The extended showcase followed a single scenario: Logan racing to reach a group of kidnapped mutants held in an industrial park before the Reavers move them. It ran roughly ten minutes and was the most substantial look at the game so far.
Combat is built close and heavy. The camera sits noticeably tighter to Logan than it does in the Spider-Man games, which changes the feel considerably. Enemies carry a three-segment health indicator, there is a clear parry prompt that flashes as attacks come in, and finishers trigger from a separate prompt once an enemy is worn down. Contextual button prompts appear during grabs. None of this is revolutionary, but it is legible, and it is built for a character who closes distance rather than one who keeps it.
The environmental destruction is the part that stands out. Pallets splinter, crates come apart, concrete cracks, and in one exchange Logan drags an enemy bodily through a forklift. The fights are messy in a way that suits the character. There is also a motorcycle sequence, and a separate chase through Japan with the Hand in pursuit.
Healing is handled through visible regeneration rather than pickups or a cooldown bar, which is the correct call. It is the one superpower Wolverine has that translates directly into a mechanic, and building the survivability system out of it means the fantasy and the systems are saying the same thing.