We interviewed game director Mike Daly after the launch of Insomniac’s recent Wolverine game to get his take on what makes Wolverine and Spidey different to work on, his thoughts on breadcrumb trails, and why Logan can’t ever seem to get the girl.
Insomniac had extensive experience working on well-known superhero characters before starting on Wolverine. Early on, what traits or qualities of Logan as a story character and playable avatar did you know you wanted to focus on, distinct from the Spider-Man games and character?
From a story perspective, we wanted Logan to be a man with centuries of experiences that he can’t remember, creating a mix of being worn, wizened, and cynical. His resilience makes him fearless, which comes through in his candid manner, and he can’t ignore his sense of justice, as much as he would like to.
For gameplay, it was important that players felt the difference made by his healing factor, claws, berserker rage, animalistic strength, enhanced senses, his adamantium skeleton, and corresponding weight.
In both story and gameplay, emotionally and physically, Wolverine is a hero who gets hurt and feels that pain deeply but always gets back up again and presses on. This dogged resilience was really important to us and a central theme of story and gameplay.
Wolverine is more of a linear adventure than the open-world exploration of a big city seen in Spidey. In my playthrough, that added to the sense of relentless pacing that characterizes Wolverine as a fictional lead.
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