X-Men Origins: Wolverine Review
Should we call you rubbish, Weapon X?
Version tested: PlayStation 3
These days, games based on films can go a lot of ways, but if there is one constant - one inviolable law of adaptation - it's that they agree on age ratings. You can't send the kids to see a film and then miss out on selling them the merchandise. Not so X-Men Origins: Wolverine. If you're 12 years old, you can go and see the film in the UK. And then you'll have to wait six more years to go home and play the game.
That's because Raven's Wolverine isn't just a bit violent; it's relentlessly, unapologetically, 18-rated vicious. From the very first cut-scene onwards, Hugh Jackman's Logan rips people apart. He cuts off legs and arms, and when he's not cutting off heads, he's rending them to slush. When one of his captors thinks he's dead a third of the way through and mocks him, lifting up his hanging head by the hair to pose for a picture, he gets a claw through his neck and face. This is Wolverine at his most bone-splittingly, limb-severingly diabolical.
It's not just the cut-scenes, either. The combat system isn't so much geared towards ultraviolence as avoiding restraint. Your basic light and heavy attacks are a merciless whirlwind; the charged Rage attacks, which unlock at intervals when you level up, are spinning adamantium tops and flying Sideous drill assaults; ground strikes are repeated stab attacks to the face and chest. By comparison, the counters, throws and dodge-based reversals are relatively benign: all you do is break arms at the elbow and impale enemies on standing spikes, eagerly identified by the game's kill-them-with-this! feral sniffovision filter. When it comes to the last guy in the room, the game goes into slow motion so you can savour the carnage. It rarely warrants anything less.
So that's unusual. And now that every hero, superhero and comic book game has gone open-world, it's also rather refreshing to come across a linear, level-by-level hackandslash. Following the twin stories of Wolverine's Team X mission to Africa, and his decision to volunteer for adamantium infusion at Alkali Lake and subsequent escape and vengeance, developer Raven prefers corridors, arenas and set enemy groups: a dozen soldiers here, a few commandos here, a mini-boss here. Occasionally you stop and do a bit of platforming, puzzle-solving or mild exploration, but you're rarely in any doubt where to go. If you are, it's mostly because the environments look the same, and you've got turned around. Sniffovision points the way.

The Rage attacks (trigger plus action-button) are powerful, but they pale next to the lunge.
It sounds regressive, but on some level it makes sense. Wolverine is overpowered against regular enemies, but despite his indestructible claws and regeneration, he's always had a lingering fragility. Hit him hard enough and he won't get up - at least not for a while. Bury him in a research facility and he can't just blast his way out. As a former lab rat, he still belongs in a maze. Dial down the Unreal Engine 3 graphics, which are mostly bland but certainly aren't afraid of depth and scale, and you could be playing that other Wolverine game circa 2003.
The headline feature, largely by dint of its authority, is the lunge attack. Facing off against a crowd of enemies with machineguns, your best option is to hold the right bumper to target one of them and then tap the left bumper to spring through the air - often as far as 20 metres - to drive your claws heat-seekingly into their chest. A follow-up heavy attack, which sends Wolverine up and then down again in a crushing finisher, is enough to deal with most enemies. Repetition is enough to deal with most of the others.

Climb up and grab the pilot through the windscreen and you automatically decapitate him using the rotary blades. Hence the 18. And some laughter.
The good thing about it is that it's intuitive, fast and ferocious. It's the fury that Victor Creed, Wolvie's brother, is desperate for him to unleash - and since you're not saddled with the movie script's lashings of moderation, it's the perfect answer to everyone else's aggression. Protectors of the canon can even rest relatively easy: Logan can't exactly reason his way out of the crosshairs.
For the first few hours, the lunge is jarringly effective, shortcutting 90 per cent of the combat system, but as the game throws up commandos, Ghost marines, Wendigos and others, you are at least forced to make use of sideways rolls and more elaborate combination attacks to expose your foes to the all-conquering lunge. And when you do, it seals the deal rather spectacularly.
