A few hours into Wolverine I found myself asking, “Why did Insomniac Games make this?” There are obvious answers, of course: It has three excellent Spider-Man games under its belt; it's an opportunity to expand its Marvel Universe; and Wolverine presents ample opportunities for a brutal and bloody action game. But none of that explains why Insomniac Games, specifically, made Wolverine.
Spider-Man is an ideal fit for the studio: an energetic and dynamic hero in the hands of a team known for open-worlds that are sprawling jungle gyms, where it can let players loose with thrilling traversal mechanics and varied combat systems for crime fighting fun. Insomniac also excels at crafting narratives that are as earnest as they are dramatic--perfect for the tumultuous lives of Peter Parker and Miles Morales.
Wolverine is much less ideal of a pairing, as was evident throughout my time with the game. Insomniac doesn't make bad games and Wolverine certainly isn't one. It's a solid, cinematic, and occasionally thrilling experience that ticks all the necessary boxes for a decent action game. But it does so in a workman-like fashion and never aspires to much more than the essentials. Wolverine is an action game that serves the character well enough, but it doesn't lean into Insomniac's strengths or leverage its creativity, and the game feels unremarkable because of it.
Straying too far from who Wolverine is and how he operates would no doubt create questions around the authenticity of the adaptation, but only coloring inside the well-defined lines means never offering anything new or exciting. It turns out that the most authentic version of Wolverine, in this case, is also the embodiment of the character action genre at its plainest.
https://www.youtube.com/watch?v=k7Nz-WyUq7o
In a world where pretty much every superhero game subscribes to the Batman: Arkham template of combat design, describing how you fight would belabor how familiar it all is. Suffice it to say: light attack, heavy attack, dodge, parry, a few special abilities, and some attribute modifiers.
There are very few distinguishing elements of Wolverine's combat system that make it stand out. The closest it comes is a leaping attack, which allows players to launch him across distances to close the gap and begin an assault on unsuspecting enemies. It's an undeniably satisfying tool to keep up the intensity of each skirmish and ensure you're always applying pressure, but loses its luster after a couple of hours when it becomes clear that it can be employed pretty mindlessly.
The other unique element, a mechanic that represents an escalation of power and brutality as Wolverine's rage boils over, has more longevity in how drastically it shifts the dynamic of combat and amps up the satisfaction of it. As players dispatch enemies, an on-screen rage meter builds until the point where Wolverine goes berserk, putting him in a state where you can chain together executions to tear enemies apart in quick succession. In just a few seconds, Wolverine can create piles of brutally mauled bad guys, and there's a feral savagery to the whole thing that is very effective.
It's a consistently exhilarating moment because, as well as shifting to desaturated visuals to emphasize how unstable and blinded by rage Logan is, these sequences are strong instances of synchronicity between the character and the player. As Wolverine's rage builds, the player needs to be more efficient in dispatching enemies