WARNING: POTENTIAL MILD SPOILERS AHEAD FOR MARVEL’S SPIDER-MAN 2.
Marvel’s Spider-Man 2 is a balancing act that Insomniac Games could have easily fumbled. Instead, what we get is another carefully weaved web of set pieces, heart-wrenching moments, and bombastic action.
Like usual, our Spider heroes find themselves in situations where being the hero gets in the way of their everyday lives. What ensues is an epic adventure that will likely live rent-free in the minds of web-heads across the world.
Falling… with style
Let’s start with the most exciting addition to traversal — the Web Wings. As shown in previous gameplay and cinematic trailers, moving through the expanded New York map in Spider-Man 2 is now aided by Web Wings which both Peter and Miles have. And yes, it really is just falling with style (credit: Buzz Lightyear).
While in the air, you simply press the triangle button and deploy the Web Wings. Navigating can be tricky at first. By default, you pull the left stick down to gain altitude, and you push it up to dive down. You can change this on the settings, of course, but I decided to stick with the default.
Using the Web Wings is a lot slower than swinging. But there are certain moments and areas in the map where it just makes more sense to glide than swing. It’s also integrated in how fast travel works and is a really clever implementation.
As you play, you’ll get more traversal options to extend your gliding. I found it a really chill way to get around town. More than what it does in this game, Insomniac might have unlocked a “flight mechanic” they can implement in other titles, perhaps with other marvel heroes with that ability.
Swinging felt as good as it did as the previous two games. In fact, it feels like you swing further and faster even when you haven’t unlocked those skill boosts yet.
Yes, you can turn down the swing assist. I personally didn’t enjoy that experience especially when I tried it during main story missions. You’re already juggling a lot as it is. I didn’t want to add worrying about swinging to that list, especially while under a deadline.
Frenetic, kinetic, dynamic
As strong as Spider-Man is, the character is more known for guile and agility in battle. That’s even more true in Spider-Man 2 than in the two previous games. Here, you’ll encounter mobs after mobs of enemies, each needing to be dealt with in different ways.
In many enemy encounters, you’ll be forced to use all the combat mechanics. That includes dodging, air launching, web-swinging, and the newest one — parrying.
Parrying is the newest combat mechanic added to the game. Some enemies can be dealt with much more easily when you learn to parry their attacks. The parry window is generous, what makes things tricky is the enemies come at you all at once. You’ll find yourself needing to parry just right after dodging an enemy whether up close or from a distance.
It’s a fun addition and adds a deeper layer to an otherwise simple combat experience.
Gadgets and gizmos not as plenty
Unlike the first game where you had a gadget wheel, you’re reduced to four gadgets in Spider-Man 2 that’s shared between Peter and Miles. Well, five if you count normal webbing which is upgradeable in the menu.
While fewer, the gadgets are efficient and mostly help with crowd control. My personal favorite is the Web-Grabber (a pre-order freebie). It pulls multiple enemies to a single spot, making them vulnerable to melee attacks or special Spidey abilities.
The other gadgets launch enemies to the air, blow them away, and webs-up multiple enemies dealing webbed and melee damage. All are great tools for managing waves of enemies coming at you.
The gadgets can be accessed by pressing R1 and then the corresponding face button. Meanwhile, the special spidey abilities are triggered by pressing L1 plus any of the face buttons.
Special spidey abilities
We already know Miles has venom powers (not to be confused with Venom the character). To level the playing field, Peter now has the Spider Arms, likely inspired by his tussle against Doc Ock. It’s never explicitly mentioned nor addressed. They’re just there.
While the gadgets are made for crowd control, the abilities focus on dealing damage. Both Spider-Men possess abilities that deal massive damage to a single enemy, launch enemies to the air, apply stun, and at least one for dealing with multiple enemies.
Knowing which ability to use with which gadget, timing your dodges and parries, and unleashing a barrage of punches and kicks mixed with finishers help keep the combat engaging all throughout the campaign.
