review
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POSTED 13/6/12


GRAVITY RUSH

Sony
Vita

Hey Isaac Newton! You just dodged 16 falling apples. What’re you gonna do now?

I'm going to Duff Gardens! Well, I would if it had been built yet. It is, after all, the late 1600s...

OK, so Mr Newton’s remorseful, but we’re not as we’ve been playing with a Kat. Not of the feline variety – as we’d have spelled it properly - and not of the preceding Kit type – although if so it’d have been wasabi flavour.

Instead, Kat’s a Japanesey amnesiac anime chick in dire need of Visine. To confuse things more than we have already, there is a cat, and it lets Kat fuck with gravity, meaning running up and down walls and doing most anything else with walls and direction that you might imagine, along with air-shooming and delivering gravitational smackdowns to those most deserving thereof. Thankfully her long, flowy, blonde locks defy defied gravity, showing which way you’re facing when things get wild whilst wobbling your Vita about like an overpriced glowstick.

This ability to be all boss-of-you-now Mr Gravity (or, indeed, Ms Gravity) is handy, as you protect people – including a Japanese Rasta dude and his Rasta junior (well, they have multicoloured beanies) - from a big stormy thing spawning nasty blotty creatures that get giganticer as you progress.

You don’t just tromp about looking for trouble, as you collect powerful pink bits with uses from RPG-lite-like levelling up to unlocking challenges and belting out Bob the Builder-tastic impersonations on the landscape.

A visual treat – imagine if Studio Ghibli let loose a laserdisc game, but one that didn’t play as malignantly shit-tastically as those preceding it - combat requires mastering, as can farting with Newton’s pet, but once sussed it all kinda clicks.

Ladies and gentlemen, we are floating in space… and, Lisa, it’s trippier than drinking the water…

take me back to the start...

 



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ALL WRITTEN CONTENT COPYRIGHT © AMY FLOWER 2008-2018. GAME IMAGES COURTESY OF RESPECTIVE GAMES COMPANIES.