The bad thing about it - and the bad thing about the game in general - is that you have to do it so, so often. Raven works harder to encourage you to diversify as you progress, but there's only so much the enemy variation can do in the context of such relentless, thoughtlessly dense and overlong level design. For example, the second phase of the Alkali escape, post-adamantium, is nearly half an hour of constant fighting over snow-covered, identikit hills and frozen lakes. I had killed 1000 enemies by the time I made it out of there, the game informed me. Most of them fell the same way, and without much rest in between, in environments that all looked the same.
To try and alleviate this some more, Raven goes for an RPG-lite levelling system that funds a non-linear skill tree, enhancing various strengths across your repertoire, but with enemy strength and volume scaling upwards accordingly, the implications are practically non-existent. Mutagens, too - vaguely hidden status buffs you can affix to one of three unlockable mutagen slots - are difficult to appreciate.
The non-fighting bits do a better job, but only relatively. There's quasi-Tomb Raider platforming, and push-the-crate, flick-the-switch and move-the-power-core puzzling, but it's incredibly basic stuff. There are various hidden extras, too, like action figures, glowing bodies with XP-boosting dog tags, and Doom III-style laptop audio recordings, but exploration would be a strong word for the act of locating them: they're generally in-line, or through the one door that doesn't lead onto the arena you're obviously going to do battle in next. Some of the cut-scenes are quite stylish, but they're mostly events from the film (judging by the Wikipedia entry anyway - I haven't seen it!) re-clothed and relocated, like Kayla's speech about the moon.

The frame-rate on the PS3 version (reviewed) dips so often you wonder if it's preparing something special for you. It isn't. The regular pauses for "streaming" messages seem to defeat the point too.
The game's perhaps best summed up by the mini-bosses, and the way they're utilised. There's Wendigo, and a rocky Leviathan, and quick-time-event helicopters, and the other mutants. Wendigo and the Leviathan are the same thing: dodge one of two or three telegraphed attacks and then lunge onto their weak spot and slash away a dozen times before leaping clear to avoid being grabbed. Repeat four or five times. Victor Creed, to pick the first mutant battle, can be dealt with by repeated lunges followed by backward dodge-rolls to re-sight the lunge. He gets three full health bars the first time, each with no hint of the next.
On paper, there should be lots of options. In practice, there aren't. The little tactical variety available to you is quickly overwhelmed and forgotten by sheer and exhausting, if not nauseating repetition. And it's worse for you - I had the added incentive of getting to the end, at which point I could write it up. You have no excuse: the story's tissue-paper thin, the progression system's anonymous, and any sense of spectacle in the environments is ravenously devoured by the greed of their duration.

I haven't seen the film, but I adore Liev Shreiber. That is all.
The sad thing is that this is actually quite a good film-to-game transition compared to most. There's no multiplayer, and negligible replay value (you'll get enough repetition out of the game anyway), but the combat is empowering and canonically appropriate, and the regenerative health system and checkpointing is sufficiently forgiving that you should have no trouble playing through it without recourse to purple words. Had Raven managed to gather the one good idea and the few half-decent ones here together over a shorter course, and made more of an effort to mix things up, I might actually have liked it.
As it goes, I'm almost grateful they didn't. X-Men Origins: Wolverine may be unapologetically violent, but it's also unapologetically repetitive, and it's the one apology that needs to be made. Over and over again, please. So if you're reading this in 2015, and you're just now in a position to buy it, don't. You've got better things to do. After all, you're probably a mutant yourself by now. Go stab something.
5 / 10
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Comments (68) Latest comment 1 year ago
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What mostly points to this, I guess, is Mr Bramwell's assertion that you can 'just use the lunge attack' (paraphrasing slightly). To do so spoils the most interesting part of the game. Admittedly I find the lunge to be the most amazingly fun attack in video games since I don't know when, but to ignore the multitude of enemy specific quick kills, executions and a barrage of combos kind of misses the point. Any game in which a character tears the arm off an enemy and beats it to death with the wet end is surely deserving of praise.
