The first hands-on previews for Marvel's Wolverine are out, and the most talked-about detail coming from them is the rage system. Specifically, how it builds through three distinct tiers and fundamentally changes the way Logan fights.
How the rage meter actually works
The core loop is straightforward: land combos, build rage. What makes it interesting is what happens as that meter climbs. Each tier isn't just a damage multiplier. It's a meaningful shift in what Logan can do.
At Rage Tier 1, you're playing a fast, aggressive brawler. Combos land hard, and the momentum feels good. But Tier 2 is where things start to get serious. Attacks hit noticeably harder, and Logan unlocks Last Stand, a mechanic that lets him burn rage to recover if he goes fully down. That's not a small thing. Getting a second chance mid-fight without a checkpoint reload changes how confidently you can play.
Rage Tier 3 is the one the previews kept coming back to. Attacks become significantly more powerful, and brutal critical strikes become available. These aren't just bigger numbers. They open up specific takedown opportunities, like grabbing a Hand ninja's katana mid-fight and slamming it back into them, or snatching a bow out of the air to use as an improvised weapon. The previews describe Logan's breathing getting louder and more primal, his vision narrowing as he tears through groups of enemies. It sounds like Insomniac found a mechanical way to make you feel the character, not just control him.
Parrying, techniques, and the Spider-Man DNA
The rage system doesn't exist in isolation. Previews note that combat also includes parrying and special techniques that can be upgraded and mapped to directional buttons, similar to how Insomniac handled abilities in the Spider-Man titles. That's a smart design anchor. Players coming from those games will recognize the input logic immediately, while the rage meter gives Wolverine something distinct that fits his character.
Kristen Zitani, Content Communications Manager for Sony Interactive Entertainment, described controlling Logan as a flurry that tied her adrenaline directly to the character's rage. That's the kind of feedback that suggests the system has been tuned carefully, not just designed on paper.
Exploration and upgrades beyond the fighting
Combat is the headline, but the previews also touched on what happens between fights. Hidden crates contain raw upgrade materials, collectible whisky bottles are scattered through levels, and Nightmare Doors offer something more unusual. These transport Logan to a dreamlike cabin where timed speed trials reimagine game locations as vertical challenges. Completing them unlocks forgotten memories from his past, tying the optional content directly to the story.
Upgrades extend to Logan's attire and claws as well, though specific details on those systems weren't fully laid out in the preview.
What this means for the full game
Insomniac has already confirmed that Marvel's Wolverine is a linear action game rather than an open world, which you can read more about in our breakdown of the game's structure. The rage system fits that structure well. Linear action games live or die by how satisfying moment-to-moment combat feels, and three escalating tiers with distinct mechanical unlocks gives every encounter a potential arc.
The September 15 launch is about a month out. If the full game delivers on what these previews describe, Insomniac may have another strong PS5 exclusive on their hands. For everything confirmed so far, the Marvel's Wolverine guides collection is the best place to stay current as more details drop.








