Gravity Rush 2 (PS4) Review
When the original Gravity Rush released for the Vita, it was a fun premise of controlling gravity to platform and fight with.
However, some lackluster controls and hit-or-miss combat mechanics hampered what proved to be an alright experience.
Now, Kat’s adventure continues on PS4 with Gravity Rush 2. While some issues from the first game still remain, the overall experience is still worth a float through to see just how enjoyable gravity manipulation can be.
After a short start with no powers, Kat quickly gets her gravity control back. Throughout the game, you’ll use it to not only for combat, but to help the people of the city complete their everyday activities, find lost objects and more.
The gravity control isn’t infinite, though. It slowly drains as you drift or fly through the air, and can only be regenerated by returning the gravity to normal or finding recharge stones in the air. Unless you’re really abusing the power, though, you shouldn’t run into an issue of running out of gravity powers that often, if any at all.
I will add that Kat and the world she’s in looks pretty impressive as they tumble through the air. People will float as you shift gravity different directions and Kat tumbles and falls toward her ultimate goal before landing lightly in her new location. It’s enjoyable to see, and her slow falls pair well with a lot of the smooth jazz tunes in the game.
Besides the traditional gravity shifts, there are two new types of gravity you unlock to use as well. Lunar gravity helps to make Kat quicker when floating around, but causes less damage. It also adds a teleport to flying kicks that can be used to combo more attacks together. Meanwhile Jupiter gravity makes her slower, but adds more damage and even a splash damage effect to attacks.
All three types are easy to switch in and out during combat, leading to good combos of floating quickly away before using Jupiter to come crashing back to the world with more damage. The game allows plenty of freedom to use the abilities how you want to get the most bang for your buck.
What may be the most cumbersome feature in the game is the combat. Combat does a sort-of lock-on to target foes. However, as you float around or shift gravity to get objects to hurl at enemies, it becomes very easy to lose sight of an enemy. When that happens, you lose the lock on and have to whip the camera around to find them and reacquire your target. A more accurate lock-on that didn’t unlock constantly would have been a better feature here.
Another thing to mention is the spike in both story and difficulty about halfway through the game. As you progress farther, you’ll come up against a long string of boss fights, puzzles and platforming, mixed in with a story that jumps ahead and just abruptly stops when the credits hit. However, the game still has about four-five hours of extra fights and content after the credits that puts an end cap on everything in the world. It’s odd how this was done, but at least you can’t say the true ending leaves you with plenty of questions.