Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook
Review

Neverdead

Text: Gillen McAllister

The worst part of this job is reporting on a game that's got a lot of good ideas but can't unify them into a cohesive whole.

It's certainly the case with NeverDead, which sells itself with cool concept, likeable lead and hellishly imaginative enemies. It scores easy points immediately for striking out into Demon Hunter territory; that stubble-sporting, hell-raising subculture of the action adventure genre that, if it's not posturing through a series of ever-more ludicrous cutscenes, it's cutting through hordes of foes by way of olympian feats and an expansive combat system.

The rich vein of cigarettes, one liners and oversized swords can be argued as either tongue-in-cheek or crass. But even detractors can't dismiss the depth of gameplay that when done right, can offer the wealthiest selection of split-second battle tactics this side of Street Fighter.

NeverDead scores the triple bullseye with cocky protagonist, T&A cutscene shots and an upgradable move set that strengthens fighting strategies. It slam-dunks the frantic nature of overwhelming odds, huge bosses, dual-wielded guns and massive chopper for close encounters. Then shoots itself in both feet by mismanaging the enterprise with a claustrophobic camera and two quality gameplay hooks that are used without a necessary conservatism.

Neverdead
Enemies look great, and are designed to test each of Bryce's agilities.

Gameplay: tackling a relentless barrage of enemies across police stations, subways, bridges and skyscrapers, with doorways locked until rooms are cleared. Typical of the genre, and new foe types are slowly introduced over the course of the eight hour or so campaign. Skittering demon dogs with huge leaping lunges, squat mouths with legs who projectile-vomit debris with a sniper's aim, legged blade-stalks who scythe at close range and more, each with a particular strategy needed to take out quickly.

You're frequently swamped. And it's here that the component cogs to the machine start chewing on your appreciation - and each other.

NeverDead pinballs you between tight corridors and open arenas, which are also cramped. The genre's icons - and we're aware that NeverDead doesn't try to ape them in this capacity, but it should do - keep the camera pulled out of the action so you're aware of enemy location and your immediate surroundings at a glance and therefore are able to chain together an attack strategy on the fly. These titles give you a generously long rolling dodge to skilfully duck enemy attacks that you've seen coming.

NeverDead keeps the camera locked in over Bryce's shoulder. As such, your peripheral vision is heavily restricted and at odds with the moves required to counter attacks and dodge others. Study of enemy movements matter little when you're unaware of where they are, and skirting the borders of each area while back-pedalling to keep everything in sight seems counter to what you want to do.

There are mechanics sown into the combat system to keep numbers manageable, split up attacking groups, and thin the herd: but their execution lacks precision.

NeverdeadNeverdead
[left] Storing electricity in your body can be used to stun enemies when touching them, while [right] to progress you'll need to use your head.

The first, and the biggest hook for the game, is how the developer plays on Bryce's immortality: immortal doesn't equate to invincible body. Rare is it that five minutes goes by and one or more limbs aren't being severed from your torso by attacks.

Even your head's relationship with the body isn't assured. Body parts lopped off by attacks, torn off by explosions or splattered apart by long drops lie where they land until roll into them to bind them to you once more.

The situation arises more often than not that you're left rolling your bowling ball of a head around an area looking for spare parts, or waiting for a short recharge to finish so you can regrow your bits with a click of a stick.

It's partly sold as a fighting mechanic. Theoretically you can tear off your arm, weapon still gripped tight, and toss it to one side of the room, using it for covering fire or a trap to lure enemies into. The loading screen tips repeatedly references tossing arms as distraction for the standard dog-like demons to chase.

Yet either strategy rarely materialises. You're either overwhelmed by beasts hounding at your waist to think past surviving the next ten seconds, or you're unable to gain enough breathing space to break up the attacking horde successfully. Due to the camera disabling the chance of a wider view and thus opening up your back to attack, your reduction to 'armless hop-along is a foregone conclusion. If there's a silver lining to the continual recollection of your bits is that it breaks up the drudgery that demon-slaying becomes after a while.

XP collection lets you unlock new abilities with an emphasis on higher attack percentages for standard moves. You've only got a limited selection of slots, and better moves take up multiple. To begin it's a nice restriction, suggesting customising play styles, but even by the third act the choke-hold on slots hasn't lessened, making later slot-swallowing purchases worthless. You'll need to retain some essential abilities just to keep up.

Neverdead
One of the standout moments of the game (when you have the slow-mo ability on), as you dodge trams during a subway brawl.

Such as an optional slow-mo mode that kicks in when you're near danger. It's highly recommended upon debut in the in-game store, but should have been default from the start. It gives you a much needed moment to respond to threats, counters the camera issue - and gets the heart rate pumping. Dodging debris, trains, cars, collapsing bridges all show how to do brilliant set-pieces without QTEs, keeping the player in total control. We're getting a buzz of remembrance from those moments just writing this.

