
Game intel
Marvel's Wolverine
Marvel's Wolverine is a standalone game being directed by Brian Horton (creative director) and Cameron Christian (game director), who led the creative efforts…
State of Play’s September 2025 closer finally cracked the code: this is the Wolverine game Insomniac has been itching to make. Visceral. M-rated. PS5-exclusive. And due Fall 2026. The debut trailer packs vicious melee that drenches the screen in crimson, steamrolling chases evoking Uncharted’s tension, a fleeting Mystique cameo, a towering Sentinel, and word that Liam McIntyre will growl for Logan. But beneath the gore-soaked spectacle lies a bigger question: can Insomniac pair that raw brutality with the kind of mechanical depth and narrative weight that turns hype into substance? Let’s dig into combat, stealth, setpieces, narrative scope, and those PS5-powered tricks to see if Wolverine might just become the new gold standard for superhero brawlers.
Insomniac’s Spider-Man titles thrived on fluid aerial combos and quick-tap finishers, but Wolverine demands something… messier. Powerful. Unforgiving. From the trailer’s quick lunges to grounded brawls, the game teases a combat system built on four key pillars: claw combos, parry windows, progression layers, and enemy variety.
If Insomniac nails clarity in chaos—varying attack patterns, deliberate block windows, gear-based defense—they’ll avoid the trap of style over substance. And with Omega Red rumored as a boss, we might face multi-phase encounters demanding environmental awareness, stage hazards, and phased health bars, much like Kratos vs. Baldur’s fight in God of War.
Stealth in superhero games often plays second fiddle. But Wolverine’s toolkit suggests Insomniac wants more than fleeting perch kills—maybe something on par with Arkham’s Predator rooms, minus the sci-fi bells and whistles.
Properly spaced, these stealth chapters could provide the strategic breather between all-out brawls. Imagine slipping past a perimeter to eavesdrop on Mystique’s innuendo-laden dialogue, then choosing to eliminate a turret operator or face a firefight. That sense of agency—lurk or charge—might elevate Wolverine above its web-swinging cousins.
Yes, we saw Uncharted-style chases: sliding under debris, navigating collapsing walkways, all on-rails escapes that would make Nathan Drake nod in approval. Some players balk at “cinematic climbing,” but Insomniac could use these breathers to amplify character beats rather than break immersion.
Balance is paramount. Too many scripted sequences, and the game feels on rails. Too few, and the epic scope falters. If spaced correctly, these setpieces can punctuate the feral combat and tense stealth sections, weaving a cinematic spine through the feral core.

Mystique’s glimpse and a towering Sentinel on the horizon hint that this is not a lone-wolf affair. Insomniac is tapping into the broader X-Men sandbox, potentially weaving themes of identity, betrayal, and politics into Logan’s journey.
The cameo suggests shapeshifting mechanics or deception missions—playing as Mystique in black-ops segments, perhaps. Narrative threads could echo the “who is Logan when he can wear no mask?” question, a philosophical riff on what makes him hero, monster, or both.
Sentinel encounters are a litmus test. Giant bosses demand readable move sets, clear phase changes, and environmental counterplay—like striking exposed joints to topple a Sentinel’s balance or ducking under laser barrages to trigger temporary power-downs. If those fights are more than health-sponge slugfests, they’ll leave a mark.
Locking Wolverine to PS5 unlocks super-fast SSD loads, dense destruction, and DualSense magic that cross-gen compromises often tank. Remember Spider-Man 2’s 60fps ray tracing mode? That wasn’t just a trophy—it proved Insomniac’s mastery over load management and dynamic assets.
PS5’s late-cycle maturity means Insomniac isn’t fighting hardware quirks. Instead, they can tailor moment-to-moment thrills—fast, raw, brutal—just as the trailer promised.
We finally know who growls for Wolverine: Liam McIntyre, best known as Spartacus on Starz and JD Fenix in Gears 4. He brings gravel, gravitas, and a capacity for nuanced rage that could anchor Logan’s darker narrative beats. Unlike a pump-and-dump Jackman knockoff, McIntyre’s track record shows range—he can roar, whisper guilt, and carry moments of quiet regret.

If the script affords him more than battle cries—if we get vulnerable dialogues after a mission gone sideways, emotional cutoffs with Laura or flashbacks to Weapon X—the voice work could be the game’s heart. Wolverine games too often lean on combat setpieces; here’s hoping we get character beats just as potent as street fights.
Let’s be blunt. The trailer has me salivating. But hype’s a hungry beast—feed it shallow spectacle, and it turns on you. Here’s my wishlist:
If Insomniac honors the trailer’s promise—meaningful depth, stealth that matters, brutal but readable boss fights—Wolverine will be more than “Spider-Man but angrier.” It’ll stand as its own feral masterpiece.
Two takeaways on that distant release date. One, let the devs breathe; Insomniac’s had back-to-back hits, and quality takes time. Two, we’re entering PS5’s sweet spot—studios finally bend hardware quirks to their will. If Wolverine stays true to this vision, we’ll get the M-rated, character-first savage symphony we’ve been begging for. And hey, if it arrives a bit late, at least it’ll arrive whole.
Insomniac’s Wolverine teases a visceral, M-rated odyssey: bone-crunching combos, strategic parries, and scent-driven stealth. Uncharted-style setpieces, Mystique’s intrigue, and Sentinel showdowns hint at bigger X-Men stakes. PS5-exclusive tech—fast loads, DualSense haptics, 60fps modes—promises no compromise. Liam McIntyre’s casting could elevate Logan’s emotional depth. If depth meets the gore, this will be the definitive Wolverine game we’ve longed for, not just a bloodier Spider-Man.
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