Miles stronger?
I’m not entirely sure if this is intentional or even accurate, but during the start of the game, Miles feels slightly stronger than Peter. It feels like Peter needs to land more hits before taking an opponent down.
And this changes when Pete gets access to the symbiote suit. Again, I’m not entirely sure if this is true. But from my experience, it felt that way at least. It’s a cool way to showcase power scaling.
Set pieces, boss fights, and moments in between
The first-ever gameplay trailer showcased the river chase scene involving The Lizard as well as the Hunters. That already looked action-packed and you can expect to experience plenty of that in this game.
There is absolutely no shortage of breathtaking action moments. There’s a good mix of going around the city or exploring/navigating certain enemy strongholds.
Won’t spoil anything but I can certainly say the boss-level fights in Spider-Man 2 easily blow the previous two games out of the water. Insomniac did a good job of incorporating existing combat mechanics and adding another layer to them during certain boss fights.
You’ll find yourself leaning on the skills you learned taking down mobs as well using your environment, when dealing with the many, many, many boss fights in the game.
The moment-to-moment action is exhilarating, but Insomniac did a good job of inserting slower, quieter gameplay beats to keep the pace balanced.
Some of those moments include skippable mini-games. But these are much better crafted than they used to be and are not placed during odd moments in the story that you wouldn’t mind playing through them.
You also get plenty of time to do open-world things in-between the story beats. And they happen during moments in the story when things don’t seem as dire.
My tip is to tick off as many open-world and side quests as you can before progressing to the main story. Experienced gamers should be able to tell immediately where these sections are. Like a Spider-sense, you’ll also know instinctively when to tackle the main story.
The pace of this game is really good and there are few if none-at-all moments and quests that you would think are misplaced.
Heal the world
The trailers revealed so far give you a pretty good idea of how the story will go. But what Insomniac did masterfully in crafting the story of Spider-Man 2 is how the build-up to some of the moments already revealed make them a worthy pay-off.
That’s incredibly hard to pull-off. There’s nothing here that will pull the rug under you. However, all of it is done so well, written so expertly, and executed with so much care that you’ll find yourself immersed in the story and invested in the characters.
Now, I’m not saying there are no surprises. There are. But they happen in ways that make sense for the story that Insomniac Games is trying to tell.
From the very first moment that Peter interacts with Harry, you kind of get a general idea on what will happen eventually. But none of it will prepare you for how things actually happen. And some of these moments, I believe, will be etched in the minds of players for a long time.
Quick zips
Sharing some quick observations below that didn’t exactly fit the article’s flow.
MJ Missions. Yes, there are still MJ Missions, but they’re infinitely more fun to play thanks largely to the Symkaria trip MJ and Pete went on (as mentioned in Spider-Man: Miles Morales). Oh and there are more playable characters than Pete, Miles, and MJ. 😉
Previously On. There’s a recap video that you can access at the start menu. It’s Pete and Miles recounting what happened in the previous two games told in a way only Pete and Miles can.
Dense open world. The New York City featured in Spider-Man 2 feels a lot more dense and lived in. Truly a city that never sleeps vibe. And open-world encounters open you up to team-ups — both expected and unexpected.
Where’s the cat? Felicia fans, know that your favorite feline thief is indeed in the game. And the mission featuring her confirms the involvement of a few strange things.
Platinum. You can get the platinum trophy in a single playthrough. For what it’s worth, I completed the game, platinum trophy and all, after 35 hours of play time.
So many Suits. But Insomniac left plenty out that can be added either later on or on what feels like an inevitable Part 3 to the game.
Easter Eggs. There are plenty. Whether it’s directly Spidey-related or just references to pop culture, there’s plenty of nods here and there that will give you a chuckle.
DLC? There’s no confirmed news as of writing, but there’s definitely potential for another set of “The City that Never Sleeps” DLC here based on a couple of side missions.
