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Director of Marvel’s Wolverine Responds After Extended Gameplay Footage Sparks Backlash

The director of Marvel’s Wolverine, Mike Daly, opened up about the recent backlash toward the game after its extended gameplay showcase drew criticism online.

Fans got a better look at Insomniac’s upcoming PS5 exclusive earlier this week, which showed off some story beats, character interactions, traversal, combat, and even a boss fight against a Sentinel.

Since the internet is the way it is, this gameplay footage was instantly subject to intense scrutiny, sparking no end of criticism from players online. There’s a bevy of viral posts poking fun at this most recent footage, some of which I’ve included down below.

Logan, remember to use your adamantium vision to sniff out his trail of wolverine™️ particles https://t.co/vTQssKxGA3

— Space ☆ Bruce (@spacebruce) August 13, 2026

Why does Sabertooth sound exactly like this https://t.co/g8l4uFYUfT pic.twitter.com/a5o46PpcZa

— Deacon (@crowdeacon) August 16, 2026

Logan following a red scent trail to catch The Hand was one major talking point among critics (instantly sparking comparisons to the divisive yellow paint that often guides players in modern games), as was a heated argument between Wolverine and Sabertooth (people weren’t happy with the voice acting here) and the aforementioned Sentinel boss fight.

One particularly damning tweet compared footage from this brawl to a boss fight in the 2007 PS2 game Ben 10: Protector of Earth (why is Ben 10 catching strays?), while another bemoaned that it was too similar to the 2009 X-Men Origins game from nearly 20 years ago.

Marvel Wolverine game's Giant Sentinel fight draws Ben 10 comparisons

Many spot clear similarities to Ben 10: Protector of Earth, prompting complaints about overused boss designs in action gamespic.twitter.com/bR21DsxAd7

— Beebom Gaming (@beebomgaming) August 14, 2026

X-Men Origins: Wolverine's Sentinel boss fight was way crazier and more interesting, while Insomniac Games designed a common, dull boss fight in Marvel's Wolverine.

X-Men Origins: Wolverine is a 17-year-old game. 💀 pic.twitter.com/fTafQPMTi2

— Raion Sensi (@RaionSensi) August 15, 2026

These criticisms did not go unnoticed. Speaking with TheGamer, director Mike Daly seemed to be at peace with the backlash, even welcoming it as a sign that the studio is doing something right.

In a somewhat concerning admission, Daly said that Insomniac is “pretty used to” these kinds of responses, calling it a “good problem to have” and remarking that such reactions “come with the territory” when making games based on people's favorite superheroes. And while he knows that Insomniac can make a “great game that a lot of people love,” it won’t stop critics from “finding stuff to complain about.”

“I rest easy about this, knowing that our goal for the game wasn't necessarily to accomplish these things that people complain about. Our goal really was to focus completely on making the best game for the character,” Daly said.

IGN also got the chance to sit down with Insomniac for a massive interview all about the game, with insights into combat, hardware performance, and much more. And while the general internet populace seems to feel negatively about what they’ve seen thus far, our hands-on with the game left us with a mostly positive impression.

IGN’s Mitchell Saltzman remarked that Wolverine’s combat “absolutely nails the spirit of Wolverine and is very fundamentally sound,” saying he was “impressed” with what he played, but noted that it’s still unclear if the gameplay will “hold up over the course of the entire campaign.”

Marvel’s Wolverine releases on September 15, 2026 exclusively on PlayStation 5.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Modern Warfare 4 Beta Reveals Multiplayer Matchmaking Plans, Will Continue to Use Divisive New Matchmaking System

Call of Duty: Modern Warfare 4's beta will utilize a divisive new matchmaking system in addition to the open matchmaking introduced last year.

Matchmaking is an extremely hot topic within the Call of Duty community, as it can dictate how much fun you might have playing online. Are you going to get steamrolled? Are you going to absolutely massacre the other team? A lot of that is in the hands of an algorithim pitting you against certain players. With Modern Warfare 4, the Call of Duty team has revealed its plans for what fans can expect in the beta this coming weekend.

In a new thread, the Call of Duty team confirmed that the beta will feature the new matchmaking system introduced in Black Ops 7 Season 5, as well as the open matchmaking system that launched with Black Ops 7 last year. The open matchmaking is seen as being a bit more random, and as a result, more varied and dynamic. This was Call of Duty's answer to complaints about aggressive skill-based matchmaking, which some felt punished fans for performing well in games.

