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Beyond The Grave is not having a peaceful afterlife. Following the revenge drama
of his first outing, the moody hero is woken once again to administer further
rough justice to anyone that deserves it. And in the Gungrave universe, that’s
practically everyone. Armed with Cerberus, his twin rapid-firing pistols, Grave
straps on his steel coffin and ventures out into the no longer cell-shaded world,
leaving bullet-casings and dead people in his wake.
Red have adopted a ‘more is more’ philosophy for this sequel –
more levels, more enemies, more hidden extras, attempting to provide more value
for money. Whilst they should be applauded for addressing criticisms that dogged
the first game, the new additions appear hit and miss. The premise remains the
same – a simple third person arcade shooter – yet mechanical differences
are clear. No longer is Grave a futuristic Django; the sullen cowboy dragging
his coffin, his burden, slowly from place to place. Instead, he now shimmies
and twists like a ballet dancer with a temper. The game’s pace has been
significantly overhauled, with everything, including the game’s hero,
moving much quicker than before. All of the moves from the first game return,
along with some new upgradeable demolition shots and the ability to use the
coffin as a shield. Whilst Grave can’t move when blocking, it’s
a vital addition to the melee, buying the player much-needed seconds of breathing
space in the thick of battle. Purveyor of awesome firepower he may be, Grave
is vastly outnumbered at all times and tactical use of the coffin-shield quickly
becomes a must.
It’s arguable that Grave’s upgrade actually has a negative impact.
The new streamlined, limber physique feels partly like a concession to players
who struggled with Grave’s original incarnation. It was the weightiness
of the character that set the sombre tone of the original, and this gravity,
along with the hat, has disappeared. The coffin doesn’t feel heavy. Now
that Grave can trip the light fantastic, it appears slightly gimmicky, like
an oversized novelty backpack, and the inexplicable muting of Grave’s
signature weapon sounds from ‘thundering’ to merely ‘loud’
pushes him further towards ‘Generic Action Character X’ territory.
There’s little that’s subtle about Gungrave OD; it’s the
gaming equivalent of being hit in the face with a shovel, startling and brutal.
The pace is frenetic from the off as lead flies in all directions and vast numbers
of similarly tailored bad guys queue up to shoot or be shot. Enemies move quickly,
from pistol-toting henchmen to Goliath-sized giants wielding enormous double
swords, all have the express intention of sending Grave from whence he came.
Longer levels mean more enemies mean higher ‘beat’ counts this time
round, as your combo counter frequently clicks over into the hundreds. Virtually
everything is destructible in this world, and it’s difficult to not break
a smug grin as you put the finishing touches to destroying a laboratory, then
strike a vanity pose for artistic merit. There’s an immediacy to the carnage
that’s satisfying, albeit on a base level – whilst the game familiarises
you with the controls by way of a short introductory level, from the off you’re
surrounded my murderous goons, making for an explosive, violent and attention-grabbing
start.
Sadly, the ‘new and improved’ Gungrave is not without faults. Levels
are longer, but their strict linearity is only thinly veiled. Positioning of
destructibles feels slightly haphazard in places, meaning that acquiring high
beat counts can be as much due to luck as skill. The graphics excel in the manga-style
cut-scenes that showcase beautiful character art, but the washed out grey palette
of the in-game artwork seems a poor substitute for the original’s cell
shaded styling. Spot effects are good, as bullets and missiles ping and roar
with satisfying authority, and the accompanying techno/rock soundtrack is well-suited,
if forgettable. Unfortunately, when the screen gets too busy the frame-rate
suffers which can be a distraction if you’re gunning for high beat counts.
Gungrave OD peaks and troughs in equal measure – for every section you’re
met with new, tougher enemies, you’ll find an accompanying section with
waves of faceless cannon fodder. For every boss that requires tactical play
there’s another that asks for little more than holding down the fire button.
There are some moments of genuine style that up the excitement ante considerably,
the boss battle at the top of a hotel being one – a heady mix of attacking
and evasion with some bullet-time effects thrown in – but they’re
often countered with more laboured sections that tread water in bland territory.
Perhaps the finest addition to the formula comes in the shape of two additional
playable characters - Jyuji Kabane armed with a pair of gun/sword hybrids, and
the fabulously monikered Rocketbilly Redcadillac, whose electric guitar dispenses
blue laser death. Each handles differently to Grave and offers the chance of
an altered playing experience – Jyuji’s swords make close-quarter
melee fighting a treat as you cut your way through the levels like a hot knife
through bad guys, whereas the manic intensity of Rocketbilly’s guitar
attacks will have even the most serious players grinning insanely as they become
rock star and Angel of Death rolled into one. Although the main game doesn’t
change, playing through with these characters is equally, if not more, entertaining
than playing through with Grave, and both come as a welcome addition to the
Gungrave world.
Much like the first game, Gungrave OD is a solid, if unspectacular, action
title and, played in short bursts, provides a healthy and exciting fix for anyone
looking to satiate their videogame bloodlust. Despite being bigger and tougher
than its predecessor, it won’t take long to see the end, although the
two fantastic additional characters and a host of unlockable extras help prolong
the experience. If Red had spent more time trimming unnecessary padding than
‘upgrading’ a character that didn’t need it, Gungrave OD could
have made for a tighter, more satisfying experience. As it stands, it’s
a short-term adrenaline spike that sometimes lags under the weight of its enhancements.
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