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DMC Impressions- Doofuses May Cry, But This Game Rocks

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One of the worst- and woefully dated- things about Capcom’s Devil May Cry series is Dante. Sorry to send those of you who still think that a guy with white hair in a red trenchcoat is “cool” crying into your Trigun cosplay jacket, but Dante is a bad character that really ought not appeal to anyone over the age of 16. It’s that charmingly clueless sense of whatever Japanese “cool” is that’s kept him afloat all of these years, and the fact that he’s starred in at least three great action games that all have their share of clunk and junk ranging from terrible writing to bad pacing to unbalanced design.

So after all of the fan rage over Dante’s makeover, we’re left with the new title in the franchise, DMC, and a host of things that Ninja Theory has done with this long-running brawler franchise. I’m just a couple of hours into the game, having just ushered what the game calls a Succubus to a rather gruesome death in the bowels of an energy drink factory, but I’m not hesitant to state that the new game is the most refined, slickest game in the series. It’s by far the best-written, it’s the best looking, and it is the most seamlessly fun.

I’m going to shoot down any kind of comment about Ninja Theory “dumbing down” DMC right off the bat. The Devil May Cry games are as a whole incredibly fucking dumb. But they’re dumb, rock n’ roll fun, and that’s a good thing. In DMC, when the Z-grade Fear Factory cover band they got to do the soundtrack kicks in and you’re juggling bad guys, spinning around in the air with guns blazing, and hearing the new, chic-er Dante proclaiming awful one-liners it’s just as much fun as the first, third, or fourth game could be. Sure, it’s easier- at least on normal. The combos are simpler and it’s kind of shocking to fight the first boss and never get hit one time. But I’ll be damned if I’m not enjoying it more.

I’ve been constantly surprised by the game, in particular that I actually like the story and not in an ironic “oh, those crazy Japanese writers” way. Hell more or less controls the world with energy drinks and subliminal messages, Dante and Vergil attempt to stop head demon Mundus. It’s really overblown, ridiculous trash- but it’s at least self-aware, smart trash that bites enough from John Carpenter’s They Live to make adolescent-friendly messages about, like, the government and stuff, man. All of the eye-rolling nonsense about angels and demons getting it on and spawning bad-ass swordslingers is present, but the sense is that it’s a game written by folks smart enough to realize that the original games could be both playfully mocked and reverently respected with a single stroke of the pen. Oh, I’m 100% sure the writers (one of whom is apparently screenwriter Alex Garland) were very aware of how terrible some of Dante’s comments are.

I’ve also been surprised by the platforming, which is actually not terrible at all. This time out, Dante’s abilities are split between angel and devil ones and each has a whip associated with it. Angel whip is a grapple, devil whip pulls things. There are some rather nifty jumping sequences that use both of these, and there are plenty of opportunities to explore or wonder if maybe there was an argent key up that way that you didn’t go. Fortunately, it’s a game built for replay so there’s always next time. Challenge rooms, multiple mode unlocks after completion, pursuing the higher rankings, and beating folks on the leaderboards gives this game far more legs than is usual for AAA action titles these days.

I’m also really pleased at how the game is developing in terms of gameplay. New weapons, abilities and concepts are unlocked almost constantly, and it seems- so far at least- that there’s always something new to do around the corner. This is a very accessible game, yet it is not at all a dopey button masher. I love that I can try-before-I-buy all of the upgradeable abilities for every weapon- you can get a feel for how Roulette or Stinger fits into your rhythm before dropping the ability points. Don’t like it? You can respec any time.

It all comes back around to the fighting, and man, is it good. At first, there was a bit of an adjustment period and I didn’t feel like the game was as smooth as the past games. But once I found my particular flow, I was hitting the S rankings and feeling like a total killing machine. It has been disappointing that the enemies are pretty dull and repetitive, but the big boss fights have been memorable if not quite up to the standards of some of the others in the series. That said, at least you don’t have to retry fights 50 times to get it right.

So yeah, DMC turned out really damn good. Probably the biggest surprise of all is that Ninja Theory actually made a really great game, particularly after the sub-mediocre Enslaved. I’m really happy that the team had enough respect for and understanding of the original Capcom designs to look at what worked best, what had grown long in the tooth, and what needed to be completely changed. I’m sure there are still old school Dante fans claiming that this game is some kind of sexual assault or that eeeeevil Capcom is at it again, but for those looking for a great, highly stylized and very modern action game this is your first stop in 2013.