The newer system, which is inspired by the matchmaking in the original two Black Ops games, has raised a lot of questions. Call of Duty noted in July that the new matchmaking system builds on what the studio has "learned, with smarter team balancing, wide match variety, improvements that help keep matches full, and a better experience for mixed-level parties." Many fans were initially confused on what exactly that meant, but many have ultimately found it to be less enjoyable than the open matchmaking.

However, the Call of Duty team has revealed that players are actually quitting less matches since the implementation of the new strategy. In the open matchmaking from last fall, players were quitting more, getting less kills, and noting in surveys that they were having less fun. They went on to note that in the new matchmaking from this summer, some of their top players were facing tougher competition, but quitting less.

As a result, MW4's upcoming beta will make use of both matchmaking systems so Infinity Ward can continue to mull over the data and make decisions on the full game. There has been no firm commitment on what kind of matchmaking the final game will use in October, though.

We know some players like Open, but the issues were clear.

For 80% of players in BO7 from launch to Season 04, Open vs. Standard saw:
• 32.7% higher quit rates
• 14.4% fewer kills per minute
• 5.3% lower win rates
• 59.2% more “Not Fun” ratings

On Nuketown 24/7, quit rates…

— Call of Duty (@CallofDuty) August 19, 2026

It's possible the data could change a bit, as MW4's beta could feature more players than Black Ops 7 in recent months. Modern Warfare is seen as the more popular Call of Duty subfranchise and a fresh new entry in the series is sure to attract new players during a time where there aren't a lot of games out. Only time will tell what happens, but if you have strong feelings one way or another, be sure to make your voice heard.

In addition to matchmaking changes, MW4's beta will offer up some much-requested quality of life improvements as well, which will fix issues that have plagued the series for the better part of a decade.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

The Last of Us Online Was Not a 'Side Project,' Majority of Intergalactic's Team Came Over After Multiplayer Game Was Scrapped

Naughty Dog's The Last of Us Online was more than just a "side project," and it's a big reason why the studio hasn't had a brand new game since 2020.

According to Jason Schreier, The Last of Us Online was reportedly not a game that was buying the team time until Intergalactic: The Heretic Prophet. It was seen as a major release for the studio, as opposed to a mere side project. Schreier claimed that the majority of the team on Intergalactic actually came over after The Last of Us Online was scrapped.

As has been reported before, toward the end of its development, the team began to realize that once the multiplayer project came out, they couldn't just release it and be done. It would require a lot of resources and time to be supported long term, slowing down or taking away attention from the studio's beloved single-player projects. As a result, once the game was scrapped, it left Naughty Dog with a major gap in its release cycle. There hasn't been a brand new title from the studio since The Last of Us Part 2, but Naughty Dog has multiple projects in the works now, which may prevent such a significant gap in the future.

As of right now, we know next to nothing about Intergalactic: The Heretic Prophet. It's a project that Neil Druckmann has been leading for some time following the release of The Last of Us Part 2. It's rumored to possibly release next year, potentially tying in with the release of the PS6, but nothing has been confirmed yet. As for the studio's other games, some speculate they may be working on Uncharted 5 or The Last of Us Part 3. It will likely be years before we get definite answers for these, but the studio is currently hard at work on future projects.

Many fans were disappointed that The Last of Us Online was killed so close to the finish line. The Last of Us Part 1's Factions multiplayer mode is cherished by fans of the series for its brutal, scrappy combat and unique approach to PvP gameplay. There's nothing else quite like it, so there was hope that building an entire game around that concept and fleshing it out could be really special. Unfortunately, we'll never know for sure, but people who played it behind closed doors had nothing but incredible things to say about the project.

The game was put into development after Naughty Dog chose to scrap multiplayer from The Last of Us Part 2. The team thought it would be better to focus on the single player aspect of the main game and give the multiplayer project more resources. As a result, the team spent seven years working on the title and the plug was reportedly pulled about 80% through development. Maybe one day we will get another Last of Us multiplayer game, but it seems unlikely.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Silver Pines Preview: It Plays and Looks Like If Alan Wake Were Made in the ‘90s

Key Preview Takeaways:

The unique visual style is instantly appealing.The '90s-style adventure-meets-survival-horror gameplay makes it feel unique in 2026.Monster variety is lacking in the short, early-game demo we played.

