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‘We're incentivizing you to be aggressive.’ I got up close and personal with Marvel’s Wolverine and left covered in gore

We went hands-on with Marvel’s Wolverine, and spoke to Insomniac devs and Wolverine himself, Liam McIntyre, about their grounded, gory take on ol' Canucklehead.

‘We're incentivizing you to be aggressive.’ I got up close and personal with Marvel’s Wolverine and left covered in gore

Insomniac’s Marvel’s Wolverine delivers a violent, percussive gaming experience that pushes the protagonist’s adamantium skeleton to the limits. In a two-hour preview, the game's combat system showcases brutal finishing moves, with enemies often coming equipped with mutant power inhibitors. The environment plays a role in combat, with enemies being knocked off rooftops or slammed into walls to expose their vulnerability.

Wolverine’s slower speed required adjusting to the game’s pace, but once adapted, players can string together brutal extended combos. The game's aggression is intentional, with developers incentivizing players to be aggressive rather than hiding and healing, similar to an FPS mechanic. While the game's close-quarters combat has visual appeal, it lacks the variety and movement options that could keep players fully engaged.

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