Be Greater. Together.
Marvel’s Spider-Man 2 by Insomniac Games is easily one of the best story-driven, action games out there. Playing the game is like playing through an expertly crafted, high-budget Spider-Man television series.
The gameplay and story keeps you engaged. The action is exhilarating but gives you properly timed beats to catch your breath. And the boss fights can be punishing but with enough moments of reprieve.
Two Spider-Men in one game could have been a recipe for disaster. But Insomniac Games navigated it with the cleverness, wit, perseverance, and sense of duty that any Spider-Man would have.
Once again, we’re treated to a Spider-Man piece of entertainment that’s about as Spidey as it can get.
Our review copy was provided by Sony PlayStation. All images are also c/o Sony PlayStation.
Gaming
BlizzCon 2026 announces World of Warcraft: Forever and Diablo V
StarCraft, Overwatch, Hearthstone, and more also get news
Blizzard Entertainment kicked off BlizzCon 2026 with a packed Opening Ceremony featuring new games, major expansions, updates, and other announcements across its biggest franchises.
Blizzard Entertainment President Johanna Faries opened the event at the Anaheim Convention Center, celebrating the community behind the company’s games and the teams that bring its worlds to life.
World of Warcraft: Forever and Diablo V
The biggest announcement was World of Warcraft: Forever, a new World of Warcraft experience launching November 5 AEDT, with its beta beginning September 18 AEST. The new experience will feature three zones, more than 1,000 quests, nine dungeons, two raids, and a new Skyborne race.
Blizzard also officially announced Diablo V, marking the next era of the franchise. The game is set to launch in North America in Spring 2029, with Sanctuary having fallen and Diablo having won.
StarCraft is also returning with a new story-driven, open-world shooter. The game is currently planned for a Spring 2030 release in North America.
Beyond games, Blizzard revealed that an animated series set in the Diablo universe is in development with Netflix. The company says this is only the beginning of its plans to expand its universes beyond gaming.
For Warcraft III Reforged, the new Forsaken Kingdom campaign is available today. It marks the Warcraft RTS series’ first new storyline in more than 23 years and explores the fall of Lordaeron and the origins of the Undercity. The accompanying 3.0 update also brings graphical improvements and a revamped World Editor.
Heroes of the Storm is adding Xal’atath as its newest Hero. She arrives in the Nexus on September 29 AEST, with her PTR release scheduled for September 15 AEST.
Existing games updates
Meanwhile, Diablo IV is preparing for its next major content drop. Season of Hell’s Legacy begins September 16 AEST and celebrates the franchise’s 30-year history with the return of the Prime Evils and Deckard Cain, alongside themed rewards and gear.
The legendary Amazon class will also arrive in the first half of 2027 as part of Diablo IV’s first class pack. The Diablo IV: Age of Hatred Collection is additionally coming to Nintendo Switch 2 on September 16 AEST with cross-platform play and cross-progression.
For World of Warcraft, Blizzard teased the next major update for Midnight. Eclipse (12.2) will see Xal’atath move closer to her goal of claiming Azeroth’s Worldsoul. Blizzard also offered another look at The Last Titan, the next expansion in the Worldsoul Saga and a major culmination of more than two decades of Warcraft storytelling. More information is coming early next year.
Overwatch is getting a major update with Season 5. The season introduces new Support Hero Doctrine, reworks for Sombra and Roadhog, and the new Watchpoint: Grimsvötn map. It will also conclude The Reign of Talon, Overwatch’s first year-long narrative arc.
LE SSERAFIM & YOASABI
BlizzCon also featured performances from YOASOBI and LE SSERAFIM. YOASOBI will perform during the first-ever esports halftime show at BlizzCon, while LE SSERAFIM will return to the Main Stage to close the weekend. A new LE SSERAFIM in-game collaboration is available now, with another Overwatch Spotlight scheduled for February 2027.
