So I’ve been writing reviews of everything I play for the last few years. I’d been making one off reviews for some games but about two years ago I decided to make the conscious effort to journal everything I play and turn those into reviews. I just wanted to have something I could look back on and appreciate, see how I felt in that moment. Little did I know that this practice would be preparing me for contributing to the Jampackd mag so here we are expanding on this with a Reviews in Progress post.
I’m not saying I’ll do this for every game or review I contribute but I am gonna do it with this one. The idea being I’d like to be transparent with how I’m feeling about a game as I am making my way through it. The intent being to provide opportunity to discuss the game and maybe go a little deeper on subjects that might need a bit more nuance.
So with that let’s get started.
First impressions are very strong. I sat on the main menu for a beat listening to the theme just cause it hooked me that hard. Insomniac always does such a great job with composer selection: Rift Apart had Mark Mothersbaugh, the Spider Man games all were John Paesano, and here we have David Fleming hot off the success of working with James Gunn on Superman.
If this theme is anything to go by I’m in for a musical treat.
The first and obvious thing I think most folks will notice and appreciate is how good this game looks. Probably shouldn’t be that surprising given Insomniacs track record but their technology is in another class all on its own. High quality models, great looking special effects, fantastic lighting, full ray traced options in every single mode and all of it at a buttery smooth 60fps. This is truly a stellar looking game in just about every mode you play in.
The opening area is pretty linear with not a ton of room for exploration, given it’s a tutorial zone I’m not surprised but it also didn’t stop me from taking a moment to look at every nook and cranny. Not just good looking these environments are also hugely dynamic with tons of breakable materials. Every claw swipe, punch, kick, and thrown enemy results in a flurry of particles/blood/physics props flying everywhere. There was one spot at the beginning I’d reloaded a few times just because I was curious how much of the environment I could mess up.
I don’t have access to any of Wolverines kit beyond the standard moves being rolled out in the tutorial but I feel like there’s definitely some hidden depth to the combat. Starts out pretty spam heavy but I have a feeling there’s plenty of room to be stylish once you start unlocking things.
Really if there’s one nit pick I have it’d be that the QTEs in this game are pretty pointless. In Insomniacs previous games they’d halt gameplay till you engaged, here they progress whether you do them or not. There’s no fail state, so to that end why not just have it be a regular cutscene? I’m gonna leave them on for this first play through but I intend to do a new game+ of this and I will be turning those off for that. I am happy to watch a cool cutscene I don’t need to push buttons in a mostly non interactive scene.
Overall first impressions remain positive, will have more later.
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