Marvel’s Wolverine: Exclusive Interview With Creative Director Marcus Smith and Game Director Mike Daly
I feel like I have been waiting my entire life for that definitive, mature-rated Wolverine game. One that’s unforgiving, brutal, and visceral, but also honest about how tortured Logan really is. At his core, he’s a broken dude. He’s conflicted, burdened, and constantly wrestling with heavy internal scars. It’s hard to imagine capturing that level of complexity in an ‘E for Everyone’ experience.
Last week, I had the chance to watch a 7.5-minute demo of Marvel’s Wolverine, and if first impressions are anything to go by, this isn’t just another superhero game. It looks like a savage, emotional, and deeply character-driven experience that’s focused on capturing every side of Logan. That being the unstoppable fighter, the reluctant hero, and the broken man trying to piece together fragments of his past. So far, I’m really impressed with what I’m seeing.

Last week, I spoke with Creative Director Marcus Smith and Game Director Mike Daly about the pressure of handling one of Marvel’s most beloved characters, the game’s mature tone, its slick but brutal combat system, and why this version of Wolverine may surprise fans.
And yes, it absolutely looks like the Wolverine game many fans have been waiting their entire lives for.
“Terrifying… But Super Exciting”
There is no denying that Insomniac has already set a high bar for superhero games with their Spider-Man franchise. But according to Mike and Marcus, Wolverine presents an entirely different challenge.
“This is a beloved character,” Marcus Smith explained. “He’s been around for nearly 50 years. Everybody has their own favourite version. The movies, the animated series, specific comic runs. So our approach from the beginning was: we’re going to tell a unique story, but every version of Wolverine fans love still has to feel true to his core essence.”
So there is clearly recognition that it’s a balancing act that comes with a boatload of responsibility.
“We don’t want players ever saying, ‘That’s not Wolverine,’” Smith said. “No matter which version you grew up with.”
At the same time, Insomniac sounds energized by the opportunity to finally embrace Wolverine’s darker side with a mature-rated game.
“Everybody was willing to go with a mature rating,” Smith said enthusiastically. “That allows us not only to fulfill the fantasy of having razor-sharp claws tearing through enemies. Which means there’s going to be a lot of blood. But also to tell a story with more maturity, depth, and emotion.”

In other words, Marvel’s Wolverine isn’t using its mature rating simply for shock value. The violence and brutality exist because Wolverine’s world demands it, and that is pretty cool.
A Different Logan Than Fans Expect
One of the biggest reveals from the interview was how different Insomniac’s Marvel universe is from traditional X-Men stories. In this world, there are no X-Men, which is rather surprising.
Mutants exist, but they largely remain hidden from society while powerful groups hunt them down. Logan himself is part of “Team X,” a mutant strike team travelling the globe protecting vulnerable mutants. Surprisingly, Sabretooth is also part of the team. An amazing dynamic that already sounds loaded with tension, and I am here for it.

The gameplay demo also revealed Logan meeting Jean Grey during a mission involving mutant refugees, hinting at larger conflicts and relationships still being kept under wraps.
As for Logan himself, this isn’t a young, reckless Wolverine nor a tired and weary old man at the end of his life. “He’s obviously quite old,” Smith explained, “but he doesn’t remember large portions of his past. Part of what he’s searching for is those lost pieces of information.”
That mystery surrounding Logan’s fractured history and spotty memory appears to be a major emotional pillar of the game.
No Open World
While many expected Insomniac to build another sprawling open world similar to their Spider-Man games, Wolverine is taking a different approach. According to Daly, the team realized early that Logan simply isn’t a character who belongs anchored to a single city.
“He’s the type of character that goes on globe-hopping adventures,” Daly said. “He gets pulled into conflicts by duty.”
Instead of an open world, the game focuses on a tightly paced, story-driven structure that takes Logan across several major locations around the world. And yes, one of those locations is in my neck of the woods – Vancouver.
Smith confirmed a portion of the game takes place specifically in Canada’s wilderness regions, complete with recognizable landmarks locals will immediately spot. From there, players will travel to locations including the jungles of Telanbang, the slums of Madripoor, and the streets of Tokyo. Each region is designed to feel distinct and packed with secrets, surprises, and different gameplay pacing.
I’m not disappointed about the decision to abandon an open-world setting. I love the idea of Wolverine as a wandering outsider moving from conflict to conflict. This approach sounds far more focused and cinematic because of it.