Finally, Hearthstone is getting its first new class in more than six years. The Monk arrives in 2027, while the upcoming Reign of the Black Empire expansion takes players back to the earliest age of Azeroth. It introduces the Assemble keyword, which combines two cards into a new one. Battlegrounds is also adding Aberrations as a new minion type.
BlizzCon 2026 is now underway, with Blizzard promising more announcements and details throughout the weekend.
Gaming
Xbox saves Kojima’s PHYSINT after PlayStation drops support
PlayStation says the separation was mutual, but Kojima hints otherwise.
Things aren’t going well in the PlayStation camp. After two months of frankly questionable decisions, the company adds another to the pile by dropping support for Hideo Kojima’s PHYSINT.
For a while now, Kojima and PlayStation were in a very productive relationship with the Death Stranding duology, a critically acclaimed collection of titles for the platform. When things looked like they were going well, Kojima announced PHYSINT, an espionage-themed game which reminded fans way too much of Metal Gear Solid.
If you were investing in a PlayStation 5 to play Kojima’s latest thriller, you might want to move your chips elsewhere now. PlayStation has just dropped support for the espionage game, meaning PHYSINT will no longer be a first-party title for the platform.
Though PlayStation claims that the decision came after “careful consideration,” Kojima himself has said that the move was “unexpected,” going against PlayStation’s assurance of a mutual separation.
Very quickly, Xbox has announced that their platform will support PHYSINT instead. It’s a big get for the competing brand because Xbox Game Studios is already supporting OD, Kojima’s other upcoming horror project starring Sophia Lillis.
Unfortunately, it’s difficult to say more. As is tradition, Kojima will not explain much more about his upcoming titles. In fact, OD’s trailer barely says anything. One thing’s for sure, though: we’re all in for quite a ride.
There’s a very specific thought that came to mind the moment I finished Marvel’s Wolverine.
“Damn, we finally have a pretty darn good Wolverine that’s not Hugh Jackman.”
I have nothing but respect for what Hugh Jackman has done with the character over the past two decades. His portrayal has shaped how a lot of people see Wolverine. But after all that time, it’s refreshing to see another actor take a proper swing at James Logan Howlett.
Liam McIntyre is fantastic here.
This isn’t exactly a live-action adaptation, but it’s about as close as you can get to having an actor perform Logan and Wolverine without putting a camera in front of him. And my god, does he perform.
McIntyre gives Logan a range of emotions that I wanted to see from the character. He isn’t just a dude acting all tough. He’s a man piecing together broken memories, balancing found-family relationships, and trying to be kind and helpful without ever becoming sappy.
For a story-driven action game like this, that’s important. Your lead can’t be insufferable when you’re going to spend more than 20 hours with him.
Thankfully, Logan is someone you can root for while he’s being a total badass.
That’s really what Marvel’s Wolverine is: a blockbuster you get to play.
A formula that works
When I first started playing Marvel’s Wolverine, I wasn’t convinced it was particularly great.
It felt familiar. Formulaic, even.
But then, after a while, I couldn’t put the controller down. That changed my mind pretty quickly.
I’m a binge watcher. If a narrative is engaging, I’m hooked. This is why I gravitate toward story-driven games, especially the kind of games that have become the money-makers for PlayStation.
Marvel’s Wolverine scratches that exact itch.
The story pulled me forward. The characters kept me invested. The combat was fun. And the set pieces are absolutely bat-shit insane.
It’s a perfect blend of all of those things.
The 21-hour campaign didn’t feel like a 21-hour campaign. It felt like I was binging an interactive, movie-quality TV series with hour-long episodes. I kept telling myself I would stop after a chapter, only to find myself wanting to see what happens next.
There were nights when I stayed up longer than I normally would just to make sure I reached a natural break point.
That’s a pretty good sign.
The funny thing is that I could still see the formula while playing it.
