NeverDead Review
Missin’ Some Pieces
Posted By Austin Y. about 3 months, 2 weeks ago
The mortality of the video game protagonist has been a fundamental facet of the experience since the first time Pac-Man got cornered by Blinky, Pinky, Inky and Clyde. Having an immortal hero is not unheard of–Lost Odyssey handled it masterfully–but it’s rare, and something that, by necessity, should change the very mechanics that any other game of the same genre would rely on. When the character can’t die, the player can’t die, which opens a world of possibilities for both innovation and disaster.
| PROS | Unintentional comedy potential, The Megadeth title track |
| CONS | Frustrating, Repetitive, Annoying, and Wasteful |
| WTF?! | The central gameplay mechanic, Everything you can do in the bathroom, That effeminate green demon |
NeverDead is the story of the immortal Bryce Boltzmann, and how he just can’t manage to get a head in life. After his wife died he went all to pieces. He tries to pull himself together, but he just can’t seem to get his head on straight. Also, he hunts demons for the government, which is more difficult to explain using a dismemberment pun. He is joined by Arcadia, a mortal woman whose job is to spew exposition, turn large portions of the game into an escort mission, and to allow for some of the worst banter since the invention of language.
That’s putting the cart before the horse, of course, because the selling point of NeverDead is neither its plot nor characters. As you’ve probably gathered, the game is a third-person action game in which your character cannot die by traditional means. There is no health bar of which to speak. Getting hit by enemies causes your arms, legs, or head to fall off, forcing you to chase down your body parts (or roll after them, if your head comes off). After a set time you will eventually be able to manually regenerate your limbs, but by that time something will have probably eaten your head, sending you to the game over screen despite your curse. So it goes.
Besides removing the conventional health bar, the limb loss gimmick is also used to solve puzzles. For example, you sometimes need to tear off your own head so you can roll it through a small hole and open a door somewhere on the other side. Your immortality also comes in handy for when you need to grab some electrical wires or run through fire, but nothing too drastic is ever done with these features. The main payoff for the entire concept of NeverDead is that as long as you don’t have your head eaten (and fail the digestion minigame), fights can go on for as long as they have to. This may sound awesome, but what it really amounts to is spending a lot of time chasing your limbs around and not actually learning to become a better fighter.
Combat is split between a sword and an assortment of firearms, which are dual-wielded. Better weapons can be found, and experience points can be extracted from demons and found in the environment, with which you can buy upgrades such as “+10% Sword Damage.” Upgrade slots are limited though, and if you’re somewhat diligent about collecting the red experience icons then you shouldn’t have any trouble achieving your desired load-out. These RPG elements are pretty shallow, but the most disappointing part of fighting is the sword controls. Instead of being assigned to a button, you swing your sword by holding down a trigger and moving the right thumbstick to mimic the motion of the sword, which is more complicated than it needs to be. Ultimately, combat is simplistic yet clunky, which is not in fact mitigated by the lack of dying.
Another element of the game’s design that is disappointing is its monotony. While settings range from mental hospitals to suspension bridges, you spend pretty much the entire game fighting the same two enemy types: Puppies and Spoons. I couldn’t make those names up if I tried. Boss fights are a delightful reprieve from the boredom that sets in after you spend long stretches of time fighting the same foes and chasing your wayward limbs. Most of the boss battles are Zelda-esque in that they require you to figure out a trick before you can damage them outright, which is a nice change of pace. In fact, the best utilization of the game’s whole premise comes in one fight where you have to trick a monster into eating your arm; a clever moment which is far too rare.
The story that ties together all of this is interesting in theory, but too predictable in execution. Even the characters seem to realize this, with villains taunting the hero as to how obvious their inevitable betrayals were. Bryce’s story sounds compelling, but he never really gets enough time to make you care about him, and his “wisecracks” are painful. The supporting characters range from “barely there” to “kill it with fire,” but that has a lot more to do with the voice acting (which is embarrassing) and the writing (which is painful). The biggest shame is that everyone becomes suddenly much more likable near the end of the game, which seems to indicate that perhaps some planned development was cut out of the middle of the experience. In fact, the last couple chapters are almost enough to redeem a lot of the awfulness of the earlier ones, but I imagine most people will quit by the time interesting backstory is revealed or the inventive bosses show up.
