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Variety

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Wolverine Video Game Creators on Trailer, X-Men Cameos and Gameplay
Jennifer Maas · 2026-06-03 · via Variety

If there’s one key thing that PlayStation‘s Insomniac Games wants you to take away from the new gameplay footage for its upcoming “Marvel’s Wolverine,” it’s that this video game will be as bloody as promised.

“It’s planting our flag that this is a mature game,” Insomniac Games’ creative director Marcus Smith told Variety. “There was a lot of speculation about, especially Insomniac creating this game, were we going to be able to create that visceral high action that one would expect from a Wolverine game? And the answer is, yeah, absolutely, we’ve done that. We also are creating a storyline that is equally mature, that has more depth and ambiguity and deepness to go along with that. And then I would just throw out that we also understand that some people are squeamish when it comes to blood, and we do have an accessibility option to turn it off and do low-gore paths.”

Developed by Sony Interactive Entertainment’s Insomniac Games in partnership with Marvel Games, “Marvel’s Wolverine” will launch Sept. 15 exclusively for the PlayStation 5. The game is described as delivering “the ultimate Wolverine fantasy, with fast, fluid, and ferocious combat; exhilarating, action-packed set pieces, and a gripping story that taps into the core tenets of one of the most compelling comic book characters of all-time.”

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“Wolverine” game director Mike Daly knows Insomniac “packed a lot into that seven minutes” of new footage unveiled Tuesday during PlayStation’s “State of Play” presentation, which readers can view in the video below, so he has a few specifics he wants to point out in case you missed them.

“The things I’d call your attention to are that Logan can get around the world because he’s very strong, so his traversal abilities come into play,” Daly said. “Those blend smoothly into using his enhanced senses to detect enemies and scout them, so that he can opt to sneak into areas and take enemies out with stealth. And all that culminates in the claw combat, which is really the main gameplay aspect that we put the top priority on.”

Daly says that within Logan’s claw combat he will have “a very wide variety of moves.”

“He has explosive special moves that you’ll need to time just right to get the most out of,” the “Marvel’s Wolverine” game director said. “He has the ability to break down enemies’ defenses, to take advantage of environment opportunities, and work together with Jean to take out enemies faster. So all of those elements were derived from what are Logan’s special qualities and abilities? How do we bring those to life and combine them all to give you this player experience that makes you feel like Wolverine, while giving you a lot of options and variety and strategic choices to make, so that the game stays deep throughout the entire playthrough.”

See below for more from Variety‘s interview with Insomniac Games’ creative director Marcus Smith and game director Mike Daly about “Marvel’s Wolverine.”

First, was that Deadpool in the trailer footage at the end?

Smith: You are not the only one who has seen that character in that shot and thought that. Luckily, when you’re playing the game, there’s a lot of setup before any of that, and there will not be that confusion. Not Deadpool, but we were trying to build the ultimate Wolverine experience, and part of that is he is surrounded by beloved Marvel characters all around. So we did see Jean Grey, we saw Sabretooth, we’ve seen Omega Red, we’ve seen Mystique. Those are a few of the faces we can let you in on, at least.

How did you decide which of those X-Men characters to include?

Smith: First and foremost, with a character like Wolverine, who’s been around for 50-some-odd years, there’s a lot of different stories, so it really did behoove us to create our own story. It’s our own unique take on the world, and as such, we are putting it in modern times, but the X-Men do not exist. The X-Men are not in our game, and where we do start is Logan has been around for a while. He’s been part of a team called Team X. They’re a group of mutants who go all around the world and save other mutants who are in danger. In our world, mutants aren’t really that well known throughout the world, so they’re mostly in hiding because they’re pretty vulnerable. In our trailer that we set up, Logan is hunting down some mutants who’ve been kidnapped by cybernetically enhanced mercenaries called the Reavers, and that’s when he discovers there’s yet another mutant who is also trying to save them, and that’s where he and Jean cross paths.”

Daly: We wanted to bring to life a cast of iconic Marvel characters, but making sure that the story was fully and deeply about Wolverine was the top thing. So it’s not really about anything else other than telling Logan’s story, and then bringing in the characters that support that and bring it to life.

The game is definitely as graphic as previously promised, and for sure the most violent game ever from Insomniac. How did you land on exactly how violent it should be and why?

