Marvel’s Wolverine hits PS5 on September 15 as developers detail how they built Logan
Insomniac Games explains its approach to claw combat, costume design, animation, and the relationships defining its take on Wolverine.

What we know
Marvel’s Wolverine launches for PlayStation 5 on September 15, 2026. Ahead of release, several Insomniac Games leads have outlined the studio’s approach to Logan: a more immediate, physical, and visceral hero than the comic-book characters it has previously adapted.
Creative director Marcus Smith, game director Mike Daly, senior art director Grant Hollis, senior animation director Brian Wyser, and narrative director Walt Williams discussed the choices behind the game’s combat, character design, and story.
Claws, destruction, and a more grounded Logan
The team began with a key distinction from Spider-Man. While that character is closely tied to New York and an open-world structure, Wolverine is intended to put players in closer contact with the environment through a more grounded, physical experience.
For Hollis, the claws—and the combat built around them—were essential. The studio viewed Logan as tough, messy, and willing to smash through whatever stands in his way. That approach informed the visuals and animation through blood, destruction, and damage dealt to both Wolverine and his enemies.
Animation is also designed to convey both his training and animalistic side. Wyser said Wolverine is portrayed as a man trained in every martial art, while still being a brawler who can tear through multiple opponents. The team also drew on a quadrupedal running motion for his traversal through the world.
A tactical costume informed by classic designs
The Battle Reborn suit was developed with classic Wolverine color schemes in mind: the brown and yellow associated with the 1980s, as well as yellow and blue with hints of red. Insomniac wanted to build from those influences while fitting them into a more lived-in, realistic universe.
The finished look is meant to feel tactical and plausibly constructed, taking cues from military equipment and motorcycle protective gear. Yellow remained a constant early on, but the team ultimately paired it with more black than brown.
Allies, enemies, and a story built around empathy
The story places Logan—whom the team describes as an introvert—within a group shaped by emotional and moral conflict. Characters discussed include Sabretooth, Mystique, and Jean Grey.
Sabretooth and Logan share a Team X past and an unstable bond that moves between camaraderie and hostility. Mystique has her own outlook across the game, while Jean Grey is connected to Logan by a shared responsibility to protect the vulnerable, even when their methods and considerations differ.
Insomniac also chose the Reavers and the Hand as enemy forces capable of challenging Wolverine. The Reavers are highly lethal cyborg mercenaries with the gear needed to face someone like Logan, while the Hand brings training in ancient tactics and deadly weapons. The studio aimed for both groups to fit naturally into mission objectives and the story’s progression.
Williams said the cast and its relationships are not meant to simply recreate familiar arcs. The goal is to explore new angles while preserving a sense of mystery and revelation. Liam McIntyre plays Logan, and the narrative director highlighted their collaboration in shaping both the character’s ferocious rage and his gentler side.
That duality sits at the heart of the game’s approach. Logan’s anger comes from a deep emotional place, particularly when he sees the mutants he wants to protect being used as experiments and discarded. The team’s stated aim is for players to enjoy the brutal action of being Wolverine while also leaving the story with empathy for the man behind the claws.
Marvel’s Wolverine arrives on PS5 on September 15, 2026.
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