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DJ was a good game experience. While not perfect, for instance, it could have been a few levels longer and had more interaction between the characters. With all that is said, the game is intensely fun and should not be missed for gamers who love games that take a little different approach to things. The majority of the game is solid to warrant a look see.
Overall, Death Jr. is a real delight and a much needed addition to the PSP's library of non-existent platform games. Come Halloween, this game may hit a rise in sales seeing as many gamers may be more interested in the theme and have read more about the game itself. After all, spooky games while eating "Trick or Treat" candy are just "Sinfully Delicious" as a chaser.
Unfortunately, because the game focuses as much on hectic combat as it does on traditional platforming, the result is often frustrating and overly difficult gameplay. Still, Death Jr. is an engaging platformer, and remains charming despite its faults.
Being the first PSP title displayed and hyped by Sony, I can't help but feel that this whole "console experience" promised is a false hope. At any rate, Death Jr. is the hot summer title that PSP owners have been desperately waiting for. I can't over-state that for every fault Death Jr. has, it has more good than bad. Judging this as a handheld game, not a console game, Death Jr. more than lives up to my expectations. Current owners of Sony's handheld need to pick up Death Jr. It's a much better experience than a visit from DJ's dad.
Overall, the game is just average, but the potential is there for something really special if a sequel came our way.
That said, there's 75% of the game that's all-out action, and with the summer slump of PSP titles, that 75% goes a long, long way. DJ's gunplay and blade-chopping is fast and furious -- a little repetitive, but if you take chances in charging in rather than locking on and retreating, you'll be in for a good damned fight. Also, as much as we were annoyed by the problems of the platforming, there are some decent puzzle challenges and tasks to play through. This is a fierce game of combat, and whatever ticked me off about how the platforming portions worked, I was glad that cool techniques like the scythe hop and helicopter spin were in there to make these sequences fun when things were going my way. Death Jr. on PSP isn't a killer, but with its frenetic action and mix of weapons, it does draw blood.
As periodically intense and initially charming as Death Jr. can be, the whole of the game isn't engaging. The fact that there's no real storyline or charm to latch onto makes the unremarkable gameplay and presentational components that much worse--not to mention how short the whole adventure is. Hopefully, DJ and his pals can one day star in a game that gives them some personality and a captivating adventure, because Death Jr. offers them neither.
I'm beginning to wonder if the PSP was such a good idea considering the lack of original games and the general lack of quality with original games such as Death Jr. A little bit more time in the lab and Death Jr. might have been a PSP classic. As such it's just a decent rental.
For a game that spent so much time in development, Death Jr. turned out only "so so." It didn't have to go down that way. A dodgy camera and touchy controls can be fixed. I know I wasn't the only one at E3 who told the producer that the camera was a mess. But, alas, they shipped this most stylish and most gore-riffic game with its major problems still intact. What a shame, considering that without those problems, Death Jr. would have gone down as a AAA genre-defining milestone.
There are games that are artistically empty, but that get the basics right, and so afford a certain level of unexceptional entertainment. Death Jr. is the inverse: it sports a unique premise, wonderful art direction, and genuinely funny writing, and yet guilelessly hangs itself in the Hall of Shame by botching the camera and controls.
The game is as hollow as the sentiments behind it. More attention should have been paid to the innerworkings of the game rather than securing the toy rights and shopping the concept around to make a major motion picture. Instead Death Jr. is all about the marketing in the hopes of landing the Holy Grail of the videogame market, the recognizable mascot. That's funny, I don't remember a line of GTA toys and Rockstar did just fine. I don't even remember a GTA movie…
Que dire, sinon que Death Jr déçoit cruellement ? Auréolé d'une ambiance prenante et délicieusement macabre, le titre de Backbone Entertainement se perd définitivement dans des soucis de gameplay presque terrifiants. Soumis à un lock à l'inverse de l'intuitif, ciblant tout et n'importe quoi et d'une jouabilité fort imprécise, les aventures du rejeton de La Mort ne parviennent pas à s'extirper de leur étroit caveau. On aurait aimé s'accrocher à cette quête originale et délirante contenant tout de même quelques qualités, mais tous les essais sont vains. Laissons ces êtres étranges reposer en paix.
It might sound like a new product for a new handheld, but you've actually been playing this game in your head ever since Mario went 3D back in the days when you thought giving him guns was genius. This is a tired, dull platformer that only manages to avoid the pitfalls of purgatory by way of its groovy style and decent character design. His dad might rule the underworld, but Death Jr.'s repetitive gameplay keeps him stuck in limbo.
The targeting system wreaks havoc on the framerate, adjusting the camera is a constant struggle, and the clipping problems are unforgivable. I can't tell you the number of times I was able to see past (or move through) "broken" walls. The minor-key musical score isn't bad, and you can save anytime, but these bells and whistles can't make up for the atrocious gameplay. I would have given Death Jr. points for originality, but then I remembered there was a Medi-Evil game for the PSP, and that has to be better than this.