
NeverDead is a supernatural hack 'n
slash/shooter developed by Rebellion and released in 2012 on PS3 and
Xbox 360. It stars Bryce, a demon hunter, and focuses on his 500 year
struggle with immortality. After a brutal battle with the demon king,
Astaroth, Bryce was left to suffer an immortal curse, and the loss of
his beloved wife.
The story is easily the most solid part of
NeverDead, being written and directed by Shinta Nojiri. Characters
all have distinct mannerisms, personalities, and aesthetic design.
They're developed through subtle emotions in their dialogue, and
slowly become more complex the more you think of them as real people.
You're never going to feel a tight bond, but you won't forget them or
their journey, either. Bryce himself is the easiest to understand and
connect with, mostly through his surprisingly warm demeanor.
The
use of subtleties is also meant to clue in players about the world
around them, and what kind of universe NeverDead is, exactly.
Emotions have color, demons can taste souls, and existence itself is
relative. While telling its story, the game also reveals more about
its setting, allowing the player to fill in the intricacies for
themselves.
This otherwise intelligent approach to
storytelling is hindered when the pacing picks up speed, killing off
and creating new conflicts with characters that had never gotten
appropriate exploration. Thankfully, due to their strong appearance
and personalities, they're memorable anyway.

As for the gameplay, NeverDead has
often been described as a third-person shooter or hack 'n slash,
where it's actually a distinctive blend of both, and creates
something rather unique as a result. The hacking and slashing is done
with Bryce's butterfly blade, and makes use of an inventive (and if
not for Metal Gear Rising, unique) control scheme. Players lock onto
a foe, pull the blade back in any direction with the right analogue
stick, and swing it back down to, well... swing. It's a simplistic
way to connect you directly with the combat, and feels very fluid and
satisfying.
The shooting employs a similar idea, assigning a
gun to your left and right arm, and as can be guessed, the left and
right shoulder buttons. Dual-wielding is nothing unusual for
shooters, but the mix of guns you obtain allow a combination of many
different strategies, basically turning you into a swiss army knife.
Having both a rifle and shotgun at the ready simultaneously is very
useful, and thanks to the control mapping, once again makes the
player's input feel more meaningful. You can even fire from your arms
when they're detached, which isn't terribly helpful, but a rather
cute detail that accentuates the design.
Oh, yeah, your limbs
can pop right off. Did I not mention that? Being immortal, Bryce
cannot be destroyed through any conventional means. When he suffers
normally fatal damage, his body is instead torn to pieces. Depending
on where he's struck, he can lose any of his individual extremities,
which consequently affects his maneuverability and usefulness in
battle. It's a rather dynamic system, and adds a lot to the game's
overall design.
What does it add? Tension. Battles can only be
lost in two ways: Bryce's head is gobbled up by a demon while
separated from his body, or his partner dies. As such, getting
knocked to pieces presents a situation where you need to literally
get yourself together as soon as possible. On its own, it's a rather
basic -although appreciably unorthodox- approach to combat, but
there's far more in play here.
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Ready for action. |
Each fight is engineered from the
ground up to be as chaotic as possible. One of the core means
NeverDead uses to achieve this is through its environment. Every
location is an absolute playground for physics objects, and there's
no better strategy to eliminate demons than dropping the scenery on
them. Everything from chunks of concrete to entire staircases will be
reduced to wreckage around you, taking your foes with them. You can
even run right through raging fire unscathed, catching opponents
ablaze with your own body.
It's not all one sided, as the
demons come in every shape, size, and absurdity. Throughout the game,
you're slowly introduced to new concepts through enemy design, until
eventually you're forced to switch fluidly between shooting and
slicing to even stand a chance. Some enemies literally force you back
when you try to get in close, while others are best killed by digging
in deep and ripping them apart. Thanks to the often arena inspired
set-pieces, demons and their attacks can come from anywhere at any
time.
This, too, is kept in check, thanks to NeverDead's
upgrade system. Some abilities, such as "Sixth Sense",
which slows down time when Bryce is in danger, are almost essential.
And while it may not be necessary to shoot flaming bullets, transform
your arms into grenades, or send shock-waves through your sword, it's
extremely empowering. You're given plenty of experience, whether in
battle or scattered across the environment, allowing you to
experiment with many different play-styles before the credits
roll.
It's a very delicate, risky balance, relying on the
co-operation of many wildly different mechanics to create a sense of
chaos and intensity. And it works precisely because the
mechanics are so diverse. The variety in enemy design, abilities,
dismemberment mechanics, and environmental design all come together
in a beautiful, messy behemoth of pulse-pounding tension.

Or, at least they almost do. In the
giant Jenga tower that is NeverDead's mechanics, someone placed a
crooked block. Put simply, the game is not nearly difficult enough.
Tension is caused by a feeling of danger. A sense that something is
at stake. In balancing the game's unorthodox combat, Rebellion
accidentally tipped the scales a tad too far in the player's favor.
Your partners are rarely in danger, and can be ignored for
well over a minute without being revived, even when they do fall. The
only other way to fail is when a demon devours Bryce's head. Only one
type of enemy may do so, and they aren't terribly aggressive. Even
then, if you are eaten, a rather easy mini-game allows you to escape
instantly. In fear of frustrating players with such a bizarre
approach to game design, the developers inadvertently sacrificed a
key element. NeverDead just isn't as chaotic or tense as it wants to
be, which is a true shame, when such a risky gamble almost resulted
in the perfect storm.
This is taken to a depressing extreme
during boss battles, which would be the highlight of the game, if not
for the above-mentioned misstep. Bryce tackles each of the big
baddies one-on-one, and any sense of excitement is hard to hold when
you're being utterly obliterated, but the all-powerful, demon
monstrosity just cannot win.
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Shooting yourself in the foot, literally. |
But, even with a critical piece of the
puzzle missing, I don't regret a single spent moment. This is still
one of the riskiest, most experimental action games of its
generation, if not my lifetime. It's built on a foundation of
creative storytelling, powerful ambition, tireless dedication, and
effortless idiosyncrasy. Regardless of how it all balances out in the
end, NeverDead was made with something truly special, and that is
worth celebrating.