Wolverine: Adamantium Rage (SNES) Playthrough

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Playthrough of Wolverine: Adamantium Rage, LJN's 1994 action-platformer for the Super Nintendo.

Wolverine: Adamantium Rage for the Super Nintendo aims to deliver a moody, action-heavy take on the Marvel antihero, but its ambitions are often undermined by clunky mechanics and frustrating design choices. While the game starts strong with atmospheric visuals and a storyline centered on Wolverine uncovering the secrets of his past, it quickly becomes a test of patience rather than skill.

The controls are one of the game’s biggest issues. Movement feels stiff, and Wolverine’s jumping and climbing often lack the precision needed for the increasingly complex level layouts. Wall-climbing, which should be a natural extension of his abilities, ends up feeling unreliable and awkward. Attacks are sluggish, and the hit detection is inconsistent, leading to many moments where enemies hit you without clear contact or Wolverine’s own attacks seem to pass through enemies without effect.

Combat, which should be visceral and satisfying given the character, is reduced to button mashing and guesswork due to these mechanical problems. Enemy placement often feels unfair, and taking damage from off-screen or poorly telegraphed attacks is common. The game’s healing factor mechanic helps mitigate some of this, but it also encourages excessive backtracking or waiting, which kills the pacing.

Late in the game, the design becomes even more frustrating. One of the final stages devolves into a confusing maze that requires endless trial and error, with little guidance or logic to its layout. Combined with the game’s clunky movement and unresponsive platforming, it makes for a final stretch that feels less like a climax and more like a chore.

Visually, the game still holds up, with gritty sprite work and a decent soundtrack that fits Wolverine’s tone. But these elements aren't enough to save it from its mechanical flaws. Wolverine: Adamantium Rage might appeal to hardcore fans of the character, but as a game, it suffers from control and design choices that often get in the way of fun.