X-Men Origins: Wolverine doesn’t have very much going for it at first glance. It’s got the stigma of being both a movie tie-in game, which is enough to damn nearly anything to the abyss of things we shouldn’t care about. It’s also a super hero game, many of which in recent years have been underwhelming, at best. Providing maybe a few lackluster hours of entertainment with our favorite heroes. However, the prospect of playing a Wolverine centric game isn’t all glum, by any means. The experience is that of a beat em’ up, not really a genre that I come into contact with anymore, not since the mid-late 90s at any rate. This is an incredibly refreshing experience to someone who is just emerging from the claustrophobic halls of a Phobos lab, generic alien spacecraft or the trenches of WWII. Anyone who keeps close tabs on the beat em’ up front may not be as wide eyed with glee at the pounding of foes.

Hai guy!11!

Hai guy!11!

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Returning to the zone is like coming back to a childhood home that has become abandoned. It’s always generally the same, but you can tell things have grown in your absence, windows are a little harder to open. The dust has piled up and nature has begun the ruthless march toward covering everything civilization had worked so hard to clear. Windows have become dirty all on their own and there’s a sense that man is no longer the controlling factor in the area. It feels off, much like the previous game, yet there isn’t one single thing you could single out and claim, “This, this is why I had to save ten times in the last five minutes.” It’s a combination of events, sights, sounds and an overshadowing feeling that you’re not in control. The zone is very much alive again.

Lightning, the poor mans night vision.

Lightning, the poor mans night vision.

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