
That's not to say the game is easy, but I did find myself doing things that I normally wouldn't in games, simply because I knew Wolverine would regenerate health in seconds. The gameplay that accompanies these acts channels a high level of intensity, and empowers the player with the feeling that nothing can stop a six-clawed crusade. What a strange joy it is watch him rise from a disfigured mess to exact unfettered revenge. I don't think there's been a character in video games that has taken this much punishment. Raven did a fantastic job of exploring the untamed animal in Wolverine, and left few stones unturned in searching for creative ways for him to kill, or in turn, be subject to excruciating pain. Violence is the driving force behind this experience. As time passes, his wounds heal – a process backed by amazing visual effects. Bullets tear holes into his flesh, and a rocket blast exposes bones, muscles, and a mess of organs. Wolverine's healing factor is also explored on a graphic level. Most fights conclude with impaled faces, cleanly amputated limbs, and environments doused in buckets of blood.

Raven's version applies real-world consequences to flesh meeting razor-sharp blades.

The family-friendly Wolverine has been known to take a life from time to time, but rarely will you see any blood on the adamantium. Where the two identities differ is in the follow-through of his claw attack. Raven Software's depiction of Wolverine has more in common with slasher-flick icon Freddy Krueger than the PG-13 hero Marvel Comics has portrayed in its movies and cartoons.
