The State of Play: Why I'm Disappointed with Wolverine and God of War (2026)

The recent Sony State of Play event left me feeling deflated, as it showcased a worrying trend in the AAA gaming industry. What should have been an exhilarating display of raw gameplay turned into a disappointing showcase of heavily automated, scripted sequences. The highly anticipated titles, Marvel's Wolverine and God of War: Laufey, fell short of expectations, revealing a broader decline in the industry's approach to action-game design.

From Artistry to Automation: The State of Play's Disappointment

The State of Play began with Marvel's Wolverine, which promised a visceral, high-speed action experience. However, it delivered generic convoy set pieces and canned combat animations, reminiscent of the Arkham and Spider-Man games. The developer, Insomniac, seemed to have missed the opportunity to create a unique, fast-paced action game, instead opting for a superficial layer of blood and gore.

God of War: Laufey, which bookended the stream, further cemented this disappointment. The game stubbornly clings to claustrophobic camera angles, sacrificing peripheral vision for an awkward attempt at cinematic presentation. The aerial combat, an apparent attempt to add speed, feels floaty and weightless, a far cry from the frenetic crowd control of the original trilogy. Santa Monica Studio seems to have prioritized 'gaming cinema' over mechanical depth, resulting in a hollow gameplay experience.

The Tragedy of Modern Prestige Gaming

This decline is not solely due to a lack of developer imagination but is a symptom of the industry's obsession with ballooning budgets. With break-even points requiring sales of over 7 million copies, creative risk becomes a financial liability. As a result, studios systematically strip down gameplay mechanics, transforming high-skill combat into low-skill, over-the-shoulder slop. The expressive freedom of iconic action games like Bayonetta and Devil May Cry 3 has been sacrificed for automated, mocapped visuals, turning players into passive spectators.

The Myth of the Niche Ceiling

Corporations argue that pure action games hit a financial ceiling, but history proves otherwise. The example of Ninja Gaiden 3, which attempted to appeal to a casual audience, resulted in a commercial failure. The lesson is clear: a dedicated, mid-sized audience is more sustainable than a bloated, cinematic behemoth. The State of Play itself highlights this, with titles like Phantom Blade Zero and Kemuri promising engaging action experiences, and Stellar Blade proving that a lean budget can produce a financial success.

Stellar Blade: A Beacon of Hope

Stellar Blade, developed by Shift Up with a modest budget, shattered the myth of the niche ceiling. It sold over 3 million copies, becoming the best-selling PlayStation-exclusive launch IP on PC. Its reveal during the Summer Games Fest outshone both Wolverine and God of War with its stylized presentation and over-the-top boxing action. This game demonstrates that satisfying mechanics and player agency are key to a successful action game, something that AAA developers seem to have forgotten.

The Future of Action Gaming

The AAA industry has trapped itself in a financial prison, investing hundreds of millions in lifeless interactive movies. Video games are not movies; they are meant to be played and mastered. If the industry wants to revive the action genre, it must learn from the success of Stellar Blade and strip away the passive, automated gameplay. I hope my concerns about Wolverine and God of War are unfounded, but as it stands, the future of action gaming feels uncertain.

In my opinion, the industry needs to take a step back and remember why we play games in the first place. It's about the joy of mastering a skill, not passively observing pre-baked set pieces. Let's hope the developers find their way back to this core principle.

The State of Play: Why I'm Disappointed with Wolverine and God of War (2026)
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