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Reviews 11 September 2026 8 min read

Marvel's Wolverine Review: Brilliant Action, Shallow Story

Insomniac Games' Marvel's Wolverine delivers visceral close-quarters combat and stunning visuals, but its repetitive gameplay loop and one-dimensional narrative fail to meet the high expectations set by the character's legacy.
Author: Зануда PlayStation
Marvel's Wolverine Review: Brilliant Action, Shallow Story

Insomniac Games has officially joined the ranks of PlayStation's first-party studios with the release of Marvel's Wolverine, a title that has been in development since its initial reveal at the 2021 PlayStation Showcase. After years of silence, the game finally unveiled gameplay trailers in 2025, confirming that players would experience Logan's signature brutal close-quarters combat and his cynical demeanor. However, despite the high-octane action and impressive visuals, our review reveals a product that ultimately falls short of the monumental expectations set by the Marvel brand and Insomniac's pedigree.

A Brutal, Intimate Combat Experience

Before diving into the specifics of Marvel's Wolverine, it is worth briefly recalling Insomniac's previous masterpiece, the Spider-Man series. In those games, Spider-Man was defined by freedom; players could swing freely through the cityscape, treating the urban environment like their own backyard. This sense of liberty extended to combat, where the web-slinger could maintain distance or fight entirely in the air, as seen during the massive Vulture boss battle which felt more like an aerial duel than a ground fight.

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Furthermore, the camera design was tailored to this acrobatic style, maintaining a comfortable distance between the character and the lens to provide a clear overview of the battlefield. This is where Marvel's Wolverine diverges significantly from its predecessor. Upon first playing, the experience can feel somewhat awkward due to these constraints. Unlike Spider-Man, who could leap dozens of meters or cling to walls with ease, Logan is bound by his mutant physiology but remains grounded. He cannot leave the earth.

The combat system reflects this limitation. While Spider-Man utilized a wide array of acrobatic moves, web shooters, and aerial combos, Wolverine's arsenal is strictly limited to his adamantium claws. Consequently, the gameplay revolves entirely around close-quarters melee attacks. Although unlocking new skills and raising levels introduces variety, the fundamental structure of the fight remains unchanged. Even with options for area-of-effect attacks or single-target strikes, the player is confined within the melee framework.

Compared to Spider-Man, the movement options and tactical choices available in combat are more restricted, which can initially feel restrictive. The camera angle further amplifies this sensation. In Marvel's Wolverine, the camera is positioned significantly closer to the character than in most other action games. At times, it feels as though the lens is glued to Logan's back, creating a sense of claustrophobia that is immediately noticeable during gameplay.

This tight perspective becomes particularly problematic when surrounded by numerous enemies, severely limiting the player's field of view and making it difficult to assess the tactical situation at a glance. However, Insomniac clearly intended this design choice. By narrowing the distance between the character and the camera, the developers aimed to maximize immersion. Horror games often employ this technique for a reason: reducing the distance between the viewer and the action deepens the sense of presence.

In Marvel's Wolverine, this intimate perspective allows players to witness Logan's bloody, visceral combat up close. Watching the character slash, tear, and rip through enemies from such a proximity provides a significant cathartic experience. Every movement feels direct, and the impact of attacks is felt with raw intensity. At times, the player can almost feel Logan's rage as he fights. This design choice successfully transforms the act of controlling a character into feeling as though one has become him.

However, this does not mean the experience is flawless. Even if a design choice is intentional, it can still feel suffocating. The game presents a scenario where the player must parry incoming attacks from all directions while simultaneously dodging ranged projectiles and tearing enemies apart. This is far more difficult than it initially appears. Moreover, despite Logan's near-immortal healing factor in comic lore, he is not invincible within the game mechanics. He can be knocked down by heavy hits, and if a player fails to dodge or parry correctly, they will suffer damage and eventually fall.

Another significant drawback is the lack of variety in combat flow from start to finish. While the initial encounters deliver a strong impact with diverse countermeasures—such as parrying melee attacks to create openings for heavy strikes, breaking enemy guards with kicks, or using environmental objects to eliminate foes—the core loop remains repetitive. As the story progresses and new skills are unlocked, the player gains more tools, but these additions do not fundamentally alter the basic rhythm of combat.

The fundamental flow of battle does not change enough to justify the new skills, nor do they disrupt the established patterns significantly. Consequently, the exhilarating experience of the early game fails to carry over into the later stages. What began as a thrilling sensation gradually turns into a repetition of familiar patterns. The more one plays, the more the initially satisfying action becomes tedious.