There are story beats you can probably figure out ahead of time. If you’ve played Insomniac’s Marvel’s Spider-Man, you might even recognize some of the ways the studio likes to structure its stories. As someone who’s been exposed to plenty of superhero stories, there isn’t much here that I would call life-changing or groundbreaking.
But it doesn’t really need to be. The execution is what makes it work.
Insomniac understands how to make these games feel like movies that you play. It understands compelling storytelling, character work, proper pacing, and dynamic gameplay.
More importantly, it understands when to let you breathe.
Knowing when to slow down
The rhythm of Marvel’s Wolverine is one of its biggest strengths.
You’ll go through a quiet character moment. Then you explore a little. There’s some dialogue. The action picks up. A fight escalates. And suddenly you’re in one of the game’s massive set pieces.
Then it lets you breathe again.
That sounds simple because it is. But getting that rhythm right is harder than it looks.
There were moments when I thought a fight was going to go on forever. Then it would stop right when I started thinking that.
The game knows when you’ve had enough.
That matters because Wolverine’s combat can get pretty intense.
But because the combat sections are spaced out properly, I was almost always looking forward to the next group of enemies I could mow down.
The quiet moments are just as important. I absolutely loved them.
They give you a breather from the violence, but they also help steady you on where the story is going. The action, violence, character work, and jaw-dropping set pieces all serve each other.
It’s a balance Insomniac executed fantastically.
This is Wolverine as a combat fantasy
If there’s one thing I think Insomniac absolutely nailed, it’s the feeling of unleashing Wolverine in combat.
Playing as Spider-Man in Insomniac’s games gives you an especially strong connection to the character because his traversal is so unique. Swinging through New York is such a huge part of what makes you feel like Spider-Man.
Wolverine doesn’t quite have that.
He’s more ground-bound, and that means some of the experience feels closer to playing a traditional hack-and-slash character.
But when the fighting starts, it’s a different story.
I felt like a savage force of nature wailing on enemies.
The game gets the important parts of Logan’s physicality right. His aggression. His durability. His healing factor. His claws.
Even the Rage system makes sense.
I particularly love how Rage feeds into his healing factor. That gameplay loop feels like a fantastic implementation of his mutant abilities. You’re building Rage, using it to stay in the fight, and generally making Wolverine feel like the nearly unstoppable force he’s supposed to be.
I do wish Rage felt a little more feral, though.
Wolverine is still pretty much in control when Rage kicks in. You deal more damage, but I was hoping for something that made it feel like Logan was losing control a little bit.
Maybe that’s asking for too much. I’m no game developer.
But it would have been an interesting way to express what Rage means for Wolverine beyond simply making him stronger.
Getting better feels good
The combat has enough going on to support a campaign that stretches beyond 20 hours.
Techniques become instrumental in making you feel like you’re getting better at combat. Adaptations let you build Logan around how you actually play.
I’m not particularly good at dodging and parrying, so I leaned into a tankier build. I equipped Adaptations that helped me absorb hits and extended the parry window because parrying is an important combat mechanic.
And whenever I successfully pulled off a parry, I felt like a complete badass.
That’s a good feeling to have several hours into a game.
The combat loop itself can naturally become repetitive. You’re fighting enemies, building Rage, using Techniques, and mixing up your combos.
But I never really got tired of it.
The one exception was a wave-based challenge that asks you to fight through a ridiculous number of enemies. Getting to the highest rank takes around 45 waves, and I could already feel my hands hurting around Wave 30.
That’s the kind of challenge you need to prepare for. Take it on, then take a break.
Thankfully, that was the only part of the combat that felt genuinely tiring to me.
And yes, if you’re here for the blood and gore, you will not be disappointed.
I’m not even that big a fan of excessive violence, but it works here.
There’s a famous Wolverine line about being the best at what he does, even if what he does isn’t very nice. The violence in this game supports that idea to a tee.
Marvel’s Wolverine earns its M for Mature rating.
