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Gravity Rush Review | 1UP

After a few minutes of playing Gravity Rush, you'd be hard-pressed not to fall head-over-heels-in-love with its stylish visuals and mechanics: An awfully fitting metaphor, given the game's emphasis on falling as a play mechanic. It's a topsy-turvy adventure that unfolds by allowing players to alter the direction of gravity at will. To some, the rules of Gravity Rush could look like flying, but it's actually more like falling with style. And like any free-fall, Gravity Daze eventually hits a stopping point at the end -- one that will either leave players satisfied or feeling severe disappointment.

TheXtremePulse5101d ago

cant wait to try this game out. The Vita really needs a game like this.

hulk_bash19875101d ago

Amen, I've been waiting for this since the first showed footage was shown. This, Resistance Burning skies and MGS Collection; my vita is gonna see some serious play time this month.

miyamoto5092d ago

All platforms need original games such as this.

hulk_bash19875101d ago

Tuesday can't come any sooner. I can't wait to get my hands on this gem.

PshycoNinja5101d ago

It doesnt come out next Tuesday. It comes out in 3 weeks. June 12th.

But yes I cannot wait for this game either. This game is one of the reasons I bought a Vita!

hulk_bash19875101d ago

Damn, haha I guess that was wishful thinking.

Sithlord-Gamble5101d ago

Resistance:BS comes out this tuesday. Fyi.

hulk_bash19875101d ago

Yup that's gonna be a buy for me. I love the resistance franchise.

PersonaCat5100d ago

Well there is a demo coming tuesday so will be able to get a feel for the game :)

+ Show (1) more replyLast reply 5100d ago
150°

Sony's Licensing Strategy May Be the Best Route to Reviving Some of PlayStation's Lost Classics

Sammy: "It’s sad that PlayStation has moved on from some of these iconic brands, but it would be worse watching them rot. At least with this licensing strategy, there’s a legitimate opportunity for more great franchises to get a second chance. And if they sell really well, there’s always the chance Sony may decide to bring them back."

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pushsquare.com
410d ago
darthv72410d ago

Love this idea. Let other companies release reboots of these classics to a wider audience. Everyone wins.

Eonjay409d ago

It's what most IP holders do.

jznrpg410d ago

Remaster Puppeteer. It looked great on PS3 but it would be nice to have on PS5 with fast loading and some sort of 4k

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240°

Sony Japan Studio Closed Because AA Market 'Disappeared', Says Shu Yoshida

No place for Puppeteer, Gravity Rush

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Goodguy01448d ago

Man I'd love to see GR3. Unfortunately Somy didn't do well to advertise these games and AAA gaming is what most gamers preferred.

This gen has been different, indies and smaller games are what people absolutely love now so I wonder how these games would do if they were to release now. These games would also need a PC release.

Cacabunga446d ago (Edited 446d ago )

GR2 was nice but i don’t think it’s made for a home console. It played like a dream on vita. Same for tearaway. Ps4 version was boring but vita was glorious.
Japan studio made amazing titles for everyone. Call them AA if you like but they can work on jrpg reboots and sequel of bloodborne. Maybe even let them remake old gems even from other developers. I don’t think a partnership with SNK to develop Koudelka remake will be unnoticed. But bad management is where it’s at. AA disappeared but let’s invest everything in gaas

Knushwood Butt446d ago

GR2 was never on Vita, oddly, but yes, the fist game was best on Vita and the gyro controls really suited the game and worked well too. Vita had a ton of tech built into it.

I platted GR1 on Vita and PS4.
I couldn't play GR2 more than a couple of hours. Bought it day 1. Still have it. Tried twice but just couldn't get into it.

isarai447d ago

I mean can you really say it closed when 90% of the staff is at Asobi Games which was originally a team in Japan Studio?

blackblades446d ago

Don't try to spin it the studio is no mo end of story

pwnmaster3000446d ago

I mean he has a point.
I get it the studio is gone but what makes the studio, the people who works there.

