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+ Stages reward more DNA Points than the Vanilla Edition; in the Vanilla Edition, an S Rank would get you 5,000 DNA points, while in UEE an S Rank rewards 7,500. In addition to this, you can now see how much DNA Points were earned for each category in the Results screen.
+ DNA Point requirements for stat upgrades have been reduced.
+ Standard Melee attacks, Burst Mode, and charged shots now earns Art Score, which does encourage more riskier play in some scenarios.
+ There appears to be more destructible objects added in stages, likely to make it more doable to get an S Rank in Beat count in some scenarios while reducing the reliance on using Demolition Shots/Fury Mode to keep the counter going. I'll consider this a plus since in some stages, especially the last two stages in Who-Know-Who's starship, which originally had nothing to keep your Beats going between sections.
+ Minor improvement but Quartz can now shoot a singular crystal while running, giving her another tool to help keep her Beat count while on the move. Her movement speed was also tweaked.
- Unlocking G.O.R.E difficulty now requires clearing all stages on Hard(?); I tested the PS4 version and it unlocked as soon as I completed Normal mode, whereas in the Switch version after two playthroughs on Causal and Normal still did not unlock G.O.R.E difficulty. This was falsely advertised in the UEE development presentation video which stated G.O.R.E difficulty can be unlocked by clearing the game on any other difficulty. (Proof - UEE v1.04)
UPDATE: I can confirm that it does in fact require beating all other difficulty levels to unlock the G.O.R.E difficulty, so they lied about this not being changed from the original version.
- It is no possible longer charge shots or hold in a charge anymore while dodge rolling like in the Vanilla Edition.
- In addition to the above, the method of charging up your shots for Grave, Bunji, and Billy feels more clunky in UEE than it did in the Vanilla Edition.
- Manual shooting controls have been removed entirely, a regressive change when the Vanilla Edition offered both Manual and Auto-Fire modes in a post-launch update.
- The HUD no longer shows combo accolades (e.g. "RAGE", "FATAL", "REAPER") for scoring high Beat counts. Iggymob claims this was made to "remove unnecessary HUD elements" yet the Full Break Counter can still remain like the removed accolades.
~ There are more playable characters in UEE but through paid DLC, but the price for each individual character ($7.99 USD each) and the Character Pass pack (currently $26.99 USD) is rather pricy. I'll get into why the DLC character pricing is rather ridiculous, especially for a particular DLC character in this version in a later section.
~ Beat counter takes a little longer before it drops but does kinda help in some places with maintaining Beat combos.
~ Poisonous gas attacks from the scientist and mafia have been removed likely due to being visually obtrusive and/or would have impacted performance on Switch.
~ The SEED gas gimmick was also removed entirely likely for the same reasons above.
I want to layout my findings are based on playing with Grave on Easy/Casual and Normal mode with only maxed out Targeting Distance Upgrades, maxed out Shield Recovery Upgrades, and 5 Demolition Points max, and no other stat upgrades or passive perks. I also used only Death Blow, Doom's Rain, Raging Inferno, and SEED Fall as my Demolition Shots for Grave. Your millage may vary compared to what I played between Vanilla Ediion and UEE.
UPDATE: I have tried the game on Hard and it really shows how UNBALANCED this version is when enemies in this version hit like a truck, arguably moreso than in the Vanilla Edition did. Enemies will either tear huge chunks of health away from you or pretty much kill you off instantly in a single hit, especially in the late/end-game portion of the campaign. For a port that claims to "not cause stresses" and "a game designed to not challenge", it gave me a lot of grief and stress just trying to finish the game on Hard mode in ways that feels very underhanded and unfair, and that's with maxed out skills, stats, and Demotion Shots towards the end of the game. It's shocking how the Vanilla Edition had a good balance and then the supposed "Ultimate" version of the same game has more screwed up difficulty curve that can't make up its mind to whether or not stat upgrades or going to be a benefit or detriment to gameplay when it comes to getting high ranks for beating a stage. It's like they took what was great about the first Gungrave game that made such a fun arcade-styled game and then turned into Overdose 2.0 with all these gameplay and difficulty balance problems. If this is the difficulty spike the UEE is throwing out in Hard mode, I'd hate to see what G.O.R.E mode is like with the removal of checkpoints...
