
While Sunset City is brimming with architectural detail, it also feels a little lifeless at times, mainly due to the lack of scattered survivors on the streets, especially outside scripted sequences during missions. Sunset Overdrive is a promising showcase of game design and technology fused together to provide some entertainment, then, infused with comic ultra-violence, and when all the pieces comes together the experience can be superb, but we should point out that Sunset Overdrive isn't quite the perfect package.
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Despite the carnage caused during full-on shootouts, alpha effects are still delivered at full resolution, while animated particles float across the screen en masse. It's a truly impressive sight that makes smaller battles more exciting, and creates scenes of absolute mayhem up against scores of enemies in multiplayer Chaos Squad mode. Another nice touch is the way enemies sometimes explode into the word 'pop' as they are blown apart, showcasing what is suggestive of physics-driven fluid simulation. The use of camera and object blur adds ferocity to melee combat in addition to giving the experience a more cinematic feel, while high-powered weapons cause the screen to shake and distort. Get things right and the gameplay blurs into a mix of high-speed aerial acrobatics and a sea of green goo, smoke and particles - a lavish technological mix. This adds a distinct level of skill to the simple gameplay mechanics, since more powerful abilities are unlocked by building up style points that dissipate over time if you fail to keep a combo going. The longer your combination of jumps, grinds and kills, the more powerful you become, unlocking abilities and attracting more dangerous foes. As you make your way higher up into the skyline, well-executed wall-runs, pipe swings and slides are required to maintain momentum without crashing to the ground. The beautiful environments are engineered around the idea of gaining momentum as you jump, grind and slide around Sunset City: long lines and bounce pads close to the ground make it easy to gain some quick air-time. While it only takes three minutes to go from end to end, this relatively compact environment allows the developer to fill it out with plenty of detail and interesting locations, providing a wealth of interactive objects with which to combo moves and attacks. On top of that, the developer has given Sunset Overdrive a rich open-world playground, where it's possible to scale the tallest buildings and traverse the entire landscape without touching the ground. This is particularly important since Sunset Overdrive is all about over-the-top action and stylish excess, and a reduction in these elements would radically alter the fundamentals. While controller response obviously compares unfavourably to games with 60Hz presentation, the switch to a lower frame-rate allows Insomniac to ramp up the detail and number of characters on-screen, while the lavish effects work is exemplary. The final game is much improved: the impressive graphical standards at E3 remain, but performance is smoother under load and the general consistency of the refresh is commendable bearing in mind the often insane visuals, especially in multiplayer. At this year's E3 it was clear Insomniac hadn't quite nailed a solid 30fps, resulting in gameplay that sometimes felt a little heavy as the frame-rate took significant dives.
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With flashy aerial acrobatics and wacky cartoon-like shooting, Sunset Overdrive is a breath of fresh air, putting the fun factor ahead of complex storylines or laboured attempts at grim and gritty realism.īuilt around a dramatically reworked version of the engine that powered Insomniac's ill-fated Fuse, the technology in Sunset Overdrive is optimised specifically for Xbox One hardware, targeting 30fps instead of the slick 60fps update previously favoured by the developer in Ratchet and Clank. Sunset Overdrive is a game that dares to be different to other third-person shooters, turning its back on the overly serious tone of today's top-end releases in favour of a bright and colourful aesthetic, with gameplay clearly influenced by Sega's Jet Set Radio and Sucker Punch's inFamous.