I’m continually impressed with how many interesting and unique ideas for video games still manage to pop out, even as we’ve got literally thousands coming out every year now. If you haven’t heard of Silver Pines yet, it’s a pixelated 2D survival horror that answers the question, “What might Alan Wake be like if it were made for the PS1 in the ‘90s?”, and it’s something I didn’t realize I needed in my life until now. After playing the first hour of this creepy, stressful demon lovechild of Silent Hill and The Secret of Monkey Island, I was completely pulled in by the strange and unsettling story, the deceptively beautiful pixel art, and the eerie sounds and music that made each new darkened hallway that much harder to explore. Though, with only a very small sampling, it remains to be seen if they’ll be able to continue the momentum after a very strong opening stretch. Either way, this is already quite easily one of the most stylish and unique games of 2026.

Silver Pines feels like an episode of The X-Files or Twin Peaks stuffed into the retro shirt of a point-and-click puzzle game from the ‘90s, and developer Wych Elm Games isn’t shy about where it draws its inspiration. If you’re a fan of the now decidedly old-school era of the original Resident Evil or Silent Hill, you’ll probably feel right at home in this survival horror that’s equal parts fleeing from creepy monsters, gathering and rationing supplies to keep yourself alive, and fighting unspeakable horrors when all else fails. In one section I investigated a derelict motel filled with massive bugs and shadowy humanoids while trying to track down a missing musician, while in another I spiraled into temporary madness, as the lines blurred between reality and I found myself phasing into times and places I couldn’t possibly have been present for. This is one of those slow, creeping mysteries you’ll solve through the eyes of an unreliable narrator, whose survival seems increasingly unlikely even if the immediate horrors before you don’t get their way.

When you aren’t slowly being driven to madness, you’ll pick your way through light puzzles that have you searching for circuit breakers to turn on the power, use various keys and cards to access new areas, and even play a carnival game to win the prize of…a key you need to pass through a motel gate? That’s a pretty weird security system, but okay! These simple point-and-click hurdles mostly serve as something for you to work through while looking over your shoulder for whatever’s making that sickening groaning noise, but they do a good job at making even simple tasks very panic-inducing, as I learned on multiple occasions when I fumbled the wrong button and opened my inventory instead of sprinting away because some ghastly figure snuck up on me when I had my guard down. Trying to work through little puzzles while knowing in the back of your mind that something very spooky is bound to happen any moment now reminds me a whole lot of the early Resident Evil games that Silver Pines is clearly going for, which is, of course, a very good sign.

Scare-City of Resources

Another familiar way Silver Pines adds to the stress of surviving its levels is with its intentionally slow and imprecise combat. You’ll swing at things with a box cutter and shoot firearms with the extremely limited ammo you’re able to scrounge up, but enemies are oftentimes faster than you, you’ve got some pretty beefy cooldowns between things like swinging your melee weapon, reloading takes way longer than you’d like, and your character is a total wimp who gets bowled over by almost any attack. Sometimes this can be a bit frustrating, like during the first boss fight where you sometimes feel like you’ve got no shot of outrunning some of the creepy caterpillar-corpse-thing’s attacks, or when you just can’t seem to find time to repair your melee weapon with duct tape before the bug chasing you gets another hit in. But it’s the kind of good frustration that builds tension in a horror game that something like Silver Pines just wouldn’t be the same without.

That said, I do have more legitimate concern about the lack of enemy variety, as aside from the intro boss fight, I only encountered two types of enemies in my time with this demo. In fairness, I only played a short area, and I fully expect there will be many more baddies to fend off, but it’s worth shouting out that this wasn’t showcased very well in the opening area. And between the two enemies I saw, humanoids and bugs, they both had extremely predictable movement patterns and a single attack that made them fairly easy to deal with once I encountered them a few times. I’ll reserve judgment until I’ve had a chance to play a section a bit farther along in the game, but definitely something to keep an eye on.

It just wouldn’t be a proper survival horror game if you weren’t spending most of your time obsessing over a distinct lack of resources to get you through levels, and Silver Pines is no exception. A lot of the tension comes from the fact that you’ve got precious few resources at your disposal. Ammo for your guns is hard to come by, melee weapons have to be repaired with a roll of duct tape after just a few hits, and you’ll only find so many healing items to repair injuries that make your character even slower. Every once in a while you’ll find a vending machine stocked with valuable items that can be bought with the spare change you find lying around, but horrifyingly this money is also used to save the game. That’s right, in true Resident Evil form, you’ll have to use your precious few coins just to save your progress, which adds even more suspense to a game that’s already pretty chock full of dread.