- The gameplay and difficulty changes in UEE has not been taken into consideration with the Vanilla Edition's balance or stat upgrades. Buying damage upgrades for bullet damage for Grave makes enemies and even bosses die too quickly on Easy and Normal, making it not only harder to get high Beat counts, it also has a detrimental effect on building up Demolition Points as a result.
- A few enemy attacks are removed like the small energy field dropped by the ninja enemies. Correction on my part, those field attacks are still in the game, but because the game is so unbalanced in this version I didn't even see it happen before they can pull it off.
- The traintop sections of Stage 5 was nerfed more by making it impossible to fall of it. This however could be chalked up as necessary evil because of the faster running and shooting mechanics taken from Gungrave Overdose in UEE.
- Big Wushen no longer summons Orgmen to fight alongside her, making her fight less interesting.
- Big Wushen Superior also no longer creates walls to push the players off the arena with.
- The Full Break system trivializes Who-Know-Who's prison fields, especially with characters with rapid-firing attacks.
- The sniper enemy in Stage 28 is also placed in an obtuse position on the map, making it harder to reach him than it was in the Vanilla Edition.
UPDATE: Playlist of bugs can be found here:
• https://www.youtube.com/playlist?list=PL1ygzSan33Ng7kiJu__eREMR77-b3JVjN
As of v1.04:
- If performing a chasing R.I.P. against an enemy who is inside the shipping container at the end of Stage 1, Grave will get stuck by the invisible barrier and cannot get out unless restarting from the nearest checkpoint/the whole level over. (Video)
- A softlock can happen in Stage 15 as early as dealing with the enemies up until the reaching the large gate and the gate itself won't open, even if you killed all of the enemies. (Video)
- Another softlock that can happen with Yensen when trying to melee attack the enemies in the area that teaches how to use the spin attack for other characters to deflect missiles.
- The enemy AI of a Gatling gunman on the rooftops in Stage 25 does not move himself close enough for the player's shots to connect if they advanced and ignoring him during the initial wave of enemies, resulting in another potential softlock.
- Yensen's Transcending Ninja Slicer is prone to be buggy and can break the flow of the game at best or softlock the game at worst.
- Yet another softlock happened out of nowhere with Yensen again where while moving through the Secret Caves level and walking up the rocky slope 2/3rds into the level.
- Pressing the Switch's Home button before the Results screen can load can result in Grave's guns going off in the background.
- There's a bug with Big Wushen Superior that causes her to fall through her own bottomless pit of the arena, softlocking the game.
- There's an enemy that is porched someplace that is way too high in Stage 19 that makes it impossible for characters like Billy to reach with ranged attacks without some obtuse way of finding him. There are other places where this problem happens, especially in the harder difficulties.
- There's another bug that can happen with Ganpo Superior when trying to escape his grab QTE that glitches the game and softlocks it.
+ You can change your characters/skins in the Stage Select screen instead of needing to the Lab although it is also possible that way too.
+ The cel shading filter appears to be improved(?). There still some areas like in Who-Knows-Who's starship where the colors and lighting look strange with the cel shading filter.
+ Quartz got sexier in her DLC, and her running animation also has been improved. Sadly there does not seem to be an option to go back to her default costume without presumbly uninstalling her DLC.
- Difficulty descriptors for Normal when starting a new game uses the one from Easy and so on, which are honestly misleading since they are not *too* different from Vanilla Edition in terms of enemy damage output all things considered.
UPDATE: Hard mode is much, much more frustrating than its descriptor misleads players, especially towards the end of the game where can enemies deal extremely high damage in little time, if not kill the player outright in some cases or failed QTEs. This is also factoring in maxed out stats, skills, and Demolition Shots.
- They still did not fix Grave's face with his Gungrave (2002) and Gungrave O.D. (2004) costumes.
- Yensen the Boostmaster lacks any gap-closing attacks with the Right Shoulder button, hindering his abilities as a melee fighter. He also does not get any good benefits from the Full Break system, making a slog of a character to play.
