
Marvel's Spider-Man
Hack and slash/Beat 'em up · superhero · Drama · Stealth · licensed game
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Review
A single-player, third-person action game from Insomniac Games that turns its Spider-Man-honed engine toward Logan, in a brutal, cinematic story built around his relationship with Jean Grey. Combat is fast and violent, with parries, counters and a rage meter unlocking finishing moves, across a tightly paced campaign of roughly 12 to 15 hours. Released in September 2026, exclusive to PlayStation 5.
Game Avant verdict
A cinematic and strongly performed Wolverine story with top-tier visuals, held back by combat that stays thin over a roughly 12 to 15 hour campaign and a very guided structure.
By GameAvant · Published Oct 9, 2026 · Updated Oct 9, 2026 · 13 min read
IGDB
83%
20 ratings
Fits you if
you care most about story, character and presentation in a compact single-player superhero game.
Skip it if
you want deep, evolving combat systems, an open world, side missions or co-op.
Marvel's Wolverine is Insomniac Games' third major Marvel project, and it makes a choice that sounds simple on paper but turns out to be genuinely demanding: take the technology and polish that made the studio's Spider-Man games feel like premium blockbusters and point all of it at a character who is the opposite of Peter Parker. Logan is angry, physically ruined and nearly impossible to kill, and he is not especially interested in being anyone's hero. Published by Sony and released on 15 September 2026, it's a single-player, third-person action adventure exclusive to PlayStation 5 at launch. The game leans almost entirely on story, character and presentation rather than systemic depth, and that choice is deliberate. Liam McIntyre's comic-inspired performance as Logan is the single thing critics single out most often, and the relationship between Logan and Jean Grey carries the emotional center of the campaign, treated with a seriousness that action games built around this character rarely attempt. Visual fidelity, character models and motion capture are a clear step up even for a studio known for its technical polish, and the whole thing is built to be experienced in roughly 12 to 15 hours, a deliberately compact length that doesn't overstay its welcome. Combat is fast and genuinely brutal: claws, parries, counters and a rage meter that unlocks finishing moves give fights a visceral, bloody rhythm, and Logan's healing factor keeps death rare enough that the game can throw him into situations other characters simply wouldn't survive. What it doesn't do is grow much over the campaign. The moment-to-moment fighting stays close to what it is in the first hour all the way to the last, enemy variety is limited, and some larger enemies feel spongy enough to drag fights out longer than they need to. The structure is linear and heavily guided, built around forced walk-and-talk sequences rather than an open world to roam, with no side missions and no co-op to speak of. For a studio whose Spider-Man games are defined by swinging freely through an open city, that's a significant departure, and players coming in expecting something similar will find far less to explore. Some bugs made it through as well, including physics and NPC glitches and problems during vehicle chase scenes. What holds the whole experience together is Logan himself: a performance strong enough to carry a campaign that is, by design, more interested in who he is than in what he can mechanically do. Marvel's Wolverine bets everything on that trade, and for players who care more about character and story than evolving combat systems, it's a bet that mostly pays off.
You may love it because
The writing, the cast and the character moments carry the game and give the campaign a real emotional spine.
It may frustrate you because
The moment-to-moment combat does not grow enough to support that story across the full length.
You may love it because
A focused campaign without an open world keeps the pacing tight and avoids padding.
It may frustrate you because
Players used to Insomniac's Spider-Man games will find less to explore, and the guidance can feel heavy-handed.
You may love it because
Claws, finishers and the rage meter make fights look and sound visceral, and the healing factor keeps deaths rare.
It may frustrate you because
Claws seem weak against armoured human enemies, and the animation spectacle can mask how few core ideas there are.
13 min read
· By Game Avant
Three alternatives, one line each on why.

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