Daly: As a character who lives in our grounded video game world, but has these adamantium claws and this dark past, there was really no turning away from the violence that we’d need to put into the game in order to really live up to the character and deliver the experience that does them justice. So that was kind of part of the game’s DNA from the get-go. From that, it inspired the accessibility feature that Mark has mentioned. But it meant that all along the way, as we came up with the moves that you do, or figured out how your strategy can weave into combat effects, it meant, let’s lean into this, let’s deliver on it, and give the player that feeling, and, as a result of that, sort of an unapologetic embrace of the character and their violent nature. I think we’ve arrived at gameplay systems that are really endlessly satisfying, because when you put it all together and you get our cool dynamic blood tech working good solid connected hits, that feeling of heavy impact from a heavy character that can knock people around with this heavy skeleton, it really is fun. It just makes the game fun to play.

Smith: It’s not that Logan relishes it. I think that’s where it tips into something else. What we’re demonstrating is efficiency. What he’s doing is the quickest way to get to what he needs to do, right? So when you’re cutting through unequivocally bad guys, it feels pretty good to just be doing it. But there were times during development when somebody would do an animation where you just went, “Ah, that looks a little bit too much, like he’s enjoying it.” He’s not a sadist here or anything.

Logan’s regeneration is featured in the new footage. How did you work through what his health bar and healing powers would look like when Logan is well known for not being able to die?

Daly: We knew we needed to bring his healing factor into play in a way that was important to gameplay and affected your decision making, and obviously that’s a tricky challenge. Logan’s healing factor has manifested in a lot of different ways over the years, and where we ended up was our Logan can die. He dies when his heart stops, and his healing factor can no longer activate, and that’s represented by his health bar. It’s a simple system that players easily understand. Now that being said, Logan’s healing is — his body’s energy is able to regenerate at an incredible rate when it’s dedicated to these healing surges. So outside of combat, he can heal very quickly and get up totally fresh. You never have to worry about health packs or repairs or anything like that.

During combat, his energy is on fighting and taking enemies out and doing aggressive damage, so this healing factor slows down to a crawl. It’s still there, but in order to maintain your health, you need to be aggressive. So you can expand your repertoire of moves and apply some customization to your mutant abilities that let you heal through taking advantage of certain opportunities in battle. The other big way that his healing factor is represented is that when he takes so much damage that his heart stops and he’s going to die, if he has enough rage, that adrenaline can restart his heart and give him a healing surge mid-battle. So that was that moment you saw in the gameplay trailer, where you could come back to life, and you sort of see his body reconstitute. Because that’s adrenaline fueled, and it uses it all up, it’s sort of like a one-time chance, and it leaves you vulnerable for a while after that. So, if you’re going to get back in the game, you’ve got to really focus on getting through the rest of this fight without losing all your health again.

It’s clear the game is adult in the violent sense — but what about the storyline?

Smith: It’s definitely not like we’re making an “adult game,” from the air quotes standpoint. It is more emotional depth, it is more ambiguity and conflict. Probably can’t go super deep in that without getting into spoilers and whatnot, but I will say that, for example, Mike and I worked on “Ratchet & Clank: Rift Apart” as our last game where we teamed up together. And this allows us to tell a more mature story, is what I would say.

Daly: By knowing our target audience was adults we were able to put a lot of complexity into the characters and use different emotional tones and subtext to tell a story that’s a little bit more nuanced and, at the end of the day, come away with a story that has you empathizing with Logan in a way that gives you a little bit of heartache. It’s not like a fairy tale story, because that’s kind of the essence of Logan, where he gets sucked into things because of his big heart, and that’s what gets him into trouble.

Working with Marvel, has there been anything they weighed in on that they either wanted added or taken out of the game?

Smith: I think our partnership with Marvel Games has been great, because we’ve worked with them for so long, since “Spider-Man 1.” I can’t recall us butting heads on anything. It really does come down to we all have the same shared vision of staying true to a character; all of the characters along the way. So I think the only course correction that they had ever said was along those lines of, “This story point or this mechanic doesn’t seem like it’s honed in on the core essence of Wolverine.” So I can’t really give you any specifics because I don’t think we ever got into any real conflict, but it’s nice working with partners who have the same core vision.

Daly: We kicked ideas back and forth quite a bit, and it was very constructive, and always resulted in a better game.