Liam McIntyre lifts Marvel's Wolverine, but the combat drags

Marvel's Wolverine on PS5 pairs Liam McIntyre’s Logan with strong art, but The Guardian says repetitive combat keeps it from landing fully.

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Liam McIntyre lifts Marvel's Wolverine, but the combat drags

Marvel's Wolverine is well made on PS5, and Liam McIntyre gives Logan a sharply realised turn, but says the game stumbles when the fighting turns crude and repetitive. The result is a superhero release that looks and moves with intent, then keeps asking the player to work through the same brawl again.

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Liam McIntyre as Logan

Logan is drawn as a disenfranchised figure years before the founding of the X-Men, with Sabretooth and Mystique folded into the story as Nathaniel Essex is kidnapped by Bolivar Trask. That setup gives Marvel's Wolverine a cleaner timeline than a sprawling crossover, and it keeps the focus on one damaged lead rather than on crowding the screen with extra names.

McIntyre’s performance carries that weight, and the review singles out the character art as exquisite. PlayStation and Insomniac Games have built a version of Wolverine that is meant to feel immediate and brutal, which is why the weak point lands so plainly when the game stops being about Logan and starts being about repeated exchanges of hits.

Combat from the start

Players of Marvel's Wolverine get dodge, parry, shred attack and leap attack from the start, then unlock new techniques and combos as they earn XP. The three-stage rage meter also builds through damage and parries, and it ends with Wolverine becoming an almost indestructible machine of carnage.

That structure should create room for variety, but the review says the opposite happens: the fighting feels smooth and empowering while rarely demanding creativity. The main combo, barrage, comes from repeated shred inputs, while special moves such as tornado spin and spiral strike broaden the kit; even so, the battles still settle into a pattern the reviewer describes as a bludgeoning production line of identical fights against increasingly over-familiar enemy types.

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Devil May Cry and Bayonetta

compares that loop with Devil May Cry and Bayonetta, where layered systems and distinct enemy types force sharper decisions. Here, the review says Marvel's Wolverine offers the shape of that kind of action without the pressure to vary tactics, and the default difficulty run was mostly survived by pummelling parry, shred attacks and leaps.

Boss battles drew the same complaint, with the reviewer calling them extremely familiar and at times cliched. For players weighing the PS5 purchase, the useful read is simple: Marvel's Wolverine looks polished and its Logan is well realised, but anyone buying for combat depth is getting a system that starts broad and then narrows into repetition.

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