Now, the ultimate question. Is it better than Bayonetta? The answer- absolutely not.

A Very Grinchy Wii U Impression Post

I was in the shower yesterday, just a couple of hours before heading out to the Gamestop to pick up my Wii U preorder, when I thought to myself “why the hell am I buying that stupid thing?” Thus began a tumultuous, flippity-floppity bout of a priori buyer’s remorse as I reminded myself of how I really didn’t want to play yet another Mario game (but in HD!) or a host of ports with pseudo-tablet support bolted on. ZombiU, my other pick out of the launch lineup, was getting a critical drubbing- most notably from IGN, who just a couple of weeks ago posted a radioactively glowing preview calling the game the Wii U’s “killer app”. I guess the IGN editors’ idea of a “killer app” is one that rates a 6.3 or “Okay”. What’s more, I found myself thinking that if I were going to buy it, I wanted the deluxe set after all. Not the 8 gig poor man’s version that I opted for to save $50. Damn Borderlands 2 for coming out the day I went to preorder.

At any rate, I wound up dropping my wife off to get a mani/pedi (on my dime, of course) and hauling my two kids over to the shop. I picked up the console and Mario, cancelling the ZombiU preorder in favor of waiting for Gamefly. After hearing multiple reports of folks walking into stores and buying them right off the shelf, the Gamestop clerk’s ranting and raving about how there would be absolutely none of these available at retail by the end of the day seemed awfully hyperbolic.

Once the family were all in bed, I found myself in the living room with the Wii U in its box just sitting there. At once, there was that “OMG new game console” feeling that’s very rare. Especially when we’re talking about a console that is sort of the advance warning of the next generation of hardware. But I also found myself checking Ebay to see what the aftermarket prices were looking like. I’m not proud. I’d double my money on it in a heartbeat if it meant buying the kids a bigger Christmas gift and one of the coveted deluxe Wii U sets.

I wound up reading a couple of comic books (Morrison’s superlative Batman and Robin, in case you’re wondering) instead of just tearing into the box and plugging in all of the rubber and cooper spaghetti into my stupid TV that only has two HDMI jacks. I had a flashback to 2006, when I wound up rather ridiculously with three Wiis on launch day, but had to wait until Christmas to open mine. I half wanted to just wait on it. But I also half didn’t really care about breaking it out.

I gave in, and yes it was fun and cool to see the new hardware. The gamepad is cool and it actually feels great once you get used to it. At first, it kind of feels like holding a coffee table even after endless hours of pawing an iPad. I rolled my eyes at having to set up another sensor bar, right over the remnants of the sticky tape where the last one went. It powered on, I got a little excited, and then that update you might have heard about started spooling up.

After 20 minutes and another issue of Batman and Robin, I decided to just play some Black Ops 2 (review forthcoming, by the way). After an hour or so, the Wii U was finally ready to do its thing. My first impression? God damn, the menus are slow. Second impression? I really don’t want to be reminded of the Wii, even though I had some good times with it and played some great games on it. It’s too soon.

I half-heartedly made a Mii. It was hardly the joyful “OMG it looks like me!” experience it was the first time. I just didn’t really care. I knew which glasses to pick, typically scowling mouth, tousled hair without poking around. Of course, there wasn’t anyone else in the room to laugh with me about it like there was last time. Regardless, I just couldn’t care less about making a goofy character that looks like me at this stage. With that done, I did all the usual setup steps, fumbled around to find a way to recover my old WiiShop account and purchases to no avail, and finally- some three hours after hooking it up- played some damn Super Mario Bros.

You probably expect some kind of epiphanic revelation, that after playing Black Ops 2 I was tickled and delighted to see Mario and the gang in bright colors. You might expect me to rhapsodize about how moving from brutally killing xXxshawtymac420xXx and JUGGAL0JEWK1LLA to one of those Magical Games of Our Youth somehow reminded me of the whimsy and wonder of video games. Not so much. My heart did not grow two sizes and all that. Instead, I thought “huh, HD”. Wondered what the point was of having the exact same image displayed on the gamepad as was on the TV. Thought for a minute that maybe I’d just turn the TV off and play it as a handheld. Made it through a couple of courses and died a bunch. Turned it off about 20 minutes later thinking “yep, it’s a new Mario game”. Of course it’s good. Of course it’s cute. But at this point in the franchise’s history, so what?