Logan’s story is more personal than it looks
Wolverine being a superhero is the draw.
But underneath all the claws and mutant powers, this is really a story about a man trying to figure himself out.
It’s important to know going in that this is a pre-X-Men story. The game doesn’t immediately throw you into the familiar X-Men setup you might expect.
Instead, Logan is piecing together who he was, who he’s been, who he is, and ultimately who he wants to be.
It just happens to take place in a world where mutants exist.
I was never the biggest Wolverine fan. In fact, I hated how the live-action Fox movies treated him as the X-Man when the X-Men have always been an ensemble to me.
I say this as a Cyclops fan.
God bless Hugh Jackman and everything he has done for Wolverine, but his portrayal inevitably shaped the character’s place in popular culture.
Insomniac’s Logan feels a little different — and maybe the fact that he’s canonically a “short king” here makes him seem more appropriate.
He’s a man trying to do right by the people around him while also trying to figure out how to do right by himself.
He’s broken. His memories are fragmented. He has people around him that he cares about. And underneath the rough exterior is someone who is simply trying his best to make sense of his present reality.
That made him surprisingly easy to root for.
Jean Grey is having a moment
And then there’s Jean Grey.
I did not expect Jean to become one of my favorite parts of Marvel’s Wolverine.
But here we are.
I think a lot of people primarily know Jean through a few familiar ideas. The love triangle between Scott and Logan. The Phoenix. Getting overwhelmed by her powers.
The 1990s animated series had plenty of moments where Jean felt weak, while the live-action movies eventually speed-ran toward the Phoenix side of the character.
Marvel’s Wolverine gives her room to simply be Jean.
She’s headstrong. She can take care of herself and the people around her. She has her own motivations and a steadfast desire to protect her found family of mutants.
She can hold her own in a verbal spat just as easily as she can throw down with her mutant abilities.
She could just as easily have been marketed as the second lead of this game.
She’s fantastic.
Easily one of my favorite versions of Jean Grey.
And I think she’s about to get a lot more fans.
Between Sadie Sink’s Jean in Spider-Man: Brand New Day and this version from Insomniac, Jean Grey is suddenly having a moment.
I just don’t think we’ve gotten enough versions of Jean where she gets to be her own person.
Here, she is.
And she’s also incredibly charming.
A world that doesn’t need to be open
One thing I appreciate about Marvel’s Wolverine is that it doesn’t feel like Insomniac looked at its previous games and decided everything had to become bigger.
This isn’t an open-world game and that’s perfectly fine.
Not everything needs to be openworld.
The structure actually reminds me more of Ratchet & Clank: Rift Apart than Marvel’s Spider-Man. You move through contained environments, but they don’t feel like one long tunnel.
The locations are distinct. There’s room to explore. There are things to find. And the optional activities are tied to gameplay mechanics, which makes them feel more useful than simple checklist items.
Madripoor was especially memorable to me.
Part of that is because it’s a Southeast Asian-adjacent location, and that’s where I’m from. I’d love to see a more fully explorable version of Madripoor someday.
The game’s global structure also reminded me a little of how Captain America: Civil War handled its different locations.
The game also has plenty of little X-Men winks that made me go, “I understood that reference.”
The Mission Replay screen also recreates that famous meme of Logan lying on his bed and staring at a framed photo.
They did the Wolverine meme lol https://t.co/3kSO4i3n0t pic.twitter.com/bvc5q1A8Ye
— Genki✨ (@Genki_JPN) August 28, 2026
These touches never feel like they’re there just for the sake of checking a box. They add personality to the world and make it feel like Insomniac understands the character and the people who have grown up with him.
It makes the adventure feel bigger without forcing the game to become a massive open-world playground.
That’s the right choice for this particular story.
The blockbuster moments
The set pieces are where Marvel’s Wolverine really goes for it.
There are plenty of moments where you might just stop and think, “Woah.”
