|
Gungrave is part of the 3D, third-person arcade action genre popularised by (the
extremely successful) Devil May Cry. Just as DMC took basic arcade sensibilities
and combined them with an intense, overwhelming emphasis on style, similar games
in the genre (including the recent P.N.03 on GameCube) concentrate on taking a
basic, yet very flexible, control setup, and blending it with unique aesthetics
to make a simple-but-fun end product. Yet the popularity of such games
already appears to be on the wane: P.N.03 failed to sell in large numbers, with
many gamers misunderstanding the developers intentions, and DMC2 lost the
opportunity to further the genre in the same way as its predecessor due to the
game being handled by a development team who misconstrued where the appeal of
the franchise lay.
Gungrave, by second-party Sega development team Red Entertainment, slots itself
into this gaming niche. Despite relatively low sales, it is a title that deserves
a little recognition, as there is enough going on to put a smile on the face
of any fan of arcade action games.
The story is set around an age-old revenge yarn: an employee at a powerful
multinational is given the task of acting as a bodyguard by the Chief Executive.
Whilst protecting her, Brandon Grave finds himself falling in love with her:
a fact a rival - named Harry MacDowell - decides to exploit. MacDowell suggests
killing the Boss of the corporation, and installing himself as head. MacDowell
has learned of Brandon's love for the man's wife, and suggests he could have
her as part of the bargain. Shocked and disgusted by this betrayal, Brandon
refuses, earning him death at the hands of MacDowell.
Returning from the beyond, and bearing the suitably macabre (if rather predictable)
moniker, Grave, our protagonist begins his mission to eradicate
MacDowell's empire, which he gained by doing exactly what he had suggested to
Grave - killing the boss and instaling himself as the head of the corporation.
The plot suggests a greater number of layers to the story than those immediately
apparent but, however, these are not explored in the game odd considering
the considerable expense and care that has evidently been lavished upon the
title.
The story unfolds in cutscenes, which are animated in the Anime style. These
comprise some of the high points of the game, as they are extremely well-produced
and directed. Anime fans will be delighted to hear that animation luminaries
Yashuhiro Nightow and Kosuke Fujishima designed many of the characters and other
models used in the game. What is truly astonishing is that all the cutscenes
(which play as FMV) are actually fully polygonal, not hand-drawn. This means
there is an almost seamless blend between the anime sections and the controllable
action. The plot is impossible to follow in the Japanese version without knowledge
of the language, but this doesnt hinder gameplay, as menus are all presented
in English.
Beginning in a downtown bar, where your nemesis MacDowell is relaxing with
his consorts, the game eases you into the combat with a simple level that acts
as a tutorial. Controlling Grave is a very flexible experience, although it
initially appears otherwise. Your character lugs around two huge hand-cannons
(called Cerberus) which are adorned with a stylised white cross
on one, red on the other. Chained to his back, Grave hefts a coffin, which can
be used in combat. Whilst walking, Grave moves very slowly, and feels very cumbersome.
There is a run button, but this can only be used whilst not in engaged
in battle but, even with this function in use, Grave is still a cumbersome character
when not battling a target.
This all changes, however, when the gunplay begins. Firing the Cerberus guns
is very similar in effect to Dante using his twin pistols, with a slow walk
being employed in order to track the target. Once these weapons are blazing
away, control opens-up for Grave in fresh ways: clicking-in on the left stick
(which controls movement) enables a jog where, unlike the run function,
you can fire and increase speed of movement simultaneously.
Gungrave is predicated upon using all of Graves abilities during combat
to remain in motion, and this is achieved by combining your rate of fire with
jog, jump and the lock-on function. Pressing in any direction whilst firing
will make Grave dive and roll. This is useful both to evade enemy fire and increase
your firing rate. Once you are locked onto a target, your dive sees you pump
twice as many rounds into the enemy as when standing still. Grave also has the
ability to flip around and face the opposite direction with the touch of a button
a 180 degree turn. A quick stab of a button also sees you swing your
coffin in a wide arc, severely damaging and often knocking down your opponents.
