A lot of great ideas, but not enough finish.

User Rating: 8 | Gravity Daze VITA
Gravity Rush is definitely a great game, no doubt about it. It brings forward a lot of really good ideas and presents them with a very strong level of polish that you don't see in...heck, most games on the planet really. However, looking back on my play experience, I can't help but think that the developers came up with a ton of great ideas, built a game out of them...and then had to wrap it up fast so it could ship within 4 months of the Vita launch (JP and International respectively).

Visuals: 10/10

Dayumn. This game looks absolutely awesome, although admittedly if you don't like cell shaded and/or stylized graphics then you'll probably disagree. From a visual standpoint, you really get a great sense of the atmosphere of your surroundings, ranging from the big city, to an industrial area, to the incredibly well designed underside of the city which honestly feels so detailed that you could almost live on it if you flipped Hekesville upside down. There are also the...crazy zones, which I'd rather not spoil, but I will say that they look like some sort of crazed hybrid of dreams and acid trips.

From a technical standpoint, once again it's a lot of stylization, but you get nice effects like the glow of the...whatever works as a Sun in this world, contrasted against the shadows cast by the surrounding buildings. The Nevi themselves have this odd and ephemeral look where they sort-of do but sort-of don't conform to the laws of physics.

Also, I'd like to point out something that I disagree with from the IGN review, where they complain about draw distance. Yes, the textures displayed have a very limited draw distance, but the meshes themselves are still rendered even if you're at the maximum possible distance, and the actual cell shading aspect is still rendered no matter how far away you are. In my opinion, this is a stroke of genius that manages to balance technical requirements with visual appeal. Fully rendering the objects would give a smaller sense of scale, and not providing any rendering at all would look jarring when looking over the city. Indeed, having the full background rendered would end up making the areas look really cluttered.


Gameplay: 7/10

This part honestly comes across as being really innovative, but doesn't really feel like the studio really made full use of what they made.

The controls are actually pretty darn comprehensive, but the game kinda does a half-assed job at telling you how to do things. For example, when Gravity Sliding, you can lift one thumb in order to do tighter turns. Where does the game tell you this? In the Missions pane, when you select a particular box. Never mind the fact that the game constantly tells you the "two thumbs and tilt" controls virtually every time you need to use a Gravity Slide. Similarly, you're capable of "Directional Infulence" on your Gravity Kick (Left Analog, same controls as controlling your fall), but once again the game tells you nothing about it. This means that even after upgrading your Gravity Kick for better tracking, unless you know this trick you're going to be constantly missing the squirmier targets. Which also results in a common complaint where you wait for your Special while hiding...most likely because trying to land Gravity Kicks on moving targets is just so frustrating.

In terms of story missions, I'd say non-combat missions tend to be more interesting that combat missions, if only because they're just quirkier and tend to be accompanied by interesting story developments. Unless it's a challenge combat mission, virtually every fight is Kick Weak Point > Run Away > Rinse, Lather, Repeat. Combat variety isn't really there either, because you get a kick combo...sliding kick...gravity kick...and then your specials that take an age and a half to charge up. Yes I guess you can throw objects but half the time you're zipping around the skies so there are no objects to throw.

As for the non-combat missions themselves? Whether it's a race, escort or puzzle, I legitimately enjoy them. In particular, I actually really like the area where your Gravity Shift is maimed (up until the boss anyways) and the zones which force gravity in various directions while disabling your Gravity Shift. I think these make great use of the shifting gravity gimmick and tend to be far more enjoyable than combat.

Story: 8/10

Don't get me wrong, the story is interesting. However, my concern is that the game presents a ton of loose ends and ties up virtually none of them. Yes, Kat is likeable, etc, etc, but the sheer number of questions posed virtually every single chapter is staggering. And then we move on to the next chapter almost as though the game had spontaneous amnesia and forgot half the developments of the last chapter. This is also why I think the game feels rushed out: it's a game that takes no longer than 10 hours to progress through, yet has the story aspects of the first 10 hours of a 20+ hour game. I certainly hope we get a sequel sooner rather than later, because despite leaving the plot points completely unanswered, those points are so intriguing that I'm halfway desperate to find out what the answers are.