So I went right back to take up a slot on the wonderful all-Nuketown 2025 playlist. Maybe Call of Duty hasn’t budged all that much of the Modern Warfare design document. But at least it hasn’t been virtually the same nostalgia-coasting game that Super Mario Bros. has been since Super Mario World. I’m not really sure what I expected, but that last Rayman game blows it out of the water.

I did turn the Wii U back on to check out its Netflix functions, and that resulted pretty much in a shrug as well. Yeah, it’s cool to fiddle around with the menus on the tablet, but again, it’s a big so what. I stopped off in the eShop, remembered that I just had the 8gb model, and turned it off again. Didn’t wan tto pay $20 for Trine 2 anyway.

Here’s the thing. This is a very cool, potentially great console despite my ho-hum, Grinchy attitude toward it. Even though I didn’t feel that “this is the future of gaming” feeling that I felt using a Wiimote the first time (look how that turned out), I can imagine all kinds of awesome applications and innovations that would take advantage of it. The question remains if developers are going to leverage the novelty to do something interesting with it. Or if it’s the new waggle. There’s a very big “if” involved in assessing the Wii U and in particular the gamepad.

I’ve got a rental Darksiders II on the way, which I’m looking forward to, and I’ll probably try Assassin’s Creed 3 on it. I can finally play Xenoblade Chronicles, which I’m picking up today. I don’t have- and don’t care about- Nintendoland. Most of the other launch games I’ve either played elsewhere or have zero interest in. The promise of Bayonetta 2, Platinum’s other title, and using that gamepad in Colonial Marines give me much to look forward to. Developers, it’s in your hands whether this console becomes a major player or another laughing stock like the Vita. Sure, there will definitely be good Nintendo games on it. But what else? The tools are definitely there. The other very big question involved with the Wii U if there’s money there to convince game makers to use them. After atrocities like the Cold Stone Creamery Ice Cream Game and M&Ms Cart Racing, not to mention any cut-rate minigame compliation, it isn’t hard to worry about what’s on tap for this new, promising hardware.

This morning, I looked at the console as I was putting a movie on for my son. It couldn’t be. Was that what I think it was? No. No. It can’t be. It can’t be a speck of dust. Not yet.

X-COM: Enemy Unknown – Not a Review

I have X-COM and it’s glorious. (As a reminder, yes, I do use the hyphen as twas intended by God itself.) That screenshot up there? The one where you can’t hardly make out any detail because it’s zoomed so far out? That is beauty. Dear Bioware, when you release the next Dragon Age, if I can’t pull back on the camera like I can do here, then you have utterly failed. I don’t care if the story is the second coming of… uh… something really good, but not as cliche to list here as Lord of the Rings. Just say’n.

Oh, right. X-COM. Ahem. It’s going to be awhile before I’m comfortable reviewing the game, so in lieu of that, I’m going to offer this quick impressions post and then, in forthcoming posts, document my progress, diary style, as my crafty crew of squaddies face off against gruesome death and dismemberment at the hands of an alien menace bent on world domination. Woo!

To set a baseline here, I think there are generally two kinds of X-COM players: Those who like the light strategy and emergent storytelling that the series hangs its hat on and the deep strategy folks who like wide open spaces they must navigate, moving carefully forward, spending hours micromanaging every facet of their squad. The original X-COM had a way of sating both these crowds and there’s nothing wrong with either track, but this game was built to appeal to the former much more than the latter.

Like any good alien-smashing squad, let’s take this point-by-point, starting with the stuff that will likely bother some folks…

The environments do feel confined and, I’m not sure, but I suspect there’s not any randomization to them at all in terms of terrain, alien, or squad placement. (EDIT: I’m largely wrong about total lack of randomization. It’s not as random/expansive as UFO Defense, but environs in Enemy Unknown are sufficiently random here to ensure you’re never quite sure what you’re walking into.) A sectoid isn’t going to gun you down from behind the moment you step off the Skyranger. Generally you’ll first sight aliens in a pack together and, by appearances, only then will they react to your presence and start setting themselves up. I’ve only done about nine missions, but my sense is you will always have a chance to set up before walking into a trap. This is a stark contrast with the the original game where such things not only happened, but happened with frequency. The narrow battlescapes of Enemy Unknown will bother your hardcore strategy people. If what you want, however, is to start a mission, have it feel tactical, be capable of surprising you, and let you wrap up it in 30-45 minutes. You will be very, very happy with this. The game is not plastic or scripted. It’s just not as expansive as the original.