Impressive Presentation, Disappointing Narrative

If combat and camera angles present a mix of positives and negatives, the story and content that drive the game forward are frankly disappointing. While not every aspect is flawed, the narrative direction leaves much to be desired. The presentation itself is generally satisfying; the voice acting performances and various cinematic elements are sufficient to keep players engaged.

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One notable character is Nathaniel Essex, better known as Mr. Sinister in Marvel Comics. In this game, however, he presents a different persona than the iconic villain from the comics. Initially, he appears to be a figure dedicated to mutants, similar to Professor X, which creates an interesting dynamic for fans of the source material. The opening sequence, where Logan rescues a memory-less and beast-like version of Nathaniel, is particularly striking. The sun shining behind him creates a halo effect, momentarily portraying him as a savior for the mutant race.

However, this portrayal does not last. During the rescue mission, Nathaniel's skin turns pale, and his eyes turn red. Despite his continued dedication to mutants, these physical changes shift the player's perception of him instantly, transforming him from a savior into an avenger. The issue lies in the fact that such impactful moments are limited to the presentation alone. While good visuals are a strength, they cannot compensate for a lack of narrative depth.

The most disappointing aspect of Marvel's Wolverine is how it handles its story potential. There are plenty of solid ingredients here: the long-standing conflict between humans and mutants, which has been explored extensively in X-Men media but remains compelling; the internal strife within the mutant community regarding coexistence versus isolation; and even the perspective shift where persecuted mutants are viewed through the lens of why humanity might fear them.

Furthermore, the inclusion of classic comic book villains like Sabertooth, Mystique, and Mr. Sinister as allies adds significant depth to the setting. Based on these elements alone, Marvel's Wolverine should have offered a rich tapestry of plot developments. Yet, contrary to these high expectations, the story unfolds in a monotonous manner. Without spoiling specific plot points, it can be described as one-dimensional.

The game fails to fully explore the conflicts mentioned above, such as the rivalry between X-Men teammates or clashes in moral philosophy. Instead of delving into these complex themes, the narrative resolves them too simply. Even with ample opportunities to deepen the story and enhance player immersion, the game misses the chance to utilize these elements effectively. The plot follows a predictable path, leaving the potential of the characters and their conflicts largely untapped.

Compounding this issue are some dialogue delivery problems and character motivations that are difficult to follow. Beyond the simplicity of the lines themselves, many conversations occur while intense battles are raging in the background. Listening to rapid-fire dialogue while tearing enemies apart can be overwhelming. This problem is most evident when examining why characters engage in conflict; their motivations often seem too simplistic, leading to thoughts like "that was really all it took?" or "what is this about?".

Consequently, the linear mission-based structure fails to shine. While a linear structure typically allows for dense storytelling by guiding players through a specific narrative flow, Marvel's Wolverine does not leverage this strength because the story itself is flat. Additionally, the content designed to enrich gameplay is sparse. Aside from following the main story, there are very few activities available. Collectibles like whiskey bottles or material boxes for unlocking costumes offer little motivation to explore the field actively.

While a linear structure naturally limits the variety of sub-quests found in open-world games, the lack of diverse content is still noticeable. Ideally, given the game's focus on action, there should have been more varied enemies and boss battles to keep the combat fresh. However, even this is lacking. There are only a handful of boss fights where health bars are explicitly displayed. Ultimately, the game fails to fully capitalize on its primary strength: high-octane action.

A Masterpiece That Misses the Mark

To summarize Marvel's Wolverine, it is a well-crafted game that unfortunately falls short of being a masterpiece. The visuals, presentation, and character designs are undeniably strong. Logan's design, with his distinctive deer-like eyes and prominent hair and mustache, might seem slightly exaggerated to some, resembling a monkey in certain outfits. However, this is largely a matter of personal preference.

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The real problem lies elsewhere. The game aims to deliver an extreme action catharsis through its camera distance, combat system, and linear structure, but these intentions are not strongly felt during gameplay. While the first few hours offer a thrilling experience that players can get lost in, the novelty wears off quickly as one becomes accustomed to the mechanics. The game expands sideways rather than adding depth to the action.

Nevertheless, one thing is certain: the unique "hand-feel" and flashy presentation are undeniable. This is precisely why the game feels disappointing despite its quality. It is not a game that is so bad it is unplayable; rather, it is a well-made title that simply fails to meet the sky-high expectations associated with the Marvel brand and Insomniac Games.

In conclusion, Marvel's Wolverine does not transcend into an exceptional work. We do not intend to rate its quality lowly; there are many well-executed parts, and there are plenty of moments where the game is genuinely fun. However, given the immense hype surrounding it, the lingering impression is one of regret that it could not go beyond being a "well-made game." It is a decent action game, but nothing more.

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Зануда

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