Wolverine's "Fart Cloud" Sparks Fiery Debate Around Handholding In Games Published Sep 11, 2026, 5:49 AM EDT James Lucas is an Executive Editor at TheGamer who has worked in professional journalism since 2018. A Newcastle University graduate with a degree in Journalism, Media, and Culture, they have written hundreds of guides, news stories, and original reports, with bylines in IGN, NME, GaymingMag, and VG247, sourcing interviews with studio heads, legendary industry figures, prominent actors, and more. An expert on FPS games, Soulslikes, RPGs, and survival horror, James has intimate knowledge of a wide variety of titles, providing in-depth coverage and exclusive profiles. Some of the games they have extensively covered include: Half-Life 3, Counter-Strike, Elden Ring, and Fallout. They pride themselves on their consistently thorough research, leveraging nearly a decade of industry experience. You can reach them at James.t@thegamer.com For years, we’ve squabbled over yellow paint. It’s not always egregious, and it’s not always yellow. Sometimes it’s colored chalk splashed on a ledge to make a climbable route stand out, or to highlight an important path. Games are a lot more complex than their low-poly forebears, with far more visual noise, so it makes sense to highlight the interactables. But then came games like the Resident Evil 4 remake that handed every single Las Plagas villager a paint brush and unleashed them on the crates and barrels of Valdelobos with reckless abandon. Capcom clearly learned its lesson and dialed things back, but Insomniac takes things even further with Marvel’s Wolverine. I’m not just talking about the white paint splashed across linear paths. Marvel’s Wolverine has drawn fire over the last 24 hours because of the already-infamous “fart cloud,” a term coined by Washington Post reporter Gene Park in response to the discourse around SkillUp’s review. SkillUp criticized the game’s constant hand-holding, specifically the luminescent blue trail that guides you along obvious paths, serving as little more than a patronizing distraction. But then people claimed that it could be disabled, so Park—review copy in hand—investigated. Not only is it a permanent fixture, but the “navigation assist” option actually toggles a second guidance line. “Jean Grey’s fart gas trail is NOT part of the navigation assist option,” Park posted to X. “I turned it on and there’s another green line that tells you where to go. Mission waypoint (yellow marker is on as well and THAT can be turned off.” Do Games Need To Be Made For The Worst Players? So, you have white paint, impossible-to-fail QTEs, a blue guidance line, an optional second green guidance line, triangular markers pointing you towards objectives, a detective vision-esque scan, 'hidden' collectibles that pulse and ring like a telephone, and the usual chatty main character reminding you what the objective is every five seconds. Given that this is all stuffed into a linear, narrative game, Marvel’s Wolverine has understandably reignited the discourse around handholding. “The actual really embarrassing thing here digging into the weeds a bit is the Lego Batman game has more clever tutorialization and trusts its audience of children more to not handhold them too hard than the M Rated gory Wolverine game by Insomniac made for adults,” reputable leaker Dusk Golem said. Countless memes have cropped up since the embargo lifted, as people add big green arrows and Skyrim quest markers to the game to highlight the sheer absurdity of all these elements, or inject Wolverine’s navigation assistance into other titles like Resident Evil 4, poking fun at just how little faith Insomniac appears to have in players to navigate its levels. Some of these options can be toggled, but by default, they’re on, so it's clearly the intended way to play. That naturally informs the rest of Wolverine's design, begging the question: does a game need to be made with its least confident players in mind? Judging by the reviews and vitriol online: no. Playing Marvel's Wolverine is like bowling with the kid's bumpers on, but the bumpers are so narrow that it's impossible to score anything other than a strike. Oh, and the ball throws itself too—SkillUp. It’s hardly surprising that Wolverine has drawn flak for its simplistic and repetitive combat and basic level design when so much of the game seems determined to eliminate friction. There are far more subtle ways to guide players and teach them mechanics than blue “fart cloud” trails. Seamless or well-made tutorials can introduce complexity gradually, allowing players to learn the rules of a game and challenge themselves as they improve. When every obstacle is signposted, every objective is highlighted, and every mechanic is explained before the player has a chance to figure it out, there’s very little room for that learning process to happen naturally. As Dusk Golem put it, “I’m hoping this whole Wolverine review deal opens the floodgates of game design in AAA games becoming too safe and hand holdey and afraid to frustrate players, to the point it babies them because it’s afraid to have player friction for the lowest common denominator.” In fact, SkillUp goes as far as to say that Marvel's Wolverine will become the reference point for developers going forward. The game that's brought up when a team worries that they've overindulged on yellow paint. After all, you don't want to go full Marvel's Wolverine. Systems Released September 15, 2026 ESRB Mature 17+ / Blood and Gore, Drug Reference, Intense Violence, Partial Nudity, Strong Language, In-Game Purchases Developer(s) Insomniac Games Publisher(s) Sony Interactive Entertainment Genre(s) Action, Adventure
Marvel's Wolverine Comes Under Fire Before Launch
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