The squaddie customization is surprisingly thin. I know they want international flavor, but not being able to change the gender or nationality of a squaddie sucks. There is precisely zero harm in letting a player put together an all-female squad or an All America FUCK YEAH squad, you know? When I can change a squaddie’s name, face, armor color, etc., not being able to edit gender or nationality is annoying. (And for a game so focused on having international flavor, for all the voice sets to be stunningly American is rather lame.) So Brandon is now French. Matt is, I think, German. Roberto (our friendly neighborhood Guild Wars 2 NHS guild master) hails from Egypt, which is almost like Brazil, except totally not. Etc. It’s a little thing, but it’s a little thing they should patch. (I do like that squaddies have to earn nicknames by reaching the rank of sergeant. Bill doesn’t just get to be The Straw.)

That is all rather superficial, I know, but what will grate on some players is the loadout options. Each soldier (barring specific class upgrades) has a set of armor, a primary weapon, a pistol and an auxiliary slot that can be used for med kits, grenades, stun guns, ets. From a realism perspective, it breaks credibility that a SHIELD-like fighting force of ultimate bad-asses can’t carry a grenade while wearing a protective vest (or, for that matter, that they can only carry one grenade). From a tight, refined gameplay perspective it forces you, in a good way, to consider each squad member’s loadout without making you spend a half hour just gearing up. It’s very easy to get your entire squad loaded for bare, mission over mission. It’s much harder to know the ideal loadout. There is still strategy to it, just not the kind you’ll spend hours and hours honing. As a guy who cannot devote my life to playing a game anymore, I dig that. I understand, hardcore folks, why you’d be put off. (Hey, there’s always Xenonauts to look forward to!)

I’ve only gotten through a month and a half of in-game time, but the process of managing X-COM is incredibly well done. All the elements X-COM vets will remember from the first game are there. You research in labs. You construct new facilities and equipment in workshops. You have to keep everything powered. You gear up your crew and craft. You check budgets. Set priorities when determining UFO coverage areas and whom to help when multiple mission options are available at once. And you sell excess items and materials when you’re strapped for cash, a decision that can come back to haunt you.

There are oddities and elements that are over-simplified and sometimes the game doesn’t tell you what you need to know in a timely fashion. I found out the hard way (after research and manufacturing), for example, that these protective vests my scientists came up with can only be equipped in the same augment slot that you would otherwise use for grenades, stun guns, med kits, etc. Had I known that, I probably wouldn’t have made five of the damn things. Complicating that, you can no longer sell equipment you manufacture so now I’m just stuck with them.

In the original game you could carry on multiple research projects based on the number of scientists you have. Here it’s just one at a time, though the research speed changes based on available resources. Conversely, you can build as often as you want (pending available space and money) with your engineeers without them being tapped out. Projects do have a minimum required number of engineers to build, but let’s say I have 10 available, I can still build two projects at once even if one of them requires all 10 to build it. Evidently they multitask better than scientists.

The point is, there are some odd choices (that are likely done as they are for balance reasons), but the elements are all there and they all work well in concert with each other. You’re still making decisions. Loads of them. It’s just streamlined enough, however, to make it feel like you’ve got everything under control and you don’t need a notebook sitting next to you to keep track of everything you’re doing.

Finally, there’s the most important element: Squad-level tactics are absolutely aces and, as a result, Enemy Unknown is rife with wonderfully emergent gameplay. In a recent mission I had advanced on a group of sectoids and floaters (my first encounter with the latter). I had taken out the sectoids and caught three of the four floaters in a well-placed rocket shot from Lt. “RocketMan” Castillo (that’s a default name and nickname). There was one floater left, having taken a position above the field of battle and just waiting in overwatch mode for a squaddie to come out from cover. My sniper had a clean shot at him, and she hit, but the floater still had a point of life left on it. This is an ideal time to go for the stun and opportunity to interrogate the beastie back at HQ.

RocketMan has my ARC stun gun and can get close enough in one move to use it, but if I send him he’ll surely be shot in the face because Mr. Floaty is in overwatch and is just waiting for the opportunity to put a guy in the morgue. Pretty sure I heard somewhere that getting shot in the face is generally bad. I need to get the floater to blow his shot before I move my man in, so who’s going to play bait? Why, hello there Sgt. “Wolfox” Amorim. Why don’t you run out there and see what happens? It would work, except I’m really not into getting my guys killed. We here at X-COM HQ frown on that sort of senseless loss. But, you know, just across the way sits Lt. Binky. The man I was sure would be killed first has been making a name for himself in the support class, a class that features a smoke grenade. With one move into nearby cover he can toss that thing between Wolfox and the floater to provide extra cover.