Likewise, the first Creed battle (which is described as lunge, roll, repeat) can be a lot more entertaining just by fighting it in a diverse manner. Creed has similar attacks to Wolverine and can really let loose if you let him. Due to Wolverine's regenerating health, there's no reason NOT to make the fight more interesting (unless you're in a hurry to finish the game because, say, you need to post a review). In fact, I found the Creed fight to be one of the most interesting boss fights I've had in a while (especially as it marked the first time I pulled off the 'intercept lunge', wherein Wolverine stabs a jumping enemy in mid-air. Which looks totally cool).
It's definitely linear, the graphics aren't amazing (though the regeneration ability is totally cool), but the intense and visceral ultra-violence is refreshing in what amounts to a film tie-in (although Raven apparantly started work on the game before getting the license, so it's not a total surprise). Certainly rates higher than a five in my book. Much closer to a low seven. Although I did unlock the 'classic cartoon Wolverine' costume earlier, and that could easily bump it to an eight.
(Note: this comment, like Tom's review, is subjective, and based on my experiences. I'm not attempting to prove that Tom is 'wrong' in his opinion, although I suspect the post appears to be written like that in places. But rather that methods of playing can often lead to drastically different views on gameplay. I would be first to admit I don't seem to mind repetition as much as others, though, so maybe that's it.)
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That's not nice.
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EDIT: Is there any sort of on-screen scoring system a la DMC? Because at least that gives an incentive to fight harder.
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Does that mean that you now ignore yourself? With you being one of the first 4 commentators? SolidSnake04 posted twice
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Except Cold Winter, but then no fucker bought that anyway.
EDIT - I s'pose I should mention the game though. Not very surprised, really, although I had secretely hoped for better things as Raven have done some decent games in the past.
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I suppose Dynasty Warriors: Wolverine for a title could've saved it.
I should stress that I like DW, and brawlers in general, so I'm not complaining that DW has this one safe haven on the web where we can pretend that the 15th rehash of it is worth an 8/10, but it puts other games of the same nature in a strange position.
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Shame I hear the movie is a real turkey!
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Buit seeing as my 360 is out of action in the MS repair centre i was going to get it on ps3 but these frame rate issues are worrying me..
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i got it on PC and really like it my self and if i have to give score i give it 8
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I never listen to myself anyway
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However, there IS a sense of solid gameplay in there. Not God of War solid, but this is one of the better western hack and slash combat games I can remember playing. The thing is, with it being so repetitive and with the story reportedly being shite (at least they got something right in relation to the current Wolverine stories in comicbooks.. apart from Jason Aaron's work) I can't but remember that Raven made some impressive fighting games back in the day (Jedi Outcast/ jedi Academy) that felt actually better than this... Better stories, more inventive combat systems...
However, you should see the Wii and PSP versions. They are both reusing the cutscenes from the 'big' version of the game but they are... er.. completely different games. I actually expected them to be one and the same game across PSP, Wii and PS2 but no. I appreciate that and the PSP game is really fast and brutal, but...
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you can only chose resolution and some low craphic mode wich i dont have tested and those videos are just pre-rendered bik videos too on PC versio
edit : on manual there is picture to xbox controler and shows wich key does what so it should work
here is two review where they really like the game too
[link url=http://sc rewattack.com/VGR/OriginsWolverine
]http://sc rewattack.com/VGR/OriginsWolver...[/link]
http://ww w.newsarama.com/games/090501-Wo...
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I disagree. It is exactly the gamers job to get fun out of the game. You are in control of what goes on so you always dictate how much fun you have. For instance, you can just not press any buttons at all (or just use movement keys) and constantly die. You'd still be 'playing the game' but you wouldn't be having any fun I bet. However, I could use all the abilities at my disposal in a creative and entertaining way and be having a ball.