The action is high-octane. The spectacle is ridiculous. And there are sequences that genuinely made me want to shout at the screen.
The motorcycle sections are probably what I’ll remember most.
I sucked at them but they were fun as hell.
That’s a pretty good description of a lot of the game’s biggest moments. They’re designed to make you feel like you’re inside a giant action movie, and they succeed.
What’s important is that the spectacle never felt disconnected from the rest of the game.
The quieter scenes prepare you for the big moments. The story gives them context. The combat gets you there.
Everything serves everything else.
And after 21 hours, I wasn’t thinking about which individual feature was the most innovative.
I was thinking about the experience as a whole.
A complete package
Another thing Insomniac gets right here is what happens after the credits.
Marvel’s Wolverine feels complete.
You can replay missions and go back for objectives you missed. There’s Photo Mode. There’s New Game Plus available right away. There’s optional content waiting for you.
You have plenty to do even after the credits roll.
That’s especially notable because the lack of New Game Plus and limited post-game content were among the major criticisms of Marvel’s Spider-Man 2. Wolverine addresses those concerns from day one.
Personally, I want to go back through the other missions before jumping into another full playthrough. And when I do replay the game, it won’t necessarily be because I want to discover some completely different combat experience.
I just want to experience the story again.
That’s something I tend to do with Insomniac’s games.
Not groundbreaking. Just really, really good.
If I had to point to the biggest weakness of Marvel’s Wolverine, it’s predictability.
Nothing here feels particularly groundbreaking or new.
The story doesn’t have a lot of twists that genuinely surprised me. There are plenty of story breadcrumbs that make it possible to figure out where certain things are heading.
But by the time I reached the end, I didn’t really care.
The execution was good enough that I was hooked regardless.
And the game leaves plenty of room for what Insomniac could potentially do next.
I can’t say much more without getting into spoiler territory.
Let’s just say I’m a thousand percent excited.
The one character I genuinely wish had gotten more to work with is Lady Deathstrike.
Her hatred for Logan makes sense within the story, but she felt too one-note to me. Her background suggested there could have been more there, and I don’t think the character quite got the material she deserved.
That’s about as far as my major complaints go.
Combat can be repetitive because combat is naturally going to be repetitive. The game isn’t reinventing the genre.
But nothing became egregious enough for me to point at and say, “This is a problem.”
That’s because Marvel’s Wolverine is remarkably consistent.
Wolverine knows what it wants to be
Marvel’s Wolverine isn’t the game that will fundamentally change how we think about superhero games.
It doesn’t need to be.
It’s a pretty darn awesome action game that feels like a movie.
More importantly, it’s a game that understands the character it’s trying to portray.
When you’re watching Logan piece together his memories, trying to understand the people around him, or figuring out what kind of person he wants to be, the game gives you room to care about him.
When the claws come out, it lets you become a savage force of nature.
Then, when you’ve had enough, it gives you a quiet moment to breathe.
That’s the formula. It’s familiar. It’s predictable. And it works. Really, really well.
I started Marvel’s Wolverine thinking it was simply another polished PlayStation blockbuster.
By the time the credits rolled, I had spent 21 hours completely hooked.
I sat for about two hours afterward just taking the whole thing in and sorting through my thoughts.
Whew.
What an experience.
Marvel’s Wolverine reminded me why I keep coming back to story-driven action games in the first place. It doesn’t need to reinvent the formula. It just needs to execute it well enough that you forget you’re playing a game and get completely swept up in the experience.
That’s exactly what it did to me.
Marvel’s Wolverine isn’t groundbreaking. It doesn’t need to be. It’s just damn good at being the kind of game I want to play.
GadgetMatch verdict: Swipe Right.
Marvel’s Wolverine is one of the very best at what it does. And what it does is pretty astonishing. It delivers a polished, cinematic, character-driven experience that makes it very easy to lose 20-plus hours to it.
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