Posted By Austin Y. about 3 months, 2 weeks ago
The mortality of the video game protagonist has been a fundamental facet of the experience since the first time Pac-Man got cornered by Blinky, Pinky, Inky and Clyde. Having an immortal hero is not unheard of–Lost Odyssey handled it masterfully–but it’s rare, and something that, by necessity, should change the very mechanics that any other game of the same genre would rely on. When the character can’t die, the player can’t die, which opens a world of possibilities for both innovation and disaster.
| PROS | Unintentional comedy potential, The Megadeth title track |
| CONS | Frustrating, Repetitive, Annoying, and Wasteful |
| WTF?! | The central gameplay mechanic, Everything you can do in the bathroom, That effeminate green demon |
NeverDead is the story of the immortal Bryce Boltzmann, and how he just can’t manage to get a head in life. After his wife died he went all to pieces. He tries to pull himself together, but he just can’t seem to get his head on straight. Also, he hunts demons for the government, which is more difficult to explain using a dismemberment pun. He is joined by Arcadia, a mortal woman whose job is to spew exposition, turn large portions of the game into an escort mission, and to allow for some of the worst banter since the invention of language.
That’s putting the cart before the horse, of course, because the selling point of NeverDead is neither its plot nor characters. As you’ve probably gathered, the game is a third-person action game in which your character cannot die by traditional means. There is no health bar of which to speak. Getting hit by enemies causes your arms, legs, or head to fall off, forcing you to chase down your body parts (or roll after them, if your head comes off). After a set time you will eventually be able to manually regenerate your limbs, but by that time something will have probably eaten your head, sending you to the game over screen despite your curse. So it goes.
Besides removing the conventional health bar, the limb loss gimmick is also used to solve puzzles. For example, you sometimes need to tear off your own head so you can roll it through a small hole and open a door somewhere on the other side. Your immortality also comes in handy for when you need to grab some electrical wires or run through fire, but nothing too drastic is ever done with these features. The main payoff for the entire concept of NeverDead is that as long as you don’t have your head eaten (and fail the digestion minigame), fights can go on for as long as they have to. This may sound awesome, but what it really amounts to is spending a lot of time chasing your limbs around and not actually learning to become a better fighter.
Combat is split between a sword and an assortment of firearms, which are dual-wielded. Better weapons can be found, and experience points can be extracted from demons and found in the environment, with which you can buy upgrades such as “+10% Sword Damage.” Upgrade slots are limited though, and if you’re somewhat diligent about collecting the red experience icons then you shouldn’t have any trouble achieving your desired load-out. These RPG elements are pretty shallow, but the most disappointing part of fighting is the sword controls. Instead of being assigned to a button, you swing your sword by holding down a trigger and moving the right thumbstick to mimic the motion of the sword, which is more complicated than it needs to be. Ultimately, combat is simplistic yet clunky, which is not in fact mitigated by the lack of dying.
Another element of the game’s design that is disappointing is its monotony. While settings range from mental hospitals to suspension bridges, you spend pretty much the entire game fighting the same two enemy types: Puppies and Spoons. I couldn’t make those names up if I tried. Boss fights are a delightful reprieve from the boredom that sets in after you spend long stretches of time fighting the same foes and chasing your wayward limbs. Most of the boss battles are Zelda-esque in that they require you to figure out a trick before you can damage them outright, which is a nice change of pace. In fact, the best utilization of the game’s whole premise comes in one fight where you have to trick a monster into eating your arm; a clever moment which is far too rare.
The story that ties together all of this is interesting in theory, but too predictable in execution. Even the characters seem to realize this, with villains taunting the hero as to how obvious their inevitable betrayals were. Bryce’s story sounds compelling, but he never really gets enough time to make you care about him, and his “wisecracks” are painful. The supporting characters range from “barely there” to “kill it with fire,” but that has a lot more to do with the voice acting (which is embarrassing) and the writing (which is painful). The biggest shame is that everyone becomes suddenly much more likable near the end of the game, which seems to indicate that perhaps some planned development was cut out of the middle of the experience. In fact, the last couple chapters are almost enough to redeem a lot of the awfulness of the earlier ones, but I imagine most people will quit by the time interesting backstory is revealed or the inventive bosses show up.
“Hope this doesn’t mess up my hair.”
Yeah, I’m probably gonna get this when it hits bargain bin because I am just SO enamored with the concept of an immortal dude rolling around as a disembodied head. Even if what I do hear about the actual gameplay indicates that it really isn’t as good as I want it to be, I still can’t help but hope I’ll get at least SOMETHING out of it if I play it.
Thank you! I have been freaking out wanting to know if this game was good. i mean the trailer was hysterical. A disembodied head rolling around to classical music picking up it’s body parts shooting randomly. Hilarious!
