Insomniac Games' interpretation of Wolverine has taken a winding path to its eventual release. First revealed in 2021, Marvel's Wolverine joined a handful of Insomniac projects that were compromised by a massive 2023 data breach, which exposed roughly 1.67 terabytes of internal files.

The leak included early concept art, prototype gameplay footage, level layouts, narrative outlines, and character bios, giving the public a rare glimpse into the game’s embryonic stage. Three years after that exposure, the title finally arrived as a PlayStation‑first exclusive, following a series of contentious moves by Sony such as ending physical disc production in 2018 and parting ways with Hideo Kojima and the Physint initiative. The launch was met with a mixed critical response; despite a respectable Metacritic aggregate of 78, reviewers repeatedly highlighted the game's reliance on antiquated mechanics, combat that feels overly repetitive, and constant comparisons to Insomniac's more celebrated Spider‑Man entries. The Guardian’s Keith Stuart awarded the game three out of five stars, likening it to "an unreconstructed brawler, just like its hero." He praised the rage‑meter system, which temporarily inflates Wolverine’s offensive and defensive capabilities, allowing players to become a near‑unstoppable force in the final stages—a sensation he described as "immensely liberating." However, Stuart also observed that the fights, while smooth and empowering, seldom demand creative tactics or strategic experimentation.

In his view, the combat felt more akin to 1980s beat‑'em‑ups or the clunky brawlers of the PS3 era than to the fluid, web‑swinging ballet of Insomniac’s Spider‑Man titles. Eurogamer’s Chris Tapsell, also giving a 3/5 score, echoed similar concerns. He noted a lack of innovation throughout the experience, especially in the combat system, which should serve as the backbone of a linear action game centered on a character like Wolverine.

Tapsell wrote that the satisfaction of a well‑timed parry or a leaping attack is quickly dulled when the same enemy wave patterns repeat after the fourth or fifth encounter, causing the gameplay to "glaze over" and feel one‑note. Jordan Middler of VGC was even harsher, calling the gameplay "highly repetitive and monotonous." He argued that the sense of empowerment never truly escalated from start to finish. Players are limited to selecting four abilities out of six, yet even those feel underwhelming compared to Wolverine’s basic moveset.

Enemy designs, despite occasional costume changes, fall into a narrow set of archetypes, and larger foes act more as obstacles than challenges. By the end, Middler confessed he found himself sighing at the sight of new enemy spawns, eager only to see the story progress. He summed up the core problem: "Wolverine feels less like a claw‑wielding mutant and more like a character with blunt kitchen knives attached to his fists." IGN’s Simon Cardy, who rated the game 6/10, shared Middler’s sentiment.

While acknowledging that the claws feel "slick, punchy, and wonderfully bloody," Cardy lamented that the novelty wears off halfway through the roughly 15‑hour campaign. He pointed out that the skill tree offers only a handful of unlockable abilities, most of which become available early, leaving little room for meaningful progression.

This stagnation forces the experience to rely heavily on enemy variety and encounter design—areas where the game only partially succeeds. The linear structure of Marvel's Wolverine distinguishes it from the open‑world freedom of Insomniac’s Spider‑Man games, a design choice many critics found limiting. Tapsell described the world as "a repetitive, overlong, and overfamiliar slog," noting that while a linear format makes sense for a narrative‑driven title, the lack of inventive set‑pieces makes the game feel more like a relic than a nostalgic throwback.

Stuart highlighted the artificial barriers that confine players to closed corridors in richly detailed locales such as Madripoor and Tokyo, turning otherwise vibrant environments into theatrical backdrops that cannot be fully explored. In contrast, Middler praised the distilled technology from the Spider‑Man series, suggesting that Insomniac managed to extract more from a linear framework than they could have in an open world. He observed moments of surprising freedom within certain hubs, hinting that the original design may have envisioned a more organic mission flow before the linear approach was imposed.

Across the board, reviewers agreed that the game's strongest element is its cast. Middler emphasized the difficulty of juggling numerous prominent personalities while maintaining a cohesive narrative, noting that the relationship between Logan and Jean Grey, as well as Troy Baker’s performance as Nathaniel Essex, stand out as highlights.

However, Cardy criticized the peripheral characters for receiving only fleeting appearances—often limited to brief dialogues or minor obstacles—leaving them underdeveloped. Both Tapsell and Stuart lamented that Wolverine himself often feels like a passenger in his own story. Tapsell wrote that the game could have used Wolverine’s existential quest for identity as a central theme, but instead it remains underexplored.

Stuart took issue with the way the narrative delivers Logan’s traumatic past through optional lore unlocked by completing timed parkour runs or endless horde battles, calling the approach a "rather insensitive way to portray and process PTSD." IGN’s Cardy echoed the desire for deeper interactivity, suggesting that the game’s reliance on polished cutscenes, while engaging, leaves the connective tissue—photo frames, audio logs, and idle exploration—feeling like unnecessary filler. He argued that a more interactive storytelling method could have enriched the experience without extending its length. In summary, Marvel's Wolverine is not a broken game, but its shortcomings eclipse its merits.

The title offers moments of visceral fun, buoyed by strong voice performances and occasional spectacular set‑pieces, yet it is hampered by repetitive combat, limited progression, and a linear design that feels dated. As VGC’s Middler concluded, "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. While playing, I was having fun, but the second I stopped, I felt absolutely nothing."