Insomniac Games' interpretation of Wolverine has traveled a tumultuous path to its eventual release. First revealed in 2021, Marvel's Wolverine was among several Insomniac projects caught up in a massive 2023 data breach that exposed 1.67 terabytes of internal files. The leak disclosed early‑stage details such as gameplay clips, level layouts, story beats, and character bios.

Three years later, the title arrives as a first‑party PlayStation exclusive, following a series of contentious choices by the publisher, including the 2018 cessation of physical disc manufacturing and the split from Hideo Kojima and the Physint initiative. Reception to Marvel's Wolverine has been mixed, and the game is unlikely to lift the studio's spirits. It currently holds a Metacritic rating of 78, with reviewers pointing to antiquated gameplay systems, monotonous combat, and constant comparisons to Insomniac's Spider‑Man offerings. The Guardian's Keith Stuart gave it a three‑out‑of‑five score, calling the experience "like its hero, an unreconstructed brawler." He praised the rage‑meter mechanic, which temporarily amplifies Wolverine's offensive and defensive capabilities, noting that at the climax the player becomes "an almost indestructible machine of carnage, which is immensely liberating." However, Stuart observed that while the fights feel smooth and empowering, they rarely demand creativity or strategic variation.

Stuart contrasted the game unfavorably with Insomniac's Spider‑Man titles, arguing that the latter's fluid movement, web‑swinging, and three‑dimensional traversal encourage elegant combat, whereas Wolverine feels more akin to an 80s beat‑'em‑up or a PS3 brawler—a "bludgeoning production line of identical fights against increasingly familiar enemy types." Eurogamer's Chris Tapsell, also awarding three stars, echoed this sentiment, stating that the overall gameplay shows "little to no invention throughout," especially in the combat, which should be the backbone of a linear action title and, more importantly, a Wolverine game. Tapsell described the core loop as satisfying when a well‑timed parry or counter lands, but warned that after facing wave after wave of similarly timed foes, the experience becomes "one‑note and one‑paced," leading players to "glaze over" as the same patterns repeat. VGC's Jordan Middler was even harsher, labeling the combat as highly repetitive and dull.

He noted that despite the promise of four selectable abilities out of six, the options felt underwhelming compared to the default moveset, and enemy designs remained limited to a handful of archetypes. Large foes, he argued, were so "spongy" that they turned encounters into chores rather than challenges. Middler added that by the game's end he found himself sighing at the sight of more enemies, eager only to see the story progress. Boss battles, in his view, devolved into predictable parry sequences mastered early, making the combat "never bad, but never truly engaging, and barely evolves." He concluded that the biggest flaw is that fighting as Wolverine feels "boring," with claws that behave more like blunt kitchen knives than the iconic razor‑sharp weapons fans expect.

IGN's Simon Cardy, who scored the game 6/10, shared similar criticisms. He acknowledged that wielding the claws feels "slick, punchy, and wonderfully bloody," but lamented that midway through the roughly 15‑hour campaign, the novelty wore off.

Cardy argued that while the fundamentals are solid, the combat lacks a meaningful sense of progression to sustain excitement over such a length. Although unlockable skills and special abilities exist, they appear early and are few in number, limiting the evolution of Logan's toolkit.

Consequently, the game leans heavily on enemy variety and encounter design to keep the action fresh—areas where it only partially succeeds. Unlike the sprawling open worlds of Insomniac's Spider‑Man games, Wolverine delivers a linear experience that many reviewers found tedious. Tapsell called it "a repetitive, overlong, and overfamiliar slog," noting that while a linear format makes sense for the character, the lack of inventive design makes the title feel more like a relic than a nostalgic throwback. Stuart highlighted the restrictive level design, pointing out that iconic locations such as Madripoor or Tokyo are riddled with invisible walls and closed‑off streets, turning vibrant cities into theatrical backdrops that the player cannot truly explore.

Cardy observed that missions often consist of corridor‑to‑arena transitions where ambushes become predictable, and the repetitive arena settings cause locations to blend together. In contrast, Middler praised the linearity for allowing Insomniac to concentrate the technical prowess of its Spider‑Man engine into a more focused environment, granting surprising freedom in certain hub areas. He suggested the game initially seemed poised to let Logan roam between missions organically before a more linear structure was imposed.

Across the board, critics agreed that the characters constitute the game's strongest asset. Middler highlighted the challenge of introducing a large cast while maintaining a cohesive narrative, noting that Logan's relationship with Jean Grey and Troy Baker's performance as Nathaniel Essex stand out as high points. However, Cardy felt that most supporting characters receive scant development, often appearing only to impede Wolverine or dispense brief bits of wisdom.

While the writing team succeeds in keeping these moments from feeling completely out of place amid the visceral violence, the limited screen time hampers deeper character exploration. Both Tapsell and Stuart praised Logan's writing and voice work but criticized the lack of on‑screen character development. Tapsell described Wolverine as "something of a passenger in his own story," arguing that the game misses an opportunity to delve into the hero's existential quest for identity and redemption.

Stuart took issue with the way the narrative handles Wolverine's trauma, noting that much of the backstory is unlocked through peripheral challenges such as timed parkour runs and horde battles, which he felt trivialized the portrayal of PTSD. Cardy also wanted more interactive storytelling, lamenting that while cutscenes are beautifully crafted, the intervening segments consist largely of aimless walking, photo‑frame inspection, and audio log collection—activities he deemed unnecessary filler in a game that is not overly long. Overall, reviewers concur that Marvel's Wolverine is not a terrible game, but its flaws outweigh its strengths.

Middler summed it up: "It takes a character that should be tailor‑made for video‑game fun and muzzles him with repetitive, basic combat and a game that feels like it's from a decade ago." He admitted that the gameplay can be enjoyable in the moment, but the experience fails to leave a lasting impression once the console is turned off. The title is ultimately held together by the charisma of Logan and the supporting mutants. As Tapsell concluded, without Logan's inherent likability, the animalistic warmth the developers evoke, and the occasional spectacle of the action, the game would have been nothing more than a bloodbath; instead, it settles into a competent, if unremarkable, offering.