隨著Insomniac Games打造的PS第一方大作《漫威金鋼狼》曝光更多內容,玩家社區爭議愈發激烈。有玩家指出,受遊戲工業化發展影響,本作難逃3A公式化、同質化的通病,難以跳出開發商的固有創作套路。

玩家K-Med率先發表理性評價,並非刻意抹黑遊戲,而是擔憂超級英雄題材審美疲勞,以及Insomniac成熟的動作遊戲模板,讓本作缺乏新意。他表示,遊戲展現的第三人稱戰鬥框架、電影化鏡頭、載具追逐、環境處決等演出設計,都能在工作室過往作品中找到影子。即便新作新增血腥戰鬥、狂怒槽等特色機制,整體仍沿用固有套路,未能凸顯金鋼狼獨有的野性與猛獸本能。
Not a hate campaign. Just wondering if superhero fatigue + PlayStation’s VERY polished action formula is starting to feel a little long in the tooth. There are valid critiques floating around Marvel’s Wolverine. • Combat and structure feel very familiar. Same third-person action DNA, same cinematic camera, same set-piece pacing (motorcycle convoys, environmental takedowns). The blood and rage meter help, but it still reads more like Insomniac’s playbook than a truly wild, animalistic Logan. • Suit regeneration is a weird visual disconnect. Body heals, clothes instantly repair. Undercuts the 「I just walked through hell and back」 feeling some people wanted. • More linear/zoned than a free-roaming hunter fantasy. Logan as a loner tracking targets across open country is one of his strongest versions. Smaller open zones and guided sequences trade some of that for tighter cinematic control. Doesn’t mean the game will be bad. Just explaining why some of us aren’t fully convinced it's going to be great yet.
同時,玩家還指出一處違和細節:金鋼狼擁有自愈能力,但戰鬥破損的衣物會同步瞬間修復,大幅削弱了鏖戰後的慘烈氛圍與角色張力。
該言論引發社區熱議,玩家觀點兩極分化。部分玩家認同套路固化問題,甚至希望工作室回歸FPS賽道;但也有玩家並未降低對遊戲的期待,認為此類爭議是PS第一方大作的常態,選擇相信廠商的製作實力。

更有玩家表示,當下多數3A作品充斥長線玩法與微交易,這款主打線性流程、極致動作演出的作品,已是當下稀缺的正統高品質3A。目前遊戲最終品質仍無定論,究竟是套路化續作還是突破創新的佳作,靜待正式發售揭曉答案。