Your energy bar acts in the same way as that seen in Bungies Halo: a shield
absorbs hits until depleted. Grave takes physical damage when this is reduced
to nothing, although the shield recharges over time.
All of these abilities need to be strung together for two purposes: to destroy
the opposition, and to get a high Beat Combo. This combo is similar in concept
to that of the one in Devil may Cry you must keep up a perpetual number
of hits by combining all of your shots. This is done through the aforementioned
use of the controls, and by ensuring you shoot everything in sight. Hitting
humans obviously perpetuates the chain, but they are not always on-screen once
a section has been cleared. To continue the chain, you must move onward, blowing
away inanimate objects such as boxes, barrels, chairs anything you see
collapse under gunfire.
Beat Combos serve two purposes: they increase your points score and give you
more ammo for your Demolition weapon. You begin with the Death Blow, which sees
you fire a rocket from your coffin, wiping-out everything in front of you. Further
Demolition attacks are obtained by scoring well in the stages and having high
Beat Combos, which are then selectable from the pause menu. These include the
Bullet Dance - where Grave fires masses of bullets from his Coffin and
the Hellhound Roar, which fires three rockets simultaneously.
Style is the key to the game. As Gungrave is very simple, mastering the controls
(which can be mapped to any button the gamer feels comfortable with), leaping
around the screen and racking-up huge Beat Combos is where the fun lies. Combining
a diving lock-on with a quick coffin-swing, then 180-twisting into a Bullet
Dance is extremely satisfying, and you can even finish it all off with a taunt,
by pressing the Select button.
Gungrave uses Cel Shading to emphasise its anime aesthetic, and this works
very well. Grave himself is a brooding comic-book avenger, kitted out in black,
white and red, and the goons you face are well modelled, ranging from leather-clad
female villains to sharp-suited hoods, to bare-chested Kung Fu fighters. Animation
of these characters (as you would expect, due to the games anime credentials)
is very good, although the greatest variety is with Grave himself the
enemies attack patterns are reused quite a lot throughout, but Grave has
many different patterns of movement.
Boss encounters are enjoyable, especially as they require the use of your full
range of skills. Employment of your Demolition attack is key to their destruction,
but all the tactics previously learned come into play. By-and-large, they are
well designed, with many feeling similar to old-skool bosses: henchmen often
join the fray, as the Boss attempts to draw your fire and pick you off from
a distance.
Aurally, the game is a mixed bag. Tunes are very much in the style of Cowboy
Bebop; a kind of Jazz-Funk with lots of Trumpet and Saxophone. In-game, though,
the sound of constant gunfire and explosions masks whatever spare note of music
appears. Thankfully, such effects are meaty and very satisfying.
Although the draw distance is quite limited, due to the limitations of the
hosts hardware, the game is set mostly in sections of alleyways and in
rooms, negating the problem somewhat. This does limit the scope of the game,
though, being very clearly divided into small areas that load with great regularity.
Larger arenas in which to wage war may well have broadened the appeal of the
title.
Gungraves main failing is its size even considering the arcade
nature of the game, a mere six levels is extremely small for an arcade title;
shorter than its spiritual rival P.N.03, and considerably shorter than Devil
May Cry. What Gungrave does have, though, is replayability. Mastering the controls
takes effort and practice, and the desire to replay the game with your enhanced
skills is like a nagging itch, begging to be scratched.
If you are looking for a game that will test your reaction skills, and that
rewards stylish play, Gungrave comes recommended. Despite being a short title
with a handful of technical inadequacies, the core of the game is very replayable.
Visually, it has a lot of appeal, thanks to the brooding atmosphere and anime
cutscenes, and a unique atmosphere is generated throughout. Although considered
too lightweight by some, if you are looking for an arcade-style gun ballet,
Gungrave provides exciting if rather simplistic entertainment.
|