across all three chapters, and whether you find them tolerable or tedious will depend entirely on how much goodwill you still have for that character from the base game. The Spider-Bot bomb-defusal missions and collectible art hunts tied to Black Cat's father are lighter distractions that work better. Where the DLC genuinely earns its runtime is in the character writing. Yuri Watanabe gets meaningful development across Turf Wars, the Peter-MJ-Felicia triangle adds real friction to The Heist, and Miles shows up via phone calls that feel like proper setup rather than mere cameo. J. Jonah Jameson's in-game podcast episodes are still a highlight. The total runtime sits around seven to ten hours for main missions alone, closer to fifteen if you clear all challenges, crimes, and bases. That is a reasonable amount of content, even if it occasionally feels padded with open-world busywork between story beats. The bottom line for who should consider this: if you want more of the same traversal and combat in Insomniac's Manhattan, and you care about where these characters end up before Miles Morales picks up the thread, this delivers that cleanly. If you were hoping for the kind of mechanical expansion that something like a Witcher 3 add-on provides, you will come away disappointed. It is a story epilogue with a side helping of familiar open-world tasks, not a true expansion. Treat it as such and it earns its place. Alex, Scout Team

Tags

Story DLCEpisodic ContentWeb-SwingingCharacter-DrivenPost-Game ContentOpen-World Side MissionsTrophy HuntingSuperhero ActionCombo Combat

System Requirements

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Game Info

Developer
Insomniac Games
Publisher
Sony Interactive Entertainment LLC
Release Date
Sep 7, 2018

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