Video summary
My Thoughts on Wolverine
Main summary
Key takeaways
Overall judgment
The video is a strongly negative, emotionally charged review of Insomniac’s Marvel’s Wolverine, delivered as a reaction to weeks of heated online debate (often framed as a “containment breach” / “gaming channel” vs spillover into other communities).
- The presenter describes the game as “turbo mid”: not the worst of the year, but around the bottom three Insomniac games.
- They argue it’s mediocre for a $300 million budget, with visible “corners cut.”
- Price/value is a major concern:
- Not worth $70
- Might be worth it on sale
Core criticism: story and writing
The story doesn’t hook
- The biggest flaw is the story, which “never hooked” the reviewer.
Voice acting praised, writing heavily criticized
- The reviewer praises voice acting performance, noting strong actors delivering bad material.
- They heavily criticize the writing quality.
Example: Sabertooth’s dialogue
- Sabertooth’s dialogue is portrayed as juvenile, cringe, and repetitive, including repeated catchphrases like “That’s my Wolverine.”
Awkward pacing and unclear direction
- The narrative is criticized for seeming like it doesn’t know where it wants to go.
- This leads to awkward story progression, including confusing/handholding-style transitions.
Character/power treatment — especially Jean
- The reviewer argues Jean/Gene is nerfed in both abilities and portrayal.
- She functions mostly as a damsel in distress who constantly needs Logan’s help.
- They point to moments where Jean could plausibly intervene (e.g., a pivotal kidnapping scenario), but doesn’t, implying the writing undermines her power and role.
Gameplay: decent at first, then shallow and repetitive
Early combat is solid
- Gameplay is described as solid early on, with satisfying combat set pieces and flashy action.
Combat doesn’t evolve enough
The reviewer claims combat doesn’t grow in depth:
- Skill trees/adaptations are described as shallow, changing encounters too little.
- Special abilities look good but don’t meaningfully transform combat depth.
- Combat becomes stale/bland after roughly the midpoint (about 2–5 hours onward for repetition; described as “halfway point” for full dulling).
Trials and specific challenges
- Trials are criticized as barebones and easy.
- A hated wave-survival challenge is specifically mentioned as requiring survival for 25 waves.
Boss fights: better, but still repetitive
- Boss fights are acknowledged as more fun.
- However, boss move sets are said to be limited/repetitive (with Sabertooth and Omega Red allegedly reusing only a handful of moves).
Handholding and accessibility toggles
Guidance systems are too restrictive
A major pre-release complaint is addressed directly:
- The reviewer says the game is extremely handholdy via guidance systems, including scent-style indicators (e.g., scent/fart trail/scent-beep visuals) and UI markers.
- They argue it’s not as constant as they feared, but still frequent and highly restrictive.
“Just turn it off” is rejected
- The presenter rejects the common defense that players can simply disable guidance:
- They argue default settings reflect the intended player experience, so guidance isn’t just an optional user preference—it’s part of the design.
Automation and input issues
- The reviewer also criticizes automation that can complete actions like QTEs without input.
- They add that in some cases, the game can still accept wrong inputs.
Linearity critique
- The reviewer says they generally prefer linear games.
- But they argue Wolverine makes linearity feel even more “on rails” via:
- auto-completion/assistance systems
- guidance that reduces navigation and player agency
- They also argue the game leans too heavily into Wolverine’s sense of smell as the defining trait, instead of highlighting claws/hack-and-slash identity more.
What the reviewer thinks would’ve helped
- The reviewer believes Wolverine’s combat should have leaned more into a traditional hack-and-slash, including:
- more depth in air juggling and combo chaining
- more varied combo routes
- more enemy juggling mechanics
- They argue the current combat lacks the “freshness” that classic combo-driven systems can provide.
Presenters / contributors
- Primary presenter/reviewer: The YouTube speaker (no name provided in the subtitles).