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Death Jr.
Platform < PSP >      Developer < Backbone >      Publisher < Sony >

Screenshots: 1 - 2 - 3 - 4 - 5
Review By
by Brad Gallaway
Brad Gallaway
Consumer Advice
ESRB Rating: Teen (13+) Blood and Gore, Language, Violence

Parents will probably want to steer their kids clear of this game, primarily because the camera is wretched and the gameplay is horrible. There are no instances of sexual content, and the blood and gore is on a fairly cartoonish level. Personally, I could not recall any examples of "language" as mentioned on the back of the box, but I suppose I could have missed it since my blood pressure was so high from playing the game that I was not in full control of my senses. PSP fans looking to jump onto a hot new franchise would be well-advised to skip this train and go somewhere else. I admit that the character looks cool and it has a great premise, but there's no gameplay here worth spending money on. Action gamers will be highly disappointed. More a shooter than a platformer, the action is repetitions and boring, and the camera is absolutely atrocious. A second analog nub might have helped things, but the game has a lot of other problems too. Stay away. Deaf and Hard of Hearing Gamers get text during short dialog sequences, but there are no subtitles during CG cutscenes. Once again, the old half-and-half. There are no significant auditory cues during gameplay, but I suppose you have to have good gameplay before you can even think about significant auditory cues.

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What happened? Death, Jr. was the first game ever shown for the Sony PSP, and after long delay it finally arrives in the state that I can only categorize as completely embarrassing. For starting out life as a showcase title and being one of the most visible and promising intellectual properties in recent years, the final result is so terrible I can hardly believe it.

For those who missed the media avalanche (multiple magazine features, online coverage, comic book, plush figures, action figures, and whispers of a Japanese animated series) the ubiquitous Death, Jr. tells the tale of the grim reaper's son and his class field trip gone awry. While on an outing to a museum, the little bonehead (call him DJ for short) opens a box containing an evil demon, so naturally it falls upon his shoulders to fix his mistake and put everything right.

The game can be technically described as a third-person shooter with platform elements, but I think it's best described as a huge, sucking hole of wasted potential as well as a perfect example of why the PSP should never have been released with only one analog nub.

Immediately after entering level one, I was assaulted from all sides by a horde of demons who either rushed me or sniped at me from a distance. Being the son of Death, my first instinct was to whip out the trademark scythe and start slicing six ways from Sunday. But this was the wrong instinct. The correct action? To equip my double pistols and start mashing the button like a pubescent choirgirl with a copy of Teen People.

Frankly, it took me about 15 seconds to realize that the camera completely did not work in this kind of situation. Play is shown from a behind-the-back perspective, and uses the left shoulder as a look-around while the right shoulder functions as a strafe/lock-on. This might have been serviceable in a more relaxed setting, but since the game plays like a scaled-down Serious Sam balls-out blastfest, it's nothing but trouble.

I don't understand why Backbone designed the game to play like a shooter when the character design and general appearance of the game scream out "I should be a platformer!!" With no second stick to effectively maneuver the camera, the poor visibility in conjunction with the general difficulty of the enemies meant that frustration and aggravation set in within minutes.

Camera issues aside, the fact remains that the game is simply not enjoyable—the vast bulk of gameplay consists of shooting demons at a distance in dark, simplistic environments. Killing demons enables DJ to collect souls needed to advance, but (news flash!) good video games moved away from centering on the "kill everything, move to the next room, repeat" formula a long time ago. There is simply no need to revisit that territory, especially when it's pulled off in such a technically flawed manner.

The rest of the game is equally baffling. With so much effort put into developing the characters and personality of Death, Jr., why is it not evident throughout the game? There's barely any dialogue, voicework or entertaining cutscenes, and little DJ himself comes off as a gun-toting cipher. Shoot, shoot, and more shoot, with little reason or motivation to keep going. Backbone could learn some lessons by studying more successful character action games-- and then borrowing liberally.

If there was a game with a crazier hype machine leading to a harder flop than Death, Jr. in the last few years, I'd be hard-pressed to think of it. Fable maybe, but even Molyneux's "greatest RPG of all time" had better gameplay and a smarter head on its shoulders than Death Jr.' s empty, witless, charmless noggin. If Backbone put as much work into the game as they did into puffing up their intellectual property, the PSP would have a genuine star who walked the walk as well as talked the talk. As it is, Death, Jr. is a whole lot of hot air and buzz with nothing to back it up.

RATING: 3.0
Published: October 19, 2005


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