Death Jr. |
PSP |
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Review by Matt Paprocki |
Konami |
Action |
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Graphics: 8 |
Sound: 6 |
Gameplay: 6 |
Overall: 6 |
If Death Jr. is fortunate enough to receive a sequel, especially
on a home console, it will be worth playing. It features a great sense of humor, lots of
destruction, and energetic gameplay. The restrictive nature of the PSP doesn't allow this
portable original any room to breathe. It's stuck without any camera controls, crammed
corridors, and far too many enemies to handle (of course made even worse by the camera).![]() ![]() Using his scythe, Death Jr. can attack in a variety of ways (more moves can be bought as the game continues), and it serves other uses too. It's used for climbing up high ledges, sliding down walls, falling gently when a jump is missed, and catching overhanging objects. It feels natural; the way this otherwise powerful weapon can be used is smart too. ![]() In the early stages, it's not much of an issue. Enemies remain weak, the tutorial introducing new mechanics as you go. It's the later stages, when an entire area is open and filled with goofy critters, not even Death can kill them all. Worse, just a few hits are enough to finish him off, and there are too many times when you'll have no idea what hit you. This just isn't the console for this game. There's a series in Death Jr., dying (no pun intended) to be expanded. You can see it in the opening levels before you're completely overwhelmed in the later ones. This isn't a bad enough game to condemn the franchise, but Konami needs to be careful where they take him next. |