Now, understand, I had no idea if this would work. None. But it made sense, right? Binky tosses the grenade in a prime location between Wolfox and a strong cover area on the other side. I direct Wolfox to go. The Floater sees him in the smoke and fires, but is unable to hit. With the floater now helpless, RocketMan is able to run up and knock the sucker cold. Mission success! Everyone gets out alive. (Well, Squaddie Thrower will be in the infirmary for a couple weeks. Jesus, man, walk it off already! There’s no room for pansies in this crowd.)

Old. New. Hyphen. No hyphen. This is X-COM. It wasn’t scripted. I had an idea. I had the right guys, in the right position, at the right time to try it out and my little soldier avatars executed it flawlessly. Binky could easily have missed with the smoke grenade. The floater still could’ve capped Wolfox, despite the extra cover. And there was a 15% chance RocketMan would miss on the stun. I had no idea what might happen.

When a plan like that comes together, it makes for a great gaming moment. And the great part of that equation is that every single time you take your squad out on a mission, X-COM affords you a chance to have that moment. Or your squaddies will totally cock up your brilliant plan and your strategy instead collapses in on itself like a dying star… But that’s the story of another mission. (*sniff*) This is the game’s genius and that is why, streamlined mechanics or not, I’ll be playing it for a long, long time to come. (Yeah, yeah, barring unforeseen bugs, overly repetitive gameplay that hasn’t stood out yet, etc. Stop with your nay-saying and let me enjoy the moment.)

Well done, Firaxis. Well done indeed.

EDIT: These impressions are based on the PC version (purchased on Steam). I’ve been playing at Normal difficulty and not on the hardcore mode that restricts ability to save.

 

 

Madden 13 Early Hours Impressions

I have had a retail copy of Madden 13 for about a week now and while my time has been limited of late I have managed to play about 10-12 games and fiddle a little with the Connected Career mode.

So, below are some rapid fire style impressions, certainly not a “review” as I’m not ready to write that yet.

My impressions thus far are based solely on All-Pro level, no slider adjustments.

  • It looks fine. I am rarely one to go all crazy about graphics and this one looks fine. Looks like Madden.
  • There are a shocking number of new animations and as a result it plays like a different game; this Infinity Engine change is evident the minute you start playing. You can hit receivers literally in stride. It looks, in that regard, more like football than any Madden game, ever. There is no more Magic Bullet physics when passing. Everything looks and behaves pretty darn accurately. I haven’t seen anything physics related that looked like a clear case of “videogame” physics. Not saying there aren’t some issues but I haven’t seen any.
  • I love that receivers can get jammed on the line and the better ones can escape the jam and get wide open as a result.
  • In fact, the passing game as a whole I really enjoy. Dropped passes, passes thrown into tight coverage that before were auto-incompletions as passes would bounce off hands, helmets, whatever. You can really thread the needle now.
  • The run game, as a user, isn’t bad. The runners feel a little tiff but it’s still entertaining and the blocking feels extremely well done.
  • The issue, thus far, is the CPU. The CPU run logic is not good. I see far too many cases when a RB gets caught on a lineman or has a CLEAR lane and instead weaves into its own man for no gain. I do not FEAR a good RB right now —
    even playing as Cleveland. And Cleveland hasn’t had a good run defense since the first Clinton administration. Again, this is without slider tweaks but on base All-Pro, not so much.
  • I played a week 1 game against Philly and the Eagles had a total of 112 yards of offense as Cleveland won 20-0. At NO TIME did I feel threatened by Philly’s offense. Again…playing as Cleveland, that should simply never happen or it should be crazy rare. So much of this stems from both weird playcalling and bad running lane logic.
  • When I want to choose a play why can’t I see the down and distance? If i choose gameflow and change my mind and backj out..I can no longer see it.
  • No more Collinsworth. Win.
  • Looking for realistic penalties? Keep looking. Nothing to see here.
  • Connected Career shows ENORMOUS potential. This has Josh Looman’s fingerprints all over it. It looks incredibly deep and I hope there are no killer bugs the deeper I go because after the pre-season and a couple of weeks of the regular season I am loving this stuff. Only problem? It SCREAMS PC interface. There is a LOT to look at in this mode and therefore there’s a tom of screens and sub screens. I need a mouse, a keyboard and an excel-style interface. Some people don’t mind this stuff but I despise doing this level of management on a console. But the RPG style design is so cool it might just be worth it. You can get sucked into this mode for hours, seriously. It’s clearly been designed by a football fan. If you liked what NFL Head Coach was trying to do, well, here you go.

