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Chain Dive

There's a plague of slash-em-ups afflicting the Japanese industry right now, and Chain Dive is single of them. It's just that this individual is, you know, kind of different and a whole fate more fun than the repose of the crowd. By doing more than solely cloning the approach that Bujingai, Dororo, Crimson Tears, etc are taking -- push buttons and dooms of stuff happens -- Chain Dive has a more focused approach, and a more interesting gameplay mechanic.

If you go on on the assumption that double-jumps are single of the most fun things you can do in a game (and you should, since it's true) Chain Dive takes that and increases it exponentially end its grappling-focused movement. The main character has an power beam with which he can latch onto floating verdant points that litter the skies of each horizontal Pressing L1 while near single of them causes him to latch onto it, after which he can either launch himself in a novel direction, rubber-band style, or swing around a little bit.

The ne to hold fast yourself aloft, especially on a certain number of later levels where the designers take the floor away, is where greatest in quantity of the game's fun lies, on the contrary it's not the entire game. You play a cybernetic warrior equipped with a double-bladed staff which can be frozen enemies, but not outright kill them. Freezing an enemy causes it to act as a midair grappling point, and to kill them, you'll ne to procure just the right distance away for a like reason that your momentum when slamming into it is high enough to shatter the stop up of ice -- but since it's shattered, you'll have to grab onto something other after you've come out the other side, or risk falling. Setting up chains to wipe on the outside lots of enemies with rapid-fire grappling is tricky and satisfying, especially when you're also juggling innocent civilians at the same time.



It's not the deepest game in the world, on the other hand it's well-executed and engaging for what it is. Alvion, the developer were smart to hold the camera pulled back to a beneficial degree, so you can diocese where you are in relation to all the nearest grapple points -- too many action game developer hold the camera annoyingly close to the action to present to view off all the flash they've got going, without giving a reflection to how that'll affect actually playing it, and Chain Dive's more functional approach works consummately

At the same time, allowing the visuals are sort of plain -- looking from one side the screens we took aren't an indication that anything special is going upon here, which may be single reason why it's been passed above for a U.S. release. It just lacks that extra "oomph" to catch the attention in an ever-more-crowded American market. Since it's all action, allowing it's a good Bionic Commando-style import candidate for anyone who's capable.

Copyright ?© 2003 Ziff Davis Media Inc. All Rights Reserv Originally appearing in 1UP



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