Wolverine Players Upset Over Motorcycle Segment That Feels Automated

Marvel’s Wolverine has been out for a day, and while my overall impression of the game is positive, it’s already facing some backlash. Many players are voicing concerns about the game’s linear design and its tendency to guide players with a literal scent trail to objectives, leading to perceptions that it’s overly handholdy. As more gamers dive in, they’re noticing how certain elements make the game feel like it’s almost playing itself, particularly during a motorcycle chase sequence that has become a focal point for criticism.

While some fans are debating the validity of these critiques, one undeniable aspect is that many of Wolverine’s quick-time events (QTEs) don’t actually require player input to succeed. Traditionally, QTEs come with a risk of failure. For example, in the tie-in game for the 2007 film Spider-Man 3, a misclick could lead to Peter Parker faceplanting and catching fire. In contrast, Wolverine presents button prompts more as decoration; even if you miss the timing or press the wrong button, Logan will still execute the cool moves as intended.

In Wolverine, many sequences unfold similarly whether or not you respond to the prompts, and the illusion of player agency can break down if you choose not to engage. This holds true even if you enable the QTE autocomplete feature in the accessibility settings. For instance, during an arm wrestling match against Sabretooth, if you don’t press any buttons, Logan may not gain the upper hand, but the consequences are minimal.

However, failing QTEs can have some impact. In certain situations, Logan may take unnecessary damage, putting players at a disadvantage in later encounters.

This raises a debate about whether failing a QTE should lead to an immediate game over or simply result in minor setbacks that could lead to a later defeat. While it’s inaccurate to claim that none of Wolverine’s QTEs have consequences, it’s clear that some segments can feel like they play themselves.

One particularly viral segment features a motorcycle chase where Logan pursues a truck carrying captive mutants. Clips are circulating of players letting the game run on autopilot, as Logan navigates the roads with minimal input. While players are supposed to steer to avoid obstacles, some have found that Logan can bounce off guardrails and reach the end without any player intervention.

Interestingly, actively controlling the bike can increase the risk of crashing. Players have shared footage showing that Logan often avoids collisions on his own, ricocheting off guardrails and steering back onto the path. Although you can accelerate and brake, it’s not necessary, as Logan will reach his destination regardless. His healing factor also mitigates any damage taken during collisions.

For some players, these design choices diminish the game’s stakes. The thrill of overcoming challenging segments is what keeps many engaged, and knowing that parts of Wolverine can unfold without active participation can feel contrary to the essence of gaming. Players want their actions to matter, and if a game can essentially “play itself,” it raises questions about its distinction from a movie. That said, the hack-and-slash combat in Wolverine can still present challenges, demanding player skill in other areas. However, as players grow weary of the trend toward cinematic storytelling over gameplay mechanics, any aspect that seems to lessen player involvement is likely to attract scrutiny.

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