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Why Marvel's Wolverine Won't Use an Open World: Linear Design Better Suits the Character

Recently, the Insomniac Games team accepted an interview with foreign media outlet GamesRadar, where the producer explained the design decision to abandon the open world for Marvel's Wolverine. The game will launch on the PS5 platform on September 15.

《漫威金刚狼》为何不用开放世界:线性设计更贴合角色

Senior Project Director Jess Reiner-Reed stated that Wolverine Logan is completely different from Spider-Man Peter Parker. Spider-Man is rooted in the city, protecting his neighborhood, while Logan is a lonely wanderer with no fixed abode, never staying in one place for long. Therefore, this game opts for a story-driven linear action-adventure structure rather than a large urban sandbox. The game isn't entirely devoid of freedom; some levels feature open areas that support exploration, collection, and multiple paths to completion.

Technical Director Mike Fitzgerald added that after careful consideration, the team concluded that high-speed movement and traversal are not the core appeal of Wolverine. Claw combat, healing factor, berserker rage, and a heavy past are the focal points of the character.

《漫威金刚狼》为何不用开放世界:线性设计更贴合角色

The development team made extensive detailed distinctions between the feel of Wolverine and Spider-Man: Wolverine can climb trees with his claws, but he is heavy, causing branches to bend and leaves to shake with physical effects when he steps on them. In contrast, the lightweight Spider-Man standing on a branch causes no deformation. In terms of character portrayal, Spider-Man has an outgoing personality and is accustomed to quippy dialogue. Wolverine is introverted and silent, with emotions expressed more through eye contact and subtle facial expressions, presenting significant development challenges for character performance.

The Creative Director mentioned that claw combat is equivalent to Spider-Man's web-swinging, serving as the core gameplay experience of Marvel's Wolverine.