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Gungrave Overdose

                Guns, swords, gangsters, narcotics, the undead, and the ghost of a rock star; sounds like a winning formula for an Action game, does it not? Well presumably that’s what Red Entertainment thought when they created the madness that is Gungrave Overdose, sequel to the PlayStation cult classic Gungrave. Electronic Theatre Image Picking up three years after the events of Gungrave, Gungrave Overdose follows the exploits of the Deadman Beyond The Grave and Mika, returning characters from the original, as well as new characters, Deadman Juji Kasabane - the bad boy anti-hero - and Rocketbilly Red Cadillac - the aforementioned dead rock star. If it sounds strange, that’s because it is.

                Gungrave Overdose is a third-person perspective Action title in the vein of God Of War and the Devil May Cry series. The aim of the game is to battle your way through the games nine Stages using a combination of ranged and melee weapons in your quest to eliminate the a highly addictive and evil drug known as Seed. The game only allows you to see Beyond The Grave initially, but as you complete the stages you can unlock Juji and Rocketbilly as playable characters, each with different weapons and moves. Movement is controlled by the left Analogue Stick, Cross performs a jump and pressing Cross and a direction on the Analogue Stick triggers a dive in that direction. Circle and Square initiate melee and ranged attacks respectively and Triangle executes a Demolition Shot. Repeatedly pressing an attack button causes the character to initiate a burst attack useful for taking down lots of enemies. Holding down Square, or Circle in the case of Juji, allows the character to charge his weapon and unleash a far more powerful succession of shots. EnemiesElectronic Theatre Image can be stunned by jumping straight up and pressing Circle, while pulling down on the Analogue Stick and pressing Circle causes the character to take a defensive posture, reducing damage from enemy attacks. L1 locks onto an enemy and R1 changes the target. Pressing L2 causes the character to turn 180° quickly while R2 makes the character strike a taunting pose.

                The characters have two types of health. The first is a shield which recharges if the character takes no action and is not hit for several seconds. The second is your actual health which only decreases if the shield is depleted and can not be replaced during a Level except by causing large amounts of damage with a Demolition Shot. The game allows you infinite continues from the last checkpoint you reached and they occur regularly at natural-break points, so the game is challenging, but not impossible. The title features surprisingly fast load times for a low-budget PlayStation2 release, allowing the tempo of the game to be kept high at all times.

                A key part of the game is the Demolition Shot. Demolition Shots are very powerful attacks with the potential to clear whole rooms of enemies. Each character has three types of Demolition Shot and each has three power levels. In order to use a  Demolition Shot the character must haveElectronic Theatre Image Demolition Shot ammo, this is gained by collecting ‘Beats’, which are basically hits from attacks. Every time you achieve ten Beats in a row the Demolition Shot ammo gauge increases and when it is full the Demolition Shot Counter increases by one. Demolition Shots also play a more strategic part in the game than simply destroying enemies as they replace roughly half of the shield bar when used, essential in the more difficult battles that take place later in the game. When firing a Demolition Shot a Jackpot meter appears. This meter counts the amount of hits caused by the Demolition Shot and the higher the number, the more chance of unlocking the next level of Demolition Shot at the end of the Stage.

                If you manage to kill your enemies in what the game considers a more “artistic” manner new moves and extras can be unlocked. This adds a degree of replayability to the game but it isn’t entirely clear what is considered an artistic move. Most of the games enemies attack in three ways, with machine guns, rocket launchers or melee weapons. Machine gun enemies can be dispatched using a characters’ ranged weapons but melee and rocket launcher enemies have shields, this means they should be engaged with melee weapons either by generally beating them up or, in the case of rocket launcher wielding foes, reflecting their projectile back at them with a well timed swing of your melee weapon.

                This simple system, once perfected, is quite fun and adds a tactical dimension to the game as the player must think about which attack to use in each situation. Most of the games stages are based around several connecting rooms filled with enemies of various sizes and occasionally these are interrupted by some sort of Boss encounter. Despite the title’s simplicity, boredom is not a problem due to the unbelievably large number of opponents and the variety of the Bosses you‘ll face. A reoccurring problem throughout the title is the below average AI. At some points, enemies with swords run straight into walls in an attempt to hit you and on more than one occasion, kamikaze bombers will self destruct in theElectronic Theatre Image middle of enemy troops, which, although it makes your job a lot easier, is a little unrealistic. Also, sometimes enemies just in range of the characters ranged weapons will not react to being shot and can be killed without any retaliation - providing the perfect chance for some more artistic slaughtering, but removing any degree of challenge.

                In game graphics are of an average quality for the PlayStation2. The characters are drawn well and clear to see and Bosses and the larger enemies look good. However  the standard enemies are not anything special to look at, but this may be due to hardware constraints as there are generally a lot of enemies on the screen. A great deal of the scenery is destructible and makes the game that bit more exciting as the rooms tend to explode around you as you run around dispensing death and destruction in a manner Electronic Theatre Image similar to the infamous lobby scene from The Matrix. One of the real plus points of Gungrave Overdose is the fifty-three minutes of anime cut-scenes designed by Yasuhiro Nightow. Apart from a small amount of bad casting, (the actor playing Juji doesn’t sound half as dangerous as he should!) these scenes are highly entertaining and some of the fight scenes look like they were cut straight from a Manga film, despite the games 12+ PEGI rating. In game sound is average, the gunfire sound effects are brilliantly full of bass and sound fantastic, but the in-game speech from enemies sounds badly sampled and the music is easily forgettable.

                The title is highly entertaining and plays like a really good old school Third-Person Action game. The games minor grievances are easily forgiven due to the pick up and play factor, the ludicrously excessive levels of destruction, the awesome cut scenes and the fact that is just fun to play. Available with an RRP below £25 and boasting around ten to eleven hours of gameplay with just one character, this bad boy offers very good value for money. So, go on, indulge yourself in probably the craziest game you’ll play this year  - and find out how rock and roll really does kill people. Electronic Theatre Image

G-man                                                                                                                                   Reviews Score Table Interpretation.

09/10/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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