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Wolverine brings linear, violent action back to PS5

By Tech Desk · 2026-09-10 · 2 min read
A pair of metallic claws resting on a dark surface
Illustration: Tradingbird

Insomniac Games shifts away from open worlds to deliver a linear, high-intensity brawler that prioritizes relentless combat over exploration.

Marvel’s Wolverine represents a deliberate step backward for PlayStation exclusives, trading the expansive open worlds of recent years for a tightly controlled, linear experience. Developed by Insomniac Games, the title focuses almost exclusively on combat, forcing players to maintain a constant state of aggression to survive. This approach stands in stark contrast to the studio’s previous work, aiming to recapture the raw, visceral feel of earlier action titles.

The game strips away the freedom of roaming large cities, instead guiding players through a scripted narrative where Logan operates as a mercenary rather than a traditional hero. By removing the safety net of open-world exploration, the design ensures that every moment is dedicated to fighting or cinematic set-pieces. It is a focused effort to deliver a straightforward, high-adrenaline product without the filler often found in modern blockbusters.

Rage drives the core combat loop

The central mechanic revolves around a rage meter that dictates how effectively you can fight. As Wolverine takes damage and lands blows, this meter fills, unlocking powerful abilities that allow for mass takedowns and a healing surge that acts as a second chance. This system punishes passive play, requiring players to stay in the thick of the action to keep their character alive and effective.

According to reporting from GN technics/gaming (en-US), this design choice makes the combat feel distinctively tied to the character’s identity. The game does not offer defensive options or stealth paths; survival depends on overwhelming opponents with speed and brutality. It is a high-risk, high-reward system that keeps the heart rate elevated throughout every encounter.

Linear structure limits player freedom

While the focused narrative provides a tight story, it also imposes significant restrictions on gameplay. The world is not designed for free exploration, meaning that side content is largely confined to specific areas along the main path. This creates a more curated experience, but one that lacks the discovery and autonomy found in larger open-world titles.

The trade-off for this linearity is a reduction in environmental interaction. Players cannot simply leave the story to explore their surroundings, which can feel restrictive for those accustomed to sandbox games. The design prioritizes pacing and intensity over player agency, ensuring that the experience remains a directed cinematic action rather than an open playground.

Collectibles feel like an afterthought

Despite the tight focus on combat, the game still includes a layer of collectibles that unlock new outfits and story snippets. However, these items are scattered in ways that often require tedious backtracking or careful observation of environments that do not reward deep exploration. The process of finding them feels disconnected from the main gameplay loop.

The costume system, in particular, is noted as less engaging than previous entries from the studio. The visual variety is limited, and the items themselves do not offer significant gameplay benefits, making them a target only for completionists. This aspect of the game highlights a disconnect between the core combat design and the secondary progression systems.

Based on reporting by GN technics/gaming (en-US), compiled by the Tradingbird desk.

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