Marvel's Wolverine: Continuity and Combat Details
DiscussionComments
does animalistic imply a stealth loop or just melee?
In game design, 'animalistic' often suggests a shift toward asymmetrical combat mechanics. We saw a similar transition in the Arkham series, where the focus moved from rhythmic strikes to high-impact, environmental takedowns to simulate brutality.
I wonder how the memory loss actually affects the gameplay... will we be unlocking combat moves as he recovers his memories, or is that just for the plot?
Suppose the memory loss is strictly a narrative tool. Would it not be more cohesive to keep the mechanical progression separate so the player isn't gated by plot points?
Insomniac has a habit of using high-concept descriptors for systems that end up being very similar to their previous work. Just look at how 'unique' the Miles Morales combat felt compared to Peter's.
I've seen too many games try to fake weight with slow animations that just feel like input lag. If the claws don't have a real cost to miss, it's just more choreography.
The real variable is the hit-box registration. If the claws clip through enemies like the web-attacks do, no amount of 'raw' animation will save the feel.