Monday, February 6, 2012

Gravity Rush Preview, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Review, Walkthroughs, Guide for PS Vita

Just a few days of launch of PS Vita in the West and with the Japanese version in our hands, we look at the brief demonstration of Gravity Rush, one of the titles shown on second line in the launch of the console but without is certainly one of the most original games to be found in the catalog of the notebook. Directed by the creator of Silent Hill and Siren (Keiichiro Toyama) comes a title that stands first for its visual appearance, through the use of cel shading as a tool to create what looks like a moving comic book. Later dazzles with its original concept playable, and finally leave you wanting to experience more and more. And we experience because the gravity manipulation goes a long way in these terms. Although the title appears after the long shadow of Uncharted, Wipeout, Ridge Racer and other well-known sagas, the title is seen as one of the most beautiful video games and original invoice in the presentation of the console. Besides the fact that only distributed in Europe through its online edition, makes the title seem to position itself even more in that second line, but undoubtedly has many qualities to become the most anticipated by many potential buyers of the new laptop. Rush Gravity puts us in the skin of Kat (Kitten in the Japanese version), a blonde girl with red eyes, without knowing exactly how it appears in the city of Hekseville. Walking next to a cat, the girl seems to have some kind of powers that let you manipulate (and eliminate) the force of gravity. Although it has not revealed much about the plot, it seems that everything revolves around the search for answers by the protagonist. His powers, why is this city and why can not remember anything will undoubtedly some of the mysteries to unravel.



Once the short and limited demonstration, shows the city of Hekseville, a true artistic ode looks awesome in the five inches. With an unprecedented depth and detail, the city has a futuristic design but with a touch of the industrial age. Some would say that is the steampunk style, others that it is something more like the style of some Ghibli movies, but we think the artwork is so original title would be difficult to frame it within a more general. At the same time the city exudes life as if it were a sandbox. Citizens who move through the streets, animals, vehicles moving air enters the heights but we can sense a wonderful system of shadows, and so on. The size of the metropolis also seems more than generous, even though you own show returns to the starting point if you decide to go it alone and follow the signs. The show itself is just a short tutorial to show the main mechanical playable title. Not even the slightest attempt to show the development of the game, but it seems to be developed through different missions that will advance the main story, and other secondary, but important, they will develop the powers of our character.


So at first we are shown the control of the character and camera movement, as is customary with the analog button left and right respectively. After this and after a brief conversation with the cat spent the first and most striking ability that somehow names the game, the manipulation of gravity. Once you press the R button, then our body changes color and had a moment of weightlessness. Even the people around us are also affected. In this state of weightlessness can see a small blue circle as a focus, we will establish the gravity in a new location by pressing the R button again This method of targeting can be performed either with the right analog or with the movement of the console by the gyroscopes, leaving the final decision the player himself. For example, press the R button and enter in weightlessness, we aim at building before us and focus the gravity in that direction again by pressing the R button The result is that our character is attracted to this new center of gravity, and will be dragged to the front of that building. Once we have been drawn, the walls of the building's facade are our new "ground." This ability gives you a new vision and a capacity Hekseville exploration practically unique and can walk on walls of buildings, put us face down in the world in cornices or simply making a series of impossible jumps.


The hardest part is done to these changes of pregnancy and its consequences. Ie, gravity is not in the center of the building that apparently we have aimed, but that gravity is in that direction. Ie walk through the walls of that building, but a gap between those walls and those of the next building can be a bottomless pit unless we find a new ground. After experimenting a bit by changing the direction of gravity and follow a path marked as a mission, we will see the first video scene where Kat will have contact with a new character, Crow. The other girl with black hair and red is accompanied by a raven and seems to have also a number of special powers. Before the player could start a conversation, another mysterious girl disappears and Kat finds herself in a fight with a number of thugs who wanted to hurt a guy (one of the protagonists of the history of Shidoo name). Here the show seems to move to another chapter begins by showing a series of dialogues with Shidoo. These dialogues are presented as if it were a comic book and can use the touch screen or the appropriate button to move to the next bullet. After this brief dialogue had to face that seems to be the most common enemies of the title. These enemies appear as a kind of grotesque shadows, black color, but a black which seems unfathomable. All these enemies have a white orb in your body, and its contrasting deep black with this part of purity. The fight itself does not hide secrets. The square button is used for chaining different combos with your pulse and glide your finger on the touch screen allows us to make escape movements. In principle a fairly simple complicated (just a little) when we eliminate some enemies who are airborne. At that point activate weightlessness, will target the enemy timely and will press the attack button. The result is a flying attack that will allow us to kill the enemy.


After killing half a dozen of these opponents, pass to the end of the show with the fight with a boss. While the enemies to destroy us just anywhere on your body, the final boss should be analyzed. Within its "formless" can be easily seen white orbs different from those discussed above. We will have to hit it in those places and therefore we make use of the attacks on the ground and by air. This means that combat is virtually divided into two levels, with feet on the floor, or using our skills gravity, all in pursuit of power hitting in different orbs located on the enemy. And so ends the show, just seven minutes to experiment us a little, and so many unknowns about how to evolve the game. We know that there will be puzzles, including missions and will not be completely linear in this regard. Yet there are unknowns about the difficulty of them, if they have managed to create puzzles with difficulty they get to exploit the potential of the main skill of the player and whether the title will have a strong action component. If we talk about the visuals can only delight at the spectacle that we provide from Japan Studios, Sony Computer Entertainment. If a few months ago we talked about the good job they did Level 5 with the cel shading of Ni no Kuni, now we turn to be amazed at what this proven technique can recreate. This title is shown that the cel shading has much to offer in terms of originality, not only based on models back certain animes. The title seems to have some Ghibli, but also some of Neil Gaiman. On the one hand it seems that this is a moving comic book, on the other we seem to have an experiment in rotoscoping, something more like a movie A Scanner Darkly style, resulting in a unique style and unmistakable


Just as last year El Shaddai went on to become one of the most original titles visually, it appears under one of similar characteristics, Rush Gravity has many ballots to become one of the most striking of the 2012 in that paragraph. And is that even though the end result is not as surreal as the other, due to the unusual use gravity as playable axis earns whole in terms of originality, thereby reinforcing an art section with the possibility of viewing the same scene from different points of view. This scenario Heksville city as we said has a futuristic, but it also has tips of industrial society. The architecture of the city seems to follow this second line, however the existence of hanging displays and flying vehicles are more inclined towards the first course. Finally everything has something special about the graphics palette, with a special saturation of warm colors that give a characteristic touch. Finally the city is large, with several levels deep, a depth that really comes to impact. As for the sound section, maybe the show does not show too much but showing the main theme recalls (much) to the animated films of Hayao Miyazaki study. An adventure full of melody strings and wind which brings to mind some of the Japanese creator of the famous films.


Currently we are used to output the catalog on a handheld this plagued with adaptations and new versions of already published titles, so find a title of its kind in the launch of PS Vita is certainly a joy. The game has shown us some of their different strengths in the demo, but because of the brevity of it we are left with the desire to know how the mechanics work shown during the game and what kind of evolution will continue. Mainly due to these mechanical playable (and accompanied by a sublime art section) the game has great potential to become an outstanding title, but will have to test the final version out of doubts about its ultimate potential. Now, remember look at the online store, since in Europe the title will not physical version.

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