- Harry MacDowell's DLC is basically a head/palette swap of Brandon Heat with slightly re-arranged Demolition Shots. This essentially comes off as a paid unlock for Brandon Heat. Controversial opinion: as it stands, I'd rather have the laziness of Harry as a Brandon clone over the under-utilized and halfbaked kit that Yensen has after trying him out more.
- Where is the 5th DLC character that was advertised in the Japanese UEE trailer/development presentation? (Although it appears to be Brandon Heat again but based on his PS2/2nd timeskip appearance from the anime.)
Before I go any further, I mean no ill will with my critique with the Ultimate Enhanced Edition on Switch or anything else I am about to say, but I cannot call this an upgrade, much less a "definitive" version of Gungrave G.O.R.E with all of the downgrades, game-breaking bugs, cut content, and especially not the censorship changes made into this release. I cannot help but feel that your company does not even know what your own audience for this game even is anymore outside of die-hard Gungrave fans who aren't aware of the issues with this port. To quote the game's storefront page on the Nintendo eShop[www.nintendo.com]:
"An emotional adventure that can be enjoyed by not only Gungrave fans but everyone and people of all age[s] unfolds before your eyes over 12 hours of gameplay."
Except here's the problem with trying to market a game such as Gungrave G.O.R.E to younger audiences: you can't. I know the earlier announcement and North American launch trailer for Ultimate Enhanced Edition once had a Teen 13+ ESRB rating and similar ratings for Europe, Germany, and Japan, but that is not what the game was actually rated in North American when it did get released, which is Mature 18+ for Intense Violence, Strong Language, Drug Reference, and Blood and Gore by the ESRB, with similar ratings in other countries. Not to mention it is also prohibited in stores in the United States to sell an 18+ video games to minors and even in the game's own eShop page on Nintendo's website requires an age verification to view it (I know that the latter can be spoofed or worked around, but my point still stands). I know the earlier Gungrave games aren't known to be hyper-violent video games or use as much exploitive language as G.O.R.E does, but why would you betray your own vision of this game that you already established, Iggymob? Like seriously, why are you guys trying to market an M-rated game with some of its graphic violence, strong language, scenes of drug use leftover despite the lazily done censorship, and even suggestive content with Quartz's DLC in her new outfit or the implications of Wushen's casino to younger players? Now I will admit that even I shouldn't probably be saying this considering the kinds of horror movies and adult-oriented TV shows I was exposed to when I was younger, but I don't think these censorship changes are necessary at all when you can't even market your own game properly.
Speaking of marketing, I also cannot help but feel that some aspects of the Ultimate Enhanced Edition. Your own Project Manager said that "we didn't lessen the contents" in the Development Presentation video, but from my findings with the Switch port of this game from my own personal experience says otherwise (e.g. censorship, removed Korean voice-overs for the mafia enemies, regressions of already good updates). I really hate to think that this is becoming a trend for smaller Korean developers who falsely advertise features of their game after seeing what happened with Stellar Blade when ShiftUP said that they wouldn't censor their own game, but then not long after release it got censored anyways, especially in the digital storefront where you cannot rollback to the uncut Day 1 version unless you bought the disc during its first print run and played it without an internet connection. I do not want to sound like I'm being unreasonable here when criticizing the censorship and cut content in this Switch port of the game, which your own company self-published no less, but if it was just reducing the amount of blood effects during gameplay or even making enemies just ragdoll before vanishing off screen — which was already done in the PS4/Xbox One version of the game — to compensate for the Switch's weaker hardware, I can live with just that if that was the only compromise that was made, but that is not what happened here, you guys went above and beyond by removing content and themes out of the game in a sad attempt to cater to the wrong demographic. Rather than using your time, money, and resources to provide an even better experience of what you already had, you waste all this time and effort to give Switch players a regressive and inferior port riddled with difficulty balance issues, questionable gameplay changes, lazy censorship on a hybrid console that has no issues with other violent video games, and just as many game-breaking bugs as the Vanilla Edition did on Day 1 of its release.
