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Xbox GUNVALKYRIE Developer: Smilebit | Publisher: Sega
Rating: A-EveryonePBMax
Type: Third-Person Action Players: 1
Difficulty: Intermediate Released: 5-30-02

It's rare to see a game whose intention is specifically set to challenge; specifically when it comes matching the gaming needs for the most seasoned gamer. I refer to these as the "Gamer's Games", which represent the last of a dying breed. Games in this category, like MDK2, Jet Force Gemini and Rayman pushed the limits of your gaming skill and beyond, thus making you a better player in the long run. I hold games that fall into this category dear to my heart and I thrive for the challenge that they provide. Completing any game in this category a tremendous task; a challenge not met by many. A task which only a skilled player can accomplish.

Today I present you a new entry in the coveted "Gamer's Game" category, Smilebit's incredible XBox offering GUNVALKYRIE. A third-person, futuristic action game that presents the player with a control scheme the likes of which you have never handled before. In fact, it's your ability to grasp this control scheme that will determine both how well you can play the game and how much you like it. After all, the control layout can't be configured, so either you accept the default settings or don't play at all. Personally, I find the control scheme to be of a true display of ingenuity. I enjoyed every second, mastering its nuances and dealing with the incredible challenges the game presents.

GUNVALKYRIE can best be described as an intense, "see all, kill all" action game. You'll explore the depths of caverns and space bases, while fighting hordes of huge alien bugs. The whole thing is very reminiscent of the intense segments from the feature film Starship Troopers. That's right, these bugs fight in packs. As much as 20 to 30 at a time, attacking you at any one point in time. Expect this to quickly become the norm.

The game allows you to choose between two characters, male and female respectively; equipped with space-age armor and high-tech weaponry), . You move your character forward/backward, and turn them left and right using the left analog stick. The right analog stick is used to look up and down, and also allows you to look slightly to the left and right. Imagine it controlling your torso and you'll get a good idea of its range of movement. The B, X, and Y buttons are used to select a specific weapon, which can be fired with the R trigger. Pressing the L trigger activates your jetpack and allows you to thrust upwards, a Boost Jump, for a limited duration indicated by the Boost Meter. The Boost Meter quickly refills as soon as you stop thrusting. So far it's pretty basic stuff; here comes the twist. You can Boost Dash (a quick evasive roll) in any of the four directions (forward, back, left, right) by pressing on the left analog stick (like the PS2 the XBox controller has a button activated by pressing either analog stick), and then moving it in the direction you wish to move. Interrupting a Boost Dash with a quick tap of the analog in the opposite direction allows you to hover, slowly falling back to the ground.

A Boost Combo happens when you interrupt an airborne Boost Dash, with a Boost Dash in another direction. Boost Combos have the added benefit of allowing your Boost Meter to refill. Therefore, repeated Boost Combos allow you to stay airborne for very long periods of time. Considering that the ground is often covered with nasty bugs waiting for you to fall, the air is often the safest place to be. Each consecutive Boost Dash without touching the ground or getting hit, strengthens your weapons. If you manage to string enough of them together (hint, it's over 20) you enter a super-powered state called Mobius. Reaching this state allows you to unleash some very powerful shots for a short duration of time.

Pressing the right analog stick, and pushing a direction allows you to quickly look in that direction, This is a genius idea and one that I dare say will be mimicked in many a 3rd person game to come. You don't have to wait for your character to rotate like in most 3rd person games. A simple click of the stick, and you are looking in the desired direction. Pressing both analog sticks simultaneously unleashes a Napalm attack that will kill any enemies close to you.

So what does all of this mean? It means that you are in for some seriously intense gameplay. Imagine this - you jump off of a cliff and Boost Dash repeatedly left and right, as you destroy 20 bugs below you. All of a sudden a huge bug buzzes by your head, you quickly click behind you with the right analog stick to target the bug. Suddenly, as if acting upon instinct, you boost madly towards the bug, dashing left and right to avoid it's shots, while you load it full of plasma shots. Did I say intense gameplay? Change that to insane. This is in the zone gaming at it's best, requiring your utmost concentration to succeed.

The learning curve is high, but the results are so rewarding. Once you master Boost Dashing, you'll be able to execute incredible maneuvers and practically clear levels without your feet ever touching the ground. The game is also full of some deliciously insane (and all too rare these days) platforming segments. You know the kind from the old days where you ask yourself - "Is that even possible?"

Yeah it's possible, but no one said it would be easy.

Thankfully with a game system that requires you to learn, the levels are designed to help you along. They get progressively harder, and force you to learn the control scheme piece by piece. That is until you reach Naglfar's Pit 1. Let's just say it's a platformer's paradise, and a breaking point that many a gamer will never see beyond.

Graphically, the game is beautiful, which is always a plus when it's accompanied by stellar gameplay. Bright, varied colors and nice clean textures. Enemies are nicely animated and there are some incredible lighting effects on display. There are some awesome particle effects and cool heat distortion that serve to enhance the chaos going on around you. Levels are huge and you can see for virtual miles. There will often be hordes of enemies on the screen with no slowdown at all. The sound effects are proficient, but rather unspectacular. You'll hear the boosting effect a whole lot, and I could understand it getting on someone's nerves. The in-game music ranges from average to amazing. It may seem that I am glossing over the audio and video aspects of the game, and in some respects I am. You can rest assured that the game is very pleasing to the senses but the focus in GUNVALKYRIE is purely on the gameplay.

My only complaint with GUNVALKYRIE is that the levels are not entirely consistent with each other and lack an equal degree of genius design. Some levels for example, seem out of place, giving the impression they were constructed from a wholly different development team. Though that's a small complaint, considering how great other levels are, but valid nonetheless.

If you stop to notice the level of effort which GUNVALKYRIE dares to be innovative, you'll agree that it definitely delivers. From the initial chaotic Canyon stages to some of the most intense boss battles I've ever witnessed; GUNVALKYRIE is full of memorable moments. Though, this is not a game to spend 10 minutes playing before you stop to ponder if you're impressed or not. Be prepared to spend several hours simply to get the hang of the controls. Yes, you'll be frustrated as you learn, but in the end, you'll experience some of the most intense gameplay ever presented in a video game.

What I suggest once you've loaded up the game is to sit back watch the demo sequence. Tht demo is a great example of how crazy this game can be when you are good enough, and a good indication of the level of mastery required to complete it. If the amazing action you see unfolding there is not enough to convince you that the learning curve is worth it, nothing ever will.

Bottom Line: I love this game; it's a true "Gamer's Game". Buy it, play it, and cherish it; they don't come around often. Sadly by not aiming at the casual marketplace, games like these tend not to sell very well. I pray to the gods of gameplay that it sells enough to warrant a sequel. I simply must have more.

· · · PBMaX


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Rating: A-PBMax
Graphics: 9 Sound: 7
Gameplay: 9 Replay: 8
  © 2002 The Next Level