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Marvel's Wolverine — Insomniac Is About to Do It Again
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Marvel's Wolverine — Insomniac Is About to Do It Again

CoalaTV
CoalaTV@coalabr14
26 May 2026 · 5 min read
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June 2nd. PlayStation State of Play. Over an hour. Wolverine opens the show. Insomniac have never dropped the ball — not once. Here's why this is the most exciting game in development right now for virtual photographers.

"Every time Insomniac ship a game, they set a new bar. Then they clear it themselves."

CoalaTV, @coalabr14

June 2nd. PlayStation State of Play. Over an hour. Wolverine opens the show.

That's not a trailer drop. That's a studio saying — we're ready. Come watch.

After what we saw in the reveal — Omega Red, the Sentinel closing the trailer like a gut punch, the bar fight that made you sit up straight — everyone wants more. More combat, more locations, more of what this game actually is when you're playing it, not just watching a curated two-minute clip. June 2nd is when we find out.

Let's Talk About Who's Making This

Before anything else — this is Insomniac Games. And that matters more than anything else I could tell you about this game.

Ratchet & Clank: Rift Apart. Spider-Man Remastered. Miles Morales. Spider-Man 2. Think about what those games meant. Not just technically — emotionally. The characters, the stories, the cinematics that made you put the controller down and just watch. These aren't games you finish and forget. They stay with you.

No studio has come closer to nailing the superhero game than Insomniac. Not even close. They took Spider-Man — one of the most beloved characters in history with decades of failed game adaptations behind him — and made something that felt definitive. Then they did it again. And again. There's a reason people talk about the Insomniac Spider-Man games the way they talk about the Naughty Dog PS3 era. That kind of consistency doesn't happen by accident.

And now they have Wolverine.

If you want a reference point for what a great Wolverine game looks like — X-Men Origins: Wolverine. That 2009 game punched so far above its movie tie-in status that it's still talked about today. The brutality was right. The claws felt dangerous. It understood the character. Insomniac have seen that game. They know the bar. And they're the only studio I'd back to clear it.

Ground-level chaos — Logan tears through Reavers in a night encounter that sets the tone for everything that follows
Ground-level chaos — Logan tears through Reavers in a night encounter that sets the tone for everything that follows© Marvel / Insomniac Games

What I Want to See on June 2nd

More combat. The reveal showed us the tone — reactive, physical, close. I want to see how that scales. How does it feel in open environments versus tight spaces? How does the Sentinel fight actually play — because that moment at the end of the trailer changed everything about how you understand this game's scope.

More of Madripoor. The neon, the layers, the criminal underworld sitting underneath the glass towers. More locations. More of what this world looks like when you're actually inside it moving through it.

And honestly — more of Logan. The character work in the reveal was already promising. I want to see that pushed further.

Madripoor in full swing — neon, claws, and close quarters. This is the visual identity Insomniac are building
Madripoor in full swing — neon, claws, and close quarters. This is the visual identity Insomniac are building© Marvel / Insomniac Games

And Then There's the Photo Mode

This is where Insomniac deserve their own conversation.

The first time I touched Spider-Man's photo mode on PS4 I knew something had changed. Not just for that game — for virtual photography as a whole. It was so far ahead of what anyone else was doing that it genuinely shifted what the community expected from a photo mode. That was the moment.

Then they introduced fully customisable lighting. First studio to do it properly. Custom light placement, colour, intensity — tools that photographers had been asking for years. The bar went up so high that most games are still trying to reach it.

Miles Morales brought real-time web trail and Spidey-sense visual effects into photo mode — things that made action photography feel genuinely alive rather than just frozen. Ratchet & Clank proved the tools weren't a Spider-Man exclusive — they were an Insomniac standard. Spider-Man 2 expanded everything again — dual character control, deeper pose manipulation, a filter suite that understood the game it was serving. Every new game, the tools improve. Every new game, the graphic fidelity climbs. It's not coincidence. It's intentional.

Spider-Man 2 photo mode — the benchmark Wolverine inherits
Spider-Man 2 photo mode — the benchmark Wolverine inherits

Wolverine — What to Expect

When I think about Wolverine and what the photo mode could be — I think about adamantium claws catching neon light at three different intensities. The brutality of a mid-fight freeze frame — blood, scratches, shredded gear, the look of someone who's been through something and healed and been through it again.

Claw state control — retracted, extended clean, extended used. Damage progression across a fight. Berserker rage frozen mid-rush. The scale of a Sentinel encounter shot wide. Madripoor at 2am in the rain, Logan standing in the middle of something destroyed.

This character gives virtual photographers material that no superhero game has ever offered before. And Insomniac are the ones building the toolkit. If they apply the same intentionality they've brought to every previous photo mode — and there's no reason to think they won't — this could be the most interesting superhero photo mode ever shipped.

The calm before it — Logan walks into the Princess Bar. Insomniac understand that atmosphere is half the story
The calm before it — Logan walks into the Princess Bar. Insomniac understand that atmosphere is half the story© Marvel / Insomniac Games
Every claw, every snarl, every flicker of reflected light — this is the shot that tells you exactly what kind of photo mode Wolverine needs
Every claw, every snarl, every flicker of reflected light — this is the shot that tells you exactly what kind of photo mode Wolverine needs© Marvel / Insomniac Games

June 2nd. State of Play. Be there.

Insomniac is about to show the world what Wolverine actually is. And based on everything they've built before, what they show is going to be worth watching — whether you're there for the combat, the story, or the frame you're going to spend forty minutes composing in photo mode.

They always deliver. There's no reason to think this time is any different.

And when Wolverine lands, you can be sure we'll be covering it in full. This one is already on our radar. The community is going to go wild with this game.

Marvel's Wolverine launches exclusively on PlayStation 5, September 15th.

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