Gungrave GORE – Review – PSX Brasil

Gungrav There is a series that was born during the PS2 and I was interested in finding out. Its first title was released in 2002, followed by animation in 2003 and a sequel to the original game in 2004. Then the series was dormant until Gungrave VR Coming in 2017 as a kind of prologue to the third main title in the series: Gungrave GORE🇧🇷

Gore This was my first exposure to the series, and in its opening menu there is a video showing all the events of the past games. Frankly, it takes absolutely nothing to have fun Gore, because the focus of the title is only on the action. The plot involves Grave, our hero, trying to take down a drug cartel that distributes the drug Seed, which can drug its users and turn them into monsters. The story is quite simple and easy to follow as it consists mainly of cutscenes and very simple dialogues with Grave’s navigator.

As with many action games, the story is simply a backdrop for the title to focus on its action gameplay, and of course Gungrave GORE It has a surgical focus on its action, sometimes even harmful. My initial impression Gungrav is that it will be a similar game devil can cry, that is, defeat your enemies in style, but with a greater focus on firearms. The reality, however, is a little different because of the real emphasis Gungrav It’s not about defeating enemies with style, but about surviving waves of enemies that will appear and attack from every possible angle. In some ways, this experience is closer to a Ninja Gaiden with firearms.

Grave is a character with a pretty wide arsenal of options, and initially the game does a great job of introducing each mechanic. Grave relies on his pistols as his main weapon to defeat enemies, and they are effective at defeating enemies while dodging bullets and moving around the stage. As soon as the player wants a faster option, the game introduces an attack stance that allows you to shoot faster, but Graves can’t move. However, the lack of mobility is not much of a problem, as taking shots in the face-off is not that rare, nor is it a penalty, initially it is expected. Grave has a shield that will protect him from multiple attacks and regenerates after Grave has not taken any attacks for a certain amount of time. As soon as the player wants an alternative way to restore the shield, execution comes into play, which consists of killing the stunned enemy with a close-range finishing blow. Likewise, as soon as the player wants to run a long distance, a chain is opened that does just that.

There’s also a significant variety of mechanics, such as using enemies with human shields, attacking in 360º if you’re surrounded, physical attacks to return your coffin bazooka hits with absurd accuracy, special attacks that can restore life and clear entire rooms, among others. others. others. A full set of starting skills is sufficient for any confrontation, and it depends entirely on the player’s ability to use them correctly. It is still possible to strengthen and expand Grave’s arsenal with new attacks and specials, however, the game’s economy makes this difficult. The player receives points after each level and the amount changes according to the rank obtained, but the cost of each upgrade is quite high. It is possible to recover all points used in character customization at any time and this allows for experimentation with different builds, although in a game so focused on options it would be better if these options were released more often.

Each level takes place in a different environment and waves upon waves of enemies trying to defeat Grave. Grave is a super powered character and thus the enemies only option is to throw bodies and more bodies in hopes of defeating the hero. That, for better or worse, is the soul Gungrav, battle after battle, wave after wave and without any variation that deviates from the battle. There are no puzzles or even the slightest bit of exploration, just action. The focus is certainly appreciated, but it also gets tiresome. The R2 button is held down to fire the pistols, and to be honest, I feared for the longevity of my controller due to how hard I had to hold it in each level. Unfortunately, there’s no auto-fire option, and that would make it really easy.

The title’s best skirmishes occur when a large number of enemies surround the Grave and the player is tasked with dealing with attacks from all sides. Even with Grave’s entire arsenal, standing in the crossfire is a pretty quick way to end the game. Enemies attack with guns, fists (yes, fists with firearms), fire and poison grenades, bazooka shots (which can be returned to the sender by hitting a coffin, very useful), and much more. Knowing how to manage all this chaos is the high point of the experience Gungrave GORE And, frankly, it’s a pretty fun experience at the time. However, there are also scenarios that create unfavorable conditions and the result of which only serves to frustrate the players. For example, there are confrontations that take place on top of improvised vehicles and which, if Grave falls, result in an instant Game Over. Obviously, the most numerous enemies in these confrontations are those who can easily push Grave. This alternation between good and terrible scenarios, and the fact that the game is tedious and nauseating in terms of its confrontations, makes the game experience very variable. This is a title that is certainly best played slowly rather than over long sessions.

The main crux of the game is precisely this lack of polish in all aspects. for better and for worse, Gungrave GORE is a title whose soul is firmly planted in the PS2 era with unusual and interesting mechanics coupled with a rough and clumsy implementation. The combat is certainly fun, but your commands sometimes don’t feel as responsive and fluid as a modern action title. The pace of the game varies between interesting combat scenarios and moments of absolute boredom and endless repetition. Its expanding arsenal is held back by a completely archaic economy. The gaming experience certainly has its upsides, but it also comes with its share of problems.

The game is reviewed on PS5 with code provided by Prime Matter.

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