Insomniac Games' upcoming Marvel's Wolverine for PlayStation 5 will feature a linear action-adventure structure, a deliberate departure from the open-world design of the studio's recent Spider-Man titles. Game director Mike Daly explained that this choice was driven by a desire to remain faithful to the character of Wolverine and his established narrative.

According to Daly, the team's research into Wolverine's history revealed a character who travels extensively and embarks on adventures rather than being tied to a single location. This nomadic nature, Daly stated in an interview with Polygon, makes a linear format a more fitting choice for telling a Wolverine story. The focus was on what would best serve the character and his narrative, rather than adhering to a predetermined set of features common in modern AAA games.

"It really goes back to when we were gathering references for the character very early on," Daly said. "We looked at our favorite Wolverine stories, and he's a character who gets pulled all around the world. You know, he's lived a long time. He's been to a ton of places. He's not anchored to a particular place. He just goes on adventures. And so we felt like [a linear action-adventure] format was a much better fit for the character."

Daly emphasized that Insomniac's priority is to create the most compelling Wolverine game possible, even if it means diverging from player expectations for feature lists. "It's about having the features that are really focused on just making the best Wolverine game possible," he noted.

This commitment to character authenticity also extends to the game's combat system. Insomniac has designed a system where players must maintain momentum to build Wolverine's rage through three distinct phases. Each tier is intended to reflect different aspects of Wolverine's personality and abilities, from his resilience and survival instincts to his aggressive, relentless nature. The design encourages players to adapt their strategies dynamically, aligning with how Wolverine himself might fight.

"What we all sort of communally felt was important for Wolverine combat was, like, visceral, close contact, but a character who was constantly aggressive and relentless," Daly explained. "If you were playing well, then you were doing what Wolverine would do."

The decision to set the game prior to the formation of the X-Men was another deliberate choice to support the singular focus on Wolverine. Insomniac aimed to place him in a world where his unique abilities were indispensable.

Daly added that this guiding principle of focusing on the character, rather than assuming what should be included, informed every aspect of development, including the roster of characters, enemies, and locations.

When asked about potential nostalgia for Insomniac's earlier, faster-paced development cycles, Daly acknowledged the allure but maintained that the current approach allows for a more focused and efficient production. He stated that the studio aims to incorporate the spirit of those earlier days by making efficient, impactful decisions that directly benefit the player experience. Mixed with his signature claws, Wolverine is a formidable combatant.

The game is being developed with a focus on delivering a technically polished and narratively strong experience, much like Insomniac's previous Marvel titles, but with a distinct emphasis on capturing the essence of Wolverine's character and his place in the Marvel universe.