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Marvel’s Wolverine has attracted mixed reactions despite its major PlayStation pedigree. Its combat feels strong, but repetition can wear thin while the story tries to manage several competing ideas. One detail, however, consistently stands out: Insomniac Games’ remarkably thorough approach to Logan’s battered clothing and rapidly healing body.

Unlike Insomniac’s Spider-Man games, Wolverine embraces a much bloodier and more violent presentation. Logan can absorb attacks that would be fatal to an ordinary person, and the game frequently turns him into a target for blades, bullets and improvised weapons. Rather than always avoiding danger, he can use his near-immortality to protect others and push through punishment.

That behaviour suits a character who has spent centuries treating his body as a burden rather than something that must be carefully protected. In combat, Logan’s healing factor may close his wounds, but his clothes do not repair themselves straight away.

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The damage system affects the shirts, jackets, trousers and superhero costumes Logan wears during missions. His clothing can become heavily torn while his body heals underneath it, creating a visible record of the fight. Insomniac has also explained that the damage is designed to recover at selected points, rather than leaving players in shredded clothing for the entire game.

Mike Fitzgerald, Insomniac’s head of technology, said the team wanted the clothing to reflect the brutality of combat without making Logan spend most of the adventure dressed in rags. The solution was to balance persistent damage with moments when his outfit restores, preserving the intended cinematic impact.

Senior project director Jess Reiner-Reed added that lengthy periods in damaged clothing made Logan feel less powerful during early testing. Restoring the costume at the right time helped maintain the strength and fantasy expected from Marvel’s famously tough mutant.

The detail hiding beneath Logan’s costume

The outfit damage is entertaining on its own, but the more surprising technical achievement is what it reveals underneath. Logan is not presented as a strangely hairless action hero. His shoulders, chest and back are covered in clearly visible body hair, including the areas exposed when combat tears through his costume.

That level of detail is easy to overlook in games, even as modern character models become increasingly complex. Customisation systems may offer extensive control over faces, clothing and equipment, yet body hair is often ignored. In Wolverine, it is an intentional part of Logan’s appearance.

Several outfits expose the middle of his back or open a damaged section across his chest. The result is a character who looks consistently rugged beneath the comic-book styling. It is an unusually specific visual choice, but it helps distinguish Logan from the polished, permanently intact heroes common in action games.

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Different costumes react in different ways

Logan’s wardrobe does not appear to fall apart according to one uniform pattern. Formal clothing can remain fastened while other pieces are destroyed. A flannel shirt beneath a bloodied denim jacket may cling to him as fragments scatter across the environment, while the yellow suit can lose large sections without completely failing around more important areas.

Some damage states are more amusing than convincing. At one point, Logan can retain part of a damaged cowl around his face, even when the rest of the mask has disappeared. Those moments can break the illusion, which is why playing without the mask and choosing a bare-faced, Hugh Jackman-inspired look may make the torn flannel and trousers feel more coherent.

The system also has a noticeable limitation: damage can vanish when a new cinematic begins. Even so, the work put into separate clothing materials and exposed body detail is impressive. For more stories about arcade and gaming news, RETROCADE covers the wider industry beyond superhero adventures.

A thoughtful use of visual damage

Destructible clothing has appeared in games before, sometimes mainly to create spectacle or appeal to the audience. Here, it serves a more practical purpose as well: every torn layer communicates the force Logan has endured and the unusual relationship between his healing body and ordinary fabric.

Insomniac’s approach makes combat damage feel meaningful without permanently weakening the character’s power fantasy. Logan can be bloodied, exposed and battered, then return to a restored costume when the game needs him to look like its unstoppable hero. It is a small system, but one that gives Marvel’s Wolverine a surprising amount of visual personality.

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