Combat Looks Brutally Savage and Strategic
Spider-Man was built around flow and momentum, where Wolverine is built around aggression, survival, and controlled brutality. And according to Daly, claw combat became the single biggest gameplay priority. “We focused on claw combat more than anything else,” he said.
Everything about the combat system is designed to make players feel like Wolverine. From the slicing animations and blood systems to Logan’s healing factor and rage mechanics, it’s all about feeling like you are Wolverine.
One of the most interesting reveals during the interview was how Wolverine’s regeneration actually works during gameplay.
Outside combat, Logan heals almost instantly. During combat, however, his healing slows dramatically because his body is dedicating energy toward fighting, which makes total sense. Wolverine can even temporarily “die” if his heart stops. Yet if players have built up enough rage, adrenaline can restart his heart and trigger a temporary healing surge that gives them a second chance.
It’s an interesting mechanic because it turns Wolverine into a character who isn’t simply indestructible, but rather, he is constantly flirting with danger.
Combat itself evolves depending on how much rage players build. Early encounters are more methodical and focused on survival. But once Logan enters a feral rage state, everything changes. “What matters then is doing as much damage as possible before rage burns out,” Daly explained.
The result sounds like a combat system that constantly shifts between careful predator and unstoppable berserker.
Stealth Is Entirely Optional
In what was another surprise, Wolverine can apparently be played as a stealth hunter just as easily as a rage-inducing berserker.
According to Daly, players can scout encounters using Logan’s enhanced senses and decide exactly how they want to approach enemy groups. “You might choose to get a few quick, quiet kills first,” he explained, “or jump straight into combat. It’s entirely optional.”

Stealth kills also help build rage before larger combat encounters begin, adding another strategic layer to gameplay.
Suit Design Is For The Fans
The classic yellow suit made a huge impression with me, and according to Insomniac, getting that design right became an obsession.
“We wanted to take the core elements of Wolverine’s traditional suit designs, modernize them, and make them our own,” Daly said. Every detail from the stripe placement to the cowl shape was carefully refined to balance comic-book authenticity with the game’s darker tone.
And yes, there will be alternate suits. Loads of them.
Daly teased that Insomniac has explored Wolverine’s entire history across comics, films, and animation to curate unlockable costumes throughout the campaign. Even better, each suit comes paired with unique claw designs inspired by that version of Wolverine.
Players can even mix and match claws with different costumes. I am certain fans will love that level of customization.
More Than Just Blood and Guts
Despite all the blood and brutality, what stood out most for me during the conversation was how deeply Insomniac seems to understand Wolverine on an emotional level. Smith repeatedly returned to the idea that Logan is heroic precisely because he doesn’t want to be.
“He would much rather be alone,” Smith said. “But he constantly throws himself into danger to protect people anyway.” That contradiction appears central to the game’s identity.
Wolverine feels every stab wound, every bullet, every injury. And yet he still chooses to fight. “To me, that’s what makes him the ultimate hero,” Smith explained.
It really feels like they will be able to capture his emotional vulnerability. Underneath the claws, rage, and violence he is still a lonely man carrying centuries of pain and trauma while trying to protect others from suffering the same fate.
September 15 Cannot Come Soon Enough
After speaking with Marcus Smith and Mike Daly, one thing became very clear. Insomniac isn’t just making a hack-and-slash Wolverine game. They’re making a Wolverine game that understands why Logan has endured for decades.
There is no doubt that the combat looks brutal and won’t be for the faint of heart. His claws look savage and do some serious damage. The mature tone allows Wolverine to feel truly unleashed. Yet what makes this game exciting for me is the emotional core underneath all of it. This version of Logan feels dangerous, broken, heroic, angry, vulnerable, and deeply human all at once.
That sounds exactly like Wolverine.
Shout-out to Marcus Smith and Mike Daly for taking time out of their day to chat with COGconnected. Thank you!
Mike Daly – Game Director

Marcus Smith – Creative Director
