Gravity Rush Review

So, I was able to pick up a pre-owned copy of Gravity Rush, and I haven’t beaten yet, but I’ve played quite a bit of it. Sorry again for not posting often, and thanks Paige Adams for keeping the constant reviews! <!–more–>

The game has a nice watercolor art style, that is relatively simple, yet artistic and very beautiful, and you’ll be impressed by the scale of the city and and the other anomalies floating around way up there. There’s also a huge stone and plant column in the middle of the city, which you explore some of later in the game, but I’m trying not to give away too many spoilers. It has a sort of Assassin’s Creed vibe with some aspects of the story, like going into a sort of blocky surreal realm at one point, similar to AC: Revelations’ puzzle platforming parts. This short part is also sort of a puzzle platformer, which reveals story, but it centers around just changing gravity to reach different parts of the levels.

This gets to the mechanics themselves, and what I think of the gameplay. The camera works surprisingly well most of the time, and I use a combination of the analog sticks for when I need to do major turns, and the extremely accurate and natural gyroscope functions to pinpoint where I want to kick the heck out of something. Also, the camera is hooked to the way your character is pointing, (for the more tech-savvy people, it seems it’s hooked to the local XYZ rotation of your character) so there’s no awkward camera glitching out because of it looking straight up, like FPSs have. (For me it’s fine in an FPS, becuase you don’t really need to look upside-down, but in space games or flying games, that camera limit is annoying, something that I don’t like about Battlestar Galactica Online.) The gravity mechanics work great, although I do find combat to sometimes be tedious, especially when you miss a weak spot of an enemy and instead fly right past it, and then do it five more times in a row. This is eased by levelling your combat skills, though, as it makes you have stronger “homing” and other features such as speed, which will make the wild misses less common.

The story itself I find interesting, and the 3D comicbook-style story segments are a nice and interesting idea. This game is very artful, and the style seems comparable to the styles of Hayao Miyazaki films or Osamu Tezuka’s Metropolis, with the large, colorful steam punk and sci-fi cityscapes which look beautiful on the Vita’s screen. I do find later on though, that the story missions can become annoying, where Nevi, the baddies of the game, seem to start spawning in dozens every little objective you complete, and with some monsters, it becomes annoying because you’ll totally miss your gravity-kicks because they’ll decide to turn towards you and the turn animation sets you off course, and sometimes it will do it repeatedly.
I do recommend this game, and this is definitely a game you should own if you have a Vita or are going to get one, as the story and the characters are great; the mechanics, for the most part, are great; the exploration and art style are great, and it’s just a great game. If you want a precise numerical rating, as I should probably start doing with my reviews, than here it is:


While some mechanics of the game are slightly tedious, most of it works surprisingly well, with good touch and gyroscope integration, amazing art style and graphics, and an interesting story. This game is a large game, and you’ll get many hours out of it, a fair bit longer than your CoD campaigns.


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