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Recognized as the first title publicly shown on the PSP prior to
its release, Konami's Death Jr. was hoped to be the key killer-app
release to generate some early buzz for the anticipated new portable
platform when it debuted last year. While it turned out to be fairly
enjoyable, it suffered from a cavalcade of mechanical flaws and
an all-around lack of polish that left the game feeling unfinished.
Fast forward a year since then, and Konami and developer Backbone
Entertainment have joined forces once more to right the first game's
wrongs with the new and improved sequel, Death Jr. II: Root of Evil
- and for the most part they have done just that.
Taking
place over a long stretch of sixteen episodes (plus a few boss stages),
Death Jr. II propels DJ, the son of the Grim Reaper, and his freaky
cohorts on an adventure to stop Furi, a hell spawn of nature who
has unleashed her evil minions on the world after DJ and his friend
Pandora accidentally let her loose. The plot isn't necessarily as
fully developed as it could've been, but even so, the characters
in addition to DJ and Pandora are absolutely unforgettable - including
The Seep, a limbless body living in a jar like some dissection experiment
gone awry, Smith and Weston, a pair of twins connected at the head
sharing one brilliant brain, Stigmartha, a quiet but bright student
who is somewhat of a school outcast and the self-explanatory Dead
Guppy. Backing up this fantastic cast is dialogue written with tremendous
wit and charm, made even better by some of the best voice acting
I've heard in any game on any platform all year. Stunning CG sequences
splendidly advance the plot along as well, although I wish Backbone
had taken even more time to render more of them to really flesh
out the story to its peak potential.
One
of the new features to Death Jr. II is the option to play through
its hilarious storyline as either DJ, the son of the Grim Reaper,
or his friend Pandora, or even take a friend along for the ride
with you in Wi-Fi co-op play. The game lasts a good six to eight
hours one time through and although both characters follow the same
storyline, they do have unique abilities and weapons, so I found
it well worth playing through a second time solo, with a third trip
played in co-op mode extending the replay value even further. Whichever
character you choose to play as, you'll find that the gameplay hasn't
changed at all from the original Death Jr., except for some much
needed camera and control tweaking (although both could still use
even more fine tuning).
Seamlessly
blending 3D platforming with run-and-gun shoot 'em up action a la
Ratchet
& Clank, Death Jr. II is a simple yet incredibly challenging
game. DJ and Pandora are equipped with an arsenal of high-powered
weaponry (unlocked and created by collecting hidden weapon parts),
including twin pistols, shotguns, C4-strapped hamster bombs, Tommy
guns, flamethrowers, rocket launchers and freeze rifles, as well
as their trusty scythe and whip respectively doubling as platforming
utilities and melee weapons for down-and-dirty hacking and slashing.
Combat is the gameplay headliner and thankfully it is solidly implemented
- aided by mostly on-point auto-targeting and strafing systems -
as well as being very satisfying. Some may whine that it's too repetitive,
but with the smart enemies and varied weaponry I never found myself
bored or uninterested.
Platforming
makes up the other half of Death Jr. II and it certainly holds the
gameplay from falling into a mindless rut of constant blasting and
slashing. Each of the sixteen stages is intelligently laid out to
accommodate action and traditional hoppin' and boppin', filled with
hooks to swing from, wires to zipline across, balance beams to traverse,
ledges to climb and clever platform arrays to bounce along. Like
the original though, the platforming is the weaker of the play aspects
due to a camera that likes to get stuck at inopportune moments and
character movement that feels a bit slippery at times, both leading
to occasional frustrating deaths in the latter stages of the game
when the level designs become more challenging than ever. Controlling
the camera is largely not an issue, using the shoulder buttons to
rotate the viewing angle left and right, but adjusting it in the
middle of a series of tough jumps can cause some mild headaches.
Fortunately, both of these control quirks have been updated over
what was seen in the original and neither are frequent detriments
to the fun.
Another
noticeable improvement over the original can be seen in the fantastic
graphics on display here. I wouldn't go as far to say that Death
Jr. II is a pretty game nor a technical powerhouse, as its color
palette consists of a lot of dark hues and the texturing and modeling
geometry isn't the best the PSP can produce, but the level designs
and character designs are so creative and unique, in a loveable
Tim Burton-esque style, while the particle and lighting effects
are so jaw-dropping that your eyes won't care about the small deficiencies.
Seriously, how can you not enjoy hopping through a robotic llama
farm, whacked out waffle house, twisted shopping mall and demented
toy graveyard slaughtering mushroom men, psychotic stuffed animals,
laser-equipped chickens, kamikaze rats and over sixty other freakish
creatures?! This creative visual style is nicely complimented by
snappy load times, a steady frame rate performance, spooky, carnival-themed
music and weighty combat sound effects.
Death
Jr. II: Root of Evil has a few lingering chinks in the armor left
over from last year's franchise starter, those being an occasionally
off kilter camera and character controls, but even these issues
have been cleaned up effectively, while the rest of the game is
laced with an undeniable charm and humor that is simply too fun
to ignore. Death Jr. II is the top class game that the original
should've been and ultimately an impressive sophomore effort for
a series I'm increasingly psyched to hopefully watch grow and evolve
in the years to come.
Reviewed by Matt Litten for AceGamez (All Rights Reserved).
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