Another brilliant idea with poor execution is the extensive environmental damage system, offered to such an excessive and joyous degree that we've rarely seen since John Woo's Stranglehold.

Structural integrity be damned as you can sword slam or shoot walls, ceilings, pillars - anything - with the plan to hammer enemies with debris for an outright kill, or at least tear off a chunk of their energy bar. Likewise you can charge your body with electricity from cables or set your flesh on fire to stun or damage enemies.

However, aside from shooting down ceilings, it's hard to judge where debris will fall, and thus it's more chance than planning that'll see collapses toppling your foes. As for the fire and electric damage, barrels or electrified panels hug the edges of open areas so that they never fit smoothly into your combat flow: you'll need to break off, find one, absorb, and run back into battle - hopefully before the effects dissipate from your body.

NeverdeadNeverdead
NeverDead mixes modern day end of world scenes [left] with bizarre bosses running the usual AI routines.

Surprisingly for a game that's offering such a diverse range of demons, the bosses, at least early on, are the weakest part of the experience. Design-wise, fantastic. A Sword-Pig, a six-limbed sharp-snouted beast straight out of a Studio Ghibli feature. A hulking Hydra that turns into a room-swallowing eyeless bumblebee when its heads are lopped off.

Gameplay wise? Frustrating, with the Hydra especially needing to be lured into a doorway to trap its heads in a manoeuvre whose activation seems frustratingly random. They do get better though - your nemesis who's hilariously self-aware that he's playing the bad guy, a swollen and effeminate frog-like creature, a huge demon whose stomach is disguised as an office block. There's a inventiveness that, along with a fairly light but entertaining story, drives you on to see what's next.

NeverDead escalates the odds so deftly - from the mid-act subway brawl to the closing act's charge through a ravaged city - you wish the rest of the game was stitched together with such care.

Yet it's a game that feels ill-formed: you can see what's intended, enjoy the separate parts for what they are, but are left wondering what could have been had design choices fitted differently.

It's the fascination of seeing a disembowelled man: objectively you could appreciate the compact components and how they work together, but you can't eradicate that sick feeling that the parts are not where they should be.

Play movie

Neverdead
Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Graphics:7
Gameplay:6
Sound:7
Lasting appeal:6
Our score:6/10
Plus:
Good enemy design, great ideas for gameplay mechanics.
Minus:
Camera too confining, mechanics il-used, ability slots too restrictive.
Game info
  • System:
    PS3, Xbox 360
  • Genre:
    Action
  • Developer:
    Rebellion
  • Publisher:
    Konami
  • Offline players:
    1
  • Release date:
    02 February 2012
Neverdead
Your collection
Similar games

The 20 latest programs:
(Interviews, reportages, reviews)

Toki Tori 2 - Two Tribes iDÉAME interview
2013-05-22

Co-founder and programmer Martijn Reuvers explains Toki Tori 2 simple but challenging concept, Wii U upcoming level editor and Steam plans in a sunny ..

GDC: Godsrule: War of Mortals - Interview
2013-05-22

We caught up with a couple of Gogogic founders, Gudmundur Björgmundsson and Jónas Antonsson, in a secret room during GDC to discuss browser game Godsr..

PAX: Call of Juarez: Gunslinger - Interview
2013-05-22

Call of Juarez is going digital with Gunslinger and we caught up with brand manager Aymeric Evennou to learn more.

Call of Duty: Ghosts - Lead Animator Interview
2013-05-22

We sat down with lead animator Zach Volker in L.A. to discuss the recently announced Call of Duty: Ghosts.

Watch Dogs - Lead Game Designer Interview
2013-05-21

Gamereactor’s Matti Isotalo was in Paris to talk to Ubisoft Montreal’s Danny Belanger about the hugely anticipated open-world adventure, Watch Dogs.

Jacob Jones and the Bigfoot Mystery - Gameplay
2013-05-21

We filmed the first few minutes of gameplay of this cute Vita game.

GDC: Magicka: Wizard Wars - Interview
2013-05-21

John Hargelid and David Nisshagen from Paradox North, a new development team, talks about their first project - a PvP focused Magicka title called Mag..

Turbo Super Stunt Squad - Global Gamer's Day Interview
2013-05-21

We caught up with Dreamworks' Andrea Frechette and senior producer of the game Brian Etheridge to discuss Turbo Super Stunt Squad - the film and the v..

PAX: Edge of Space - Interview
2013-05-21

We caught up with Handyman Studios' Jack Crane to discuss the upcoming indie title Edge of Space. He talks about influences from various games includi..

GDC: Dreamfall Chapters - Interview Dag Scheve & Martin Bruusgaard
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

Poll Do you want to see more DLC and online game-based content on the site?
  • 47% Yes - all and everything!
  • 20% Only for the bigger, current games
  • 33% Stick to retail/full digital releases, please.
Result
BETA +