Gungrave G.O.R.E Review (Unmotivated)
in recent entries of decade old franchises that make the mistake of trying to one up and "be better" than their originals, Gungrave Gore is shocking in the fact that none of it is actually different from it's original two games. gore thrusts you into a charmingly ridiculous world that embraces it's lunacy with sheer explosions, bullets and violence galore, and much like the originals, does so in linear, stage based run n gun arcade flare. if you're a nut for arcade games and score attacks in general, Gungrave as a franchise should really be on your radar.
general quality aside (which admittedly, even the older games perform far better even in visual style and even acting) Gungrave Gore really manages to keep the old school action that defines Gungrave as a franchise. it's all about that score, going from room to room and blasting enemies to bloody bits, and it doesn't confuse you with tons of mandatory mechanics, confusing enemy types, and obtuse tactics. if it can be shot, you shoot it. if it can't be shot, smack it with a coffin. granted, there are a few mechanics in this game to expand with, but just running and gunning works perfectly fine if that's what you want. be simple, or get creative, it's all up to you.
very few games actually strike a design like this, and even less manage to have diverse mechanics without them coming off as either completely useless or overtly strict in execution. this title is refreshing simply because it does none of that heavy handed directing, and just lets you play yourself. the gameplay has two scores: beats, and Art. beats are gained with just about anything from melee attacks to shooting things to smacking rockets. getting higher beats gives you faster bullet speed and additional moves, while also giving you demolition points for special attacks called Demolition shots. these special moves, as well as melee attack finishers and Rip moves (similar to Glory Kills in Doom without the health regen) give you Art score. both art, beats and time count to a final score at the end of each level, so building a big score means getting the most of both scores. this means frequently using your moves to get higher beats and using demolition shots (which also recovery HP) and melee for higher Art to improve your score.
it's the very definition of an arcade game, and frankly, it's unlike anything released in the modern day. while other games have convoluted worlds, Gungrave has simple corridors. while most games have complicated enemy mechanics, Gungrave has simple hordes to mow down. while other games have secret content and easter eggs, Gungrave has all it's content in a straight run through. it's almost a relic from an older era where games focused on a core design philosophy and attempted to perfect it, and while it doesn't get as close to that as it's PS2 titles prior, it does evoke that feeling of old arcade fun that is relieving and engaging if you can accept it for what it is.