Gunbrella Review (Daenis)
I dont / cant recommend this game. Because i am pissed with it. Look, this game advertised with its gameplay in every video of it before the release. All of its videos on Steam page show gameplay, not dialogue parts. Plus, it doesn't say anywhere on the steam page that its a ''narrative driven'' game, it says Side Scroller Action Platformer (and idk why cuz its not, yet still it says ''roguelike'' and ''metroidvania', its not). Nevertheless, it progress heavily on story.
So, i dont mind a game being short, on the contrary, i prefer short games these days bc of the content richness. But this is different. In 4 hours of lenght of it, only about 1 hour of it is pure gameplay. The remaining 3 hours are full of dialogues and going here and there for the story.
I was very enthusiastic towards the game at the first hour. ''Gunbrella'' was really fun to use, and i thought it is a great/fun idea. Mechanicaly, its like Katana Zero, like dashing with katana in any direction. Except, in this one you have a ''GUNBRELLA'', a shotgun and umbrella combination. You can dash in any direction and deflect enemy attacks using umbrella and shoot enemies with shotgun obviously. Its so fluid to play, its simply fun. Maybe not long-lasting as it is but fun for a few hours. It can also be enriched with more mechanics. The problem is not that anyway.
Besides Katan Zero, it also has some Celeste vibes. Its art is great with cool visuals and a little repetitive yet stimulating musics.
Frustratingly, by the time goes, that enthousiasm of mine died slowly towards the game because of its eagerness to tell the story. Look, its story is NOT intriguing. Its not deep anyway, narration going more like funny-ish and in a frivolous way, its a revenge story. Its simple. And it is not intriguing. Its just a banal story. Its not like Katana Zero or Celeste in this meaning.
Idk why the hell but they chose to tell that story at all cost, at the cost of making pure gameplay about 2 hours less than it. Not just with hour lenght, even most of the level designs contains safe areas in which you talk with npcs. Only the short routes we use to get to the safe zone contain enemies, that's all. Its like a joke but you dont even have enough space to play the game. I really dont understand this motivation. They have a great tool gameplay wise, it could be so much fun if levels are designed and cherished more for it.
There is some health and weapon upgrades as rewards for doing side quests mostly, but they dont mean much since the gameplay is already too short and kinda easy. The game has 4 or 5 bosses and they all are too easy with so poor attack patterns. You have 3 health at first and can also easily die but in 4 or 5 try you can easily kill them all.
In conclusion, the game is not filling at all in terms of pure gameplay. That pissed me off. Cuz i found this love of telling banal story at the cost of trashing out a good gameplay meaningless obviously. It could be as good as Katana Zero and Celeste. If only they didn't trash it out like this.
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