The pixelated art is surprisingly fluid and expressive, the voice acting is off-putting and eerie, and every part of the small town you find yourself in is just so ominous and filled with little hair-raising details all over. It’s utterly Lynchian stuff if I ever saw it.

This means that most of the time the best solution is to run away, if at all possible, conserving what resources you have by avoiding combat like the plague. To that end, you’ve got a dodge move that lets you pass through enemies and obstacles to keep you moving along, plus you can usually sprint away from enemies if you time it right, but you’ve also got to worry about an extremely short stamina meter to contend with, which leaves you pretty defenseless once depleted. Yet another resource you’ll find yourself in short supply of as the waking nightmares close in on you. I mean, that’s just some classic survival horror stuff right there.

Lots to Love

But the main attraction with Silver Pines, so far as I’m concerned, is that the whole thing is just so dang stylish. The pixelated art is surprisingly fluid and expressive, the voice acting is offputting and eerie, and every part of the small town you find yourself in is just so ominous and filled with little hair-raising details all over. It’s utterly Lynchian stuff if I ever saw it, and despite so much of my time in this ghastly backwater being incredibly stressful, it’s a place I really look forward to spending more time in.

I’ve only gotten a taste of this harrowing and unique indie game, but what I played made me really eager to return and dive deeper into the muck of madness. Here’s hoping it delivers beyond this small sampling when it comes out later this year.

While you're here, check out these previews of other big upcoming games we've played recently!

Star Wars: Zero CompanyMarvel's WolverineAliens: Fireteam Elite 2

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

The Witcher 3 NPCs Kept Dropping Their Babies Due to an Unintended Side Effect of a Cut Mechanic

The Witcher 3 developers were so focused on making a realistic environment for players that they accidentally created a morbidly hilarious side effect for the game’s female NPCs.

In an interview with Edge Magazine, CD Projekt Red quest designer Philipp Weber opened up about the unintended consequences of this strategy, saying the team was so honed in on creating a believable world that they ended up causing chaos, instead.

Weber explained that they wanted to give NPCs authentic behaviors to increase immersion and reward players for exploring the nooks and crannies of The Continent, particularly where small villages in the countryside were concerned.

"Because we were focused on the countryside, it was easier for players to become curious," he began. "If a village only has eight houses, people will want to see if the people truly exist in the world, or if it's just fakery. Lots of people nowadays are interested in those kinds of details, and it really came to haunt us."

At the time, Weber said the dev team was "more focused on simulating their proper day and night cycle" for these NPCs rather than giving them believable reactions to Geralt as he wandered around their world. “When it came to actually reacting to the player, there wasn't that much detail,” he admitted.

This meant that, although the NPCs had their own highly-specific schedules that made them seem like living, breathing people going about their daily lives, they weren’t exactly logical when it came to Geralt barging into their homes and swinging his weapons around.

"They would drop what they're currently working on, that thing would fall to the ground, and they'd run away, afraid,” Weber said.

Unfortunately (or fortunately, since it’s objectively funny) those ‘things’ included babies, which female characters would throw to the floor as they fled from danger. "For a few weeks, women were just dropping their babies, left and right,” he said.

While this problem ended up getting solved, it would have been absolutely wild to see in the final product. Weber shed a bit more light on their strategy when making NPCs in general, saying that rather than giving them specfic instructions, they're able to choose from certain "spots of interest."

"Most NPCs in villages, we don't give them specific paths," he explained. "We give them spots of interest that are available and then they're the ones doing the pathfinding: 'Once I'm done with woodcutting, I'll choose another point, and maybe do carpentry in front of my house'. For the 50 sailors at Novigrad harbour, for example, we made 200 possible spots, so even if all 50 were active at the same time, they would have options."

The next entry in the Witcher series is currently in development. Centering on Ciri, it does not yet have an official release date, but early gameplay footage was shown off for the State of Unreal 2025 showcase. We can’t imagine NPCs will be tossing their babies in this game, either, but you never know. (It certainly wouldn't be wilder than the 'put the baby in the oven' option.)

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

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