But the lack of coverage and the fact that only 1 store in my city carries let along knows about this game was driving me nuts! I’m sad to hear it’s not very good but at least I know now. I’d love to find it once it drops in price.
Thanks for the review!
First Shadows of the Damned, now NeverDead… why are games about demon hunters turning out to be so lackluster? Please let Lollipop Chainsaw be good and break the trend.
Huh, I’ve heard Shadows of the Damned was excellent.
Either way, I need to play it, in my giant backlog.
Shadows was a fun, and had some very entertaining moments. But it just seemed rushed and so… average for a Suda51 game.
It wasn’t just a SUDA game you know. He just wrote for it. The head game designer was the guy behind RE4 and there’s some music guy I forget the name of, he did the music to the Silent Hill games.
Shadows of the Damned was pretty badass, it just didn’t have much replay value/extras beyond just replaying the game over, which isn’t overly fun for me. A second replay for me needs something more to it.
This is really disappointing to see. Not that I thought it was gonna be amazing, but I thought it would at least be a reasonable game like Shadows of the Damned. I’ll still give the game a rental if I can find it.
If anything, at least we got that kickass Megadeth track from this lol
I feel strangely satisfied; I knew this game was going to suck from the first trailer, and I was right. It looked so bad, it’s hilariously awful then, and it looks like that now. But based on your review, I may end up picking it up solely for the SBIG value.
For shame, I saw alot of potential in this game despite knowing that it will probably gonna suck.
Well, Bargain bin, it is. :/
I’m fascinated by how games like this can be released with such annoying gameplay features like the sword control or all the other stuff you mentioned. Don’t they have anyone working for them that would say “This just isn’t working guys”?
There are, they are called quality assurance and testers. Problem is some developers just don’t listen to them or deadlines force them to ignore these issues. Most of the time it’s the latter and i’m pretty sure the developement team isn’t happy about it.
Yeah, it’ll be $9.99 at Gamefly before you know it, get it then.
One of the coolest bars in gaming also happens to be one of the most interesting.
“Hope this doesn’t mess up my hair.”
Yeah, I’m probably gonna get this when it hits bargain bin because I am just SO enamored with the concept of an immortal dude rolling around as a disembodied head. Even if what I do hear about the actual gameplay indicates that it really isn’t as good as I want it to be, I still can’t help but hope I’ll get at least SOMETHING out of it if I play it.
Thank you! I have been freaking out wanting to know if this game was good. i mean the trailer was hysterical. A disembodied head rolling around to classical music picking up it’s body parts shooting randomly. Hilarious!
But the lack of coverage and the fact that only 1 store in my city carries let along knows about this game was driving me nuts! I’m sad to hear it’s not very good but at least I know now. I’d love to find it once it drops in price.
Thanks for the review!
First Shadows of the Damned, now NeverDead… why are games about demon hunters turning out to be so lackluster? Please let Lollipop Chainsaw be good and break the trend.
Huh, I’ve heard Shadows of the Damned was excellent.
Either way, I need to play it, in my giant backlog.
It is.
Shadows was a fun, and had some very entertaining moments. But it just seemed rushed and so… average for a Suda51 game.
It wasn’t just a SUDA game you know. He just wrote for it. The head game designer was the guy behind RE4 and there’s some music guy I forget the name of, he did the music to the Silent Hill games.
Shadows of the Damned was pretty badass, it just didn’t have much replay value/extras beyond just replaying the game over, which isn’t overly fun for me. A second replay for me needs something more to it.
It’s Suda51…
Have faith!
This is really disappointing to see. Not that I thought it was gonna be amazing, but I thought it would at least be a reasonable game like Shadows of the Damned. I’ll still give the game a rental if I can find it.
If anything, at least we got that kickass Megadeth track from this lol
I feel strangely satisfied; I knew this game was going to suck from the first trailer, and I was right. It looked so bad, it’s hilariously awful then, and it looks like that now. But based on your review, I may end up picking it up solely for the SBIG value.
For shame, I saw alot of potential in this game despite knowing that it will probably gonna suck.
Well, Bargain bin, it is. :/
I’m fascinated by how games like this can be released with such annoying gameplay features like the sword control or all the other stuff you mentioned. Don’t they have anyone working for them that would say “This just isn’t working guys”?
There are, they are called quality assurance and testers. Problem is some developers just don’t listen to them or deadlines force them to ignore these issues. Most of the time it’s the latter and i’m pretty sure the developement team isn’t happy about it.
Bargain bin it is, I guess.
Yeah, it’ll be $9.99 at Gamefly before you know it, get it then.