Wolverine Will Match Spider‑Man’s Mission Count — Just Not in an Open World

Wolverine Will Match Spider‑Man’s Mission Count — Just Not in an Open World

No open world? No problem — Wolverine’s mission list is hefty

Insomniac’s Wolverine isn’t being built as an open-world playground like the Spider-Man titles, but don’t assume that means a short campaign. Director Mike Daly told Vandal (after our hands-on at Insomniac) that the game will include roughly the same number of missions you’d expect from a Spider-Man game. In other words: there’s a lot of content — it’s just delivered differently.

These aren’t throwaway objectives either. Daly says missions are dense and take Logan through a range of locations, so you’ll move through tightly designed segments rather than spending long stretches wandering a city between major scenes.

Why linear design could be better for Wolverine (and for players)

The trade-off for skipping an open world is tighter pacing. With fewer gaps for free-roam, the team can link action, character beats, and story moments more frequently, keeping momentum high and making events feel immediate.

That matters because in sprawling open worlds, key moments can get diluted by everything that happens in between. By structuring the game as a focused sequence of missions, Insomniac aims to keep the spotlight on Logan and make each encounter count.

Bottom line: if you were worried a non-open-world Wolverine would be small or shallow, the devs are promising a mission-heavy, story-forward experience — the same mission volume as Spider-Man, but wrapped in a more controlled, cinematic delivery. For fans who prefer punchy narrative pacing and packed gameplay over map freedom, that sounds pretty promising.