For example people say BioWare is not BioWare no more because the people who made BioWare left.
Team Asobi may not be named studio Japan no more but if 90% of the workers is from studio Japan then it’s damn near the same and they still in Japan.

isarai446d ago (Edited 446d ago )

Not trying to spin it, that's literally the facts, Asobi absorbed Japan studio, and a small portion left but most of the Japan studio staff are still there 🤨. They're certainly taking a different direction that Japan studio but it's still the same people in the same office working for the same publisher 🤷‍♂️

Hell even the DNA is the same. Astrobot shares a lot in common with how it feels and controls with games like puppeteer and knack

blackblades446d ago

Saying that is like saying they gonna be making gravity rush 3 which is a no. The studio itself is gone the workers that went to asobi isnt gonna be making the same games

isarai446d ago

Wtf are you going on about, no one said any of that, why you makin sh!t up just to argue? 🤣

Scissorman446d ago

that's a bit of poor argument. i mean look at naughty dog. they don't make crash, jak & daxter , or uncharted games anymore either.

447d ago Replies(1)
jznrpg446d ago

Bring Puppeteer to PS5 please! Love that game. Gravity Rush collection would be ice as well.

isarai446d ago

I've been shouting that games underrated nature for so long. I honestly think it has more unique charm and heart than astrobot, and if people rediscovered it they would really see Japan studio has always been a special studio

jznrpg445d ago

All the different heads and abilities were awesome. The aesthetic was awesome. The level design was so much fun. It is the true meaning of underrated, sadly.

Melankolis446d ago

Understandable. Adult gamers, while still having interest in AA gaming, have so little time that they choose to play AAA instead. Indie too, being fun and cheap, who could resist? they are too, time-consuming.

Eonjay446d ago

I think your on to something but for me it feels different. For one, even AAA games can get too time consuming. Final Fantasy 7 Rebirth is gigantic. Some would say obsessively so. It's quite an achievement simply due to the amount t of content. I definitely have less time for games now and the problem is that there is so much to play. I don't even get to half of the AAA games I want to play.

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90°

Interview with Keiichiro Toyama (creator of Silent Hill, Siren, and Gravity Rush)

In a career spanning interview, I speak to the creator of the Silent Hill, Siren, and Gravity Rush franchises about his 30 year time within the industry, what his thoughts are in making the transition from working for a AAA publisher to essentially becoming an independent, whether he’d be open to working on new iterations of the franchises that he’s renowned for, whether he’d be open to collaborating with any of the horror greats in the games industry, and what his long-term goals are for the next 30 years… Enjoy!

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Knushwood Butt568d ago

Interesting read, although the questions should have been more focused, and I think Gravity Rush, at least the first one, is fairly dark. Never got into the sequel.

DarXyde567d ago

I loved both games. There are pervasive themes of darkness worked in, but they're very vibrant games and Kat (history withstanding) is a very light-hearted character in a world that has its dark moments, but it's very generally upbeat, especially in comparison to Siren and Silent Hill.

isarai567d ago (Edited 567d ago )

Wait, dude made all 3? Wtf? Dude has a knack for cult classics like damn

DarXyde567d ago

"So most of the games that I’ve worked on have been new IPs, even though I’ve made different franchises and stuff. But I want to note that every time I make a new IP, my resources are pretty limited, and they’re limited by the company that I’ve worked for. So in that sense, Silent Hill, Siren, and the first Gravity Rush game, I think that we were striving to achieve something new, as opposed to making a big budget videogame. So I feel the need to do that every 3, 4, or 5 years. And I keep making new games, so going individual, like going indie right now, for me, I don’t really feel limited, I feel that it suits me more. So it feels like I’ve got an advantage, because I know how to work with limited resources."

That's encouraging. I really hope Sony would approach Toyama-san for a Gravity Rush sequel.