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It seems like only yesterday that the Xbox Live Arcade and PlayStation
Network services were launched, but already both consoles have a
large amount of great downloadable experiences. The PSN has shown
just how fully fledged downloadable games can be, with titles like
WarHawk and
Gran
Turismo 5: Prologue becoming must haves on the system. Take
a look at a screenshot of Monster Madness: Grave Danger and you
would be forgiven for thinking that it fell into this category of
games - but unfortunately it's a full retail release.
Taking
cues from classic retro games such as Zombies Ate My Neighbours,
Grave Danger puts a group of stereotypical teenagers up against
the rest of their zombified town. You choose between the four youths
at the start of the story mode, the options comprising of the amazingly
original nerdy schoolboy, goth chick, skater dude and blonde cheerleader.
At first the clichéd characters seem to be intentional, but their
one-liners begin to grate after only a few minutes. The whole scenario
is obviously trying to appeal to the younger market but fails at
achieving even this, thanks to the badly conceived character designs
and the lack of a memorable plot. You definitely won't play Grave
Danger for the story - but what might you play it for?
The
game is divided into five locations, each being marginally different
to the last; from your hometown to the local High School, each environment
is split into around five levels, which are supposed to take place
in different parts of the area you are currently exploring. It feel
more like a never ending trawl around the same patch of land over
and over again though, made even worse by the lack of any area-specific
monsters. I became very confused at one point while playing, thinking
that I'd gone past the same building three times, when I had actually
progressed through the overly linear route correctly. The levels
generally consist of defeating a given number of enemies in a closed
off area, moving on, then rinsing and repeating, which gets old
very fast. Level design clearly isn't the developer's forte, as
this aspect of Grave Danger fails to sustain much interest.
On
one hand, Monster Madness: Grave Danger is a Gauntlet clone, with
top down co-op play where you have to defeat enemies for the key
to move on. However, the game also plays in a similar fashion to
the many twin stick shooters on the market, using the left and right
analog sticks to move and shoot respectively. This combination works
better than expected, as the game is full of zombies to mow down
with your nail gun. The weapons in Grave Danger feel more like whatever
was around than anything too over the top, with guns like the CD
Launcher being your primary way of attacking. The weaponry works
effectively, something that can't be said about the god-awful melee
attack, which isn't worth the effort it takes to land a hit. By
making the obvious choice to stick with the guns, you can upgrade
them by using monster tokens that enemies drop. These make your
guns even more effective, while you can also develop your defence
and resistance to oncoming attacks.
By
the time you've completed a level or two this upgrade system becomes
a double-edged sword, as it makes the random battles you have with
zombies much easier - and much more boring. The game seems to know
this too, with some fights requiring you to defeat an obscene number
of enemies, which will be a breeze thanks to your upgraded bee mine
launcher. The same thing happens in the boss battles, although in
addition to the large amount of cannon fodder, the Boss itself has
a stupidly high amount of health. When the first boss, a granny
zombie, absorbs over 999 shots from your nail gun, you know something's
not right. The whole game feels this way, and it becomes very boring,
very quickly. You probably won't last until the end of the game,
thanks to the repetitive nature of the gameplay, which is a shame
after the glimmer of hope when you first begin playing.
The
one aspect of Monster Madness: Grave Danger that makes it feel just
like a downloadable game is the graphics. The art style attempts
to be like the comic-style cut scenes that are sandwiched between
each level, but instead it just looks like a smoothed out PS2 title.
The level of detail in the visuals would have disappointed on PSN,
never mind in a retail release; they leave a lot to be desired and
they don't even run smoothly, with texture popping and screen tearing
proving to be big problems throughout, making the graphics even
less stellar. Don't even bring up the voice acting for the stereotypical
teenagers either; they are worse than most people will be able to
handle, especially when your chosen character mutters a line from
their list of around five default phrases over and over and over
again.
Monster
Madness: Grave Danger would have been one of the weaker PSN games,
even at a price of £10 or less, but as a retail game that costs
more than three times that amount, it simply can't be recommended.
After five minutes you will have gotten used to the controls and
begun to enjoy the interesting mix of Gauntlet style dungeon exploring
and Geometry
Wars style shooting. Give it five more minutes and you'll have
grown tired of nearly every aspect of the game, which is a real
shame. Not even a four player online co-op mode can make this a
worthy purchase, especially when I couldn't find a single other
player online just a week or two after release. As a retail game,
Monster Madness: Grave Danger isn't worth a dime, making for a disappointment
after early promise.
Reviewed by Sam Atkins for AceGamez (All Rights Reserved).
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