The developers have given you a multitude of tools with which to have fun. If you don't use them to increase your enjoyment of the game then I would argue there's no point in you playing it at all. And I really can't get my head around the logic of "The developers put in this one powerful (cool looking) attack and that means I have to use it all the time!" That's just... stupid.
Take, for example, most open world games. The fun to be had is rarely by getting the most powerful weapons (or a tank) and just trundling about killing things. It's about getting into a 20 car chase driving the slowest car possible, or taking on the army with just pistol and some harsh language. It's an approach that should be made to every game (except maybe point and click adventures, which are purposefully linear). And life, too. ( Not the tank driving/shooting people thing. The getting the most fun out of stuff thing.)
The single greatest thing about gaming is being able to create (and dictate) your own fun. If you want to be lead by the hand, or take the easy, 'not really playing it' route, watch a movie instead. Or just read a walkthrough on GameFAQs. That'd save you money as well.
@Darren
Some of the PS3 cutscenes (intro, and another I've seen) are pre-rendered (as I'm sure they would be in the PC version, given the production quality). The rest of the mid-game stuff is all done in-game.
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Shame though. May be a rental.
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IGN actually gave it 7.8.
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Assassins Creed anyone?
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Me, me! I loved Conan. That makes this a must-buy... when it's 20 quid.
Also, Wolverine film was better than I expected despite rubbish Blob and boy band version of Gambit (not spoilers, they're in the trailer - unlike the Deadpool thing).
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I would form your own opinions on this one.
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"I simply don't have the time to constantly play a game which requires aconstantly adaptive skillset"
"I've generally taken a dislike to games that feel caterred towards mainly those that have no life. "
Congratulations! that's a lot better than thinking maybe 'hardcore' gamers are actually people who are smart and skilled enough to enjoy the complex and/or difficult games you find so frustrating.
i mean, who has time to develop skills beyond basic button mashing these days? only losers with no lives, clearly..
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Another game the readers got right and not the EG review eh?
/ adds wolverine to the list
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Screwattack says this is great, ign gave it a good score.. and people on the internets seem to like it.
That's good enough for me.. I'll get the demo and if i like - buy buy buy!
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What I wanna know is: So does the regeneration system means you can't die? as in, you never get a game over screen?
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Loving the game, this is how Wolverine tie ins should be, stupidly violent and bloody gibs flying everywhere.
The fact that it got a 5/10 on here is why I have to ignore 90% of Eurogamer's reviews when it comes to this genre of game, I will never play a game like this for 8 hours straight, I get to have the odd hour here and there and because of that the gameplay doesn't become stale. I've been on this one for about 4 hours over the last week, and it's easily a 7/10 for me so far, maybe stretching to an 8.
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Still there is other stuff coming out that i want more.
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Take the X men fan appeal and the ropey bloodnguts, and you'd have nothing.
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I'm leaning more towards a 7 out of 10 score myself, like most other sites have.
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I usually hate these kind of games, but for some reason this one stands out from the rest, (maybe the sadistic humour).
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My favourite 'tactic' is to slowly walk towards machine gunners as they desperately try to stop my advance, before picking them up and removing their faces.
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Perhaps this issue of reviewers finishing a game as quickly as possible (generally on the lowest difficulty level) is becoming more serious.
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It's utter bobbins.
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i think this game is great if you like x-men then i would give it an 8 out o 10 otherwise a 7. Gameplay is great, varied fighting, rpg elements, great use of playable flashbacks to tell the story. great boss battles (the sentinel was awesome as was gambit). Some of the puzzles are very good to i just think 5 out of 10 is way off. There are also some really cool in game set pieces which work great.
I wonder why games companies bother they put a huge effort into making this a truly great movie tie in game and it only gets 5 out of 10.
The game can be a little bit repetitive in places but i think this just give a great opportunity to try out all the different moves of which there are so many. If the levels were smaller and less repetetive it would probably have been critisiced for being too short!!
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Hack n' Slash games Without Gore is like a cake without Creme.
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