So, thus far, I like it. It’s rough im spots,; it’s not the revolutionary step that NHL took a few years back with shot stick, but it’s a direction the franchise needed to go as the old engine was…damn old. Question is, do you want to pay $60 for potential? When it works Madden 13 is a blast but when the CPU looks like the Bad News Bears of the gridiron..it makes it hard to get into.

I can see online franchises being ridiculously fun with the Connected Careers in full effect. If I had the time to do that these days it would be an auto buy because most of the issues I see are AI related.

Gravity Rush Impressions – A Tragedy

I wasn’t planning on picking up Gravity Rush, the first retail game for the PS Vita that isn’t a port, an extension of a franchise, or otherwise forgettable. It’s a game- and brand- designed from the ground up for the floundering platform. It leverages the handheld’s strengths while presenting a full “console” experience, as was promised by the Vita’s press copy. I tried the demo Monday night, I was at Gamestop Tuesday morning with a pile of trade-ins, and I left with a copy of the game.

Here’s the rub. This Gravity Rush, like Vita itself, is doomed. It is destined to be underplayed, under-noticed, and undersold. But also like the Vita, it’s not likely to be underappreciated by those who experience it because it’s a really, really damn good game for a really, really damn good platform. Sony’s continued mishandling of the Vita (the company apparently forgot about it at E3) is no more evident than in its failure to release Gravity Rush as the flagship launch title instead of a scaled down, watered down version of Uncharted.

Gravity Rush isn’t a mold-breaking, lightning-in-a-bottle title. It doesn’t create a new genre and its ambitions do not lie in telling a Bioshock-level story. But what is is, and where it innovates, is in bringing together modest ambitions to deliver a supremely solid, highly stylized game that has “cult smash” written all over it. This is a game very much in the old Sega Dreamcast mold, another possible Jet Set Radio. And then there’s that whole gravity shifting thing, which feels completely fresh, novel, and most importantly fun. If you’re whining about how all “they” make anymore is military shooters, here’s one for you.

It’s a superhero origin story game. It’s a surprisingly focused open world one. It’s an action brawler with an upgrade system. It’s a puzzle-platformer and there’s some stealth gameplay. It has that orb thing from Crackdown. And it’s wrapped up in a drop-dead gorgeous comics style that’s as much Marvel as it is Manga. The young protagonist would fit right in with the X-Men.

I’ve only played for about two hours but I love it. It’s dazzled me, it’s delighted me in that short time. Not many games these days do that since so many focus on the Blockbuster Moment, this-world-is-shit angst, or boo-ya murder fantasy. There was one point last night where I was trying to collect these gems and I was floating in zero-G free fall and I was twisting and turning to see them, using the Vita’s gyroscope. I was on my couch with the Vita over my head, eyes toward the ceiling. It was immersive, and the control was dead on so the illusion wasn’t broken by implementation. It’s been done before in other IOS and 3DS games, but nowhere has it been more effective. The thrill of empowerment when you use the gravity ability to walk up walls or fall into the sky is awesome.

But it’s not the same sense of badass power that the Arkham games give you. It’s more like you’re a kid, like Peter Parker, discovering your abilities and how to use them. The first hour of the game is clumsy and awkward. You blow off out-of-bounds often. You fall. You get disoriented. You crash into statues and miss kicks. It makes sense because you’re learning. Some critics have already complained about these elements, of course. They’re missing the point.

I’ve still got 10 to 12 hours to go with the game by accounts. I almost want to stop playing it now in case it becomes repetitive, boring, or loses focus in sidequests during the middle game. Right now, I feel like I’ve played a truly new game and not just for the Vita. Refreshing, joyful, and passionately made games are rare these days and I almost don’t want to spoil it.

A zillion people will play some puzzle-platformer designed by an arrogant ass that claims that Japanese design is dead. But the number of people that will ever get to play Gravity Rush is likely exponentially smaller due its appearance- and in fact, its dependence- on a poorly adopted platform. It doesn’t help that it’s a product marketed by a company that is clueless as to how to sell it or to make consumer want it. Is it worth buying a Vita for Gravity Rush? Hell no. But if you have one (or access to one), this game is as good an argument for the underachieving handheld as anything else. The tragedy is that it may turn out to be one of the best games of the year on any platform.