Please, Iggymob, do better and do right by your fans by removing the awful censorship with this game and unnecessary regressions made in the Ultimate Enhanced Edition on Switch. I want to support companies who listen to their fans and show willingness to right their own wrongs they have made with their games. I purchased Gungrave G.O.R.E both on PlayStation 4/5 (because I don't have a computer good enough for the game) and even bite the bullet for Switch version during a sale despite knowing it was censored because of word of mouth brought me here. I can see the many helpful feedback and constructive criticism this game received from the players during this game's launch — even some of the remaining issues pointed out by YouTuber users Cvit, who reviewed the original release, was addressed in the Switch version for the game, and even Blue who documented the uphill struggle of this game's development — but at the same time I feel like that you are also getting some wrong ideas from review sites, game journalists who lie and spread misinformation, and people who don't like video games for this new Switch port, if not the game in general. It was not just because the game was praised for being a fun throwback to old-school action games (even with the Day 1 issues for some players), but also hearing how your company were willing to address major problems with the game when it first launched and I wish for the same with the Switch version as well as the other console and PC versions of Gungrave G.O.R.E too if those costumers will ever get any of the new worthwhile content from the Switch version.
• Remove the awful and lazy censorship, first and foremost. This is an M-rated game and it shouldn't treat its audience like kids, especially not when it can't even do that right with all of the things I mentioned are still leftover in this version of the game. Censorship does not help anybody, it only hurts a creator's freedom and ruins the experience for the audience.
• Please reinstate the Korean audio track for the mafia enemies. I don't think it's fair at all for Korean speakers only being able to hear half of the game in their native language and it comes off as a cheap way to censor the mafia's voice line even more.
• Please fix the unquestionable balance changes I mentioned that were introduced in UEE. I am not against games that want to be more accessible to players who may be inexperienced with action or arcade-styled shooters, but the ways this version of Gungrave G.O.R.E I feel are going about it in many wrong ways.
• Please investigate and fix the bugs I mentioned in the Bugs section.
• If certain attacks from bosses are deemed "too frustrating", then why not reblance the boss's AI and their behavior where said attack appears less frequently (especially for the "Easy" difficulty) while saving the original behavoir (or a slightly rebalanced version of it) for the G.O.R.E difficulty rather than removing it outright?
• Can you do something about the dodge roll i-frames not working while dodging through certain boss attacks even when the player is dodging at the right time (e.g. Ganpo's laser beams, Wasakin's ground slam, Yensen's Ninjutsu Bombing). I swear I dodge the boss's attacks at the right time but the attack either hits or it doesn't which feels very inconsistent.
• Please reinstate the original shooting mechanics for Grave (if possible) and the manual shooting controls as an option. The latter was something that you once fixed in the Vanilla Edition, so why take that away in a supposed "Ultimate" version of the same game? I understand it was to help mitigate repeative stress from button mashing the trigger, but at the same time I feel like the changes made in UEE are regressive and for the worse in this regard. Not to mention if I wanted to do normal shots without activating Burst Mode from holding the trigger down, I would have to button mash the trigger anyways.
• Please reinstate the original descriptions for the Normal, Hard, and G.O.R.E difficulty levels in UEE. Normal mode in UEE isn't much different apart from enemies dying too easily while Hard mode makes the game much more frustrating than it was in Vanilla Edition.
• Please fix the clunky methods for the charge shots (e.g. Grave's Death Spear, Bunji's Magnum Shots, Billy's Overdrive). To me I felt the way the charge shot controls worked fine in the Vanilla Edition post-patch.
• In addition to the above, please let players buffer a charge shot and maintain charges while dodge rolling. The change that was introduced in UEE hinders the charge shot's usefulness and makes it much more of a hassle to use in the heat of combat, especially on higher difficulties.
• Please rebalance the rank requirements for each stage and difficulties for all characters. I shouldn't have issues trying to S rank the Easy difficulty when the difficulty changes are ironically actively working against me from attaining S rank on an easier difficulty level.
• In addition to the above, please take stat upgrades into consideration when rebalancing the stat upgrades for every difficulty on all stages. The stat upgrades makes it virtually impossible to get S ranks for Beat Count and has a detrimental effect for building up Demolition Points as well if I want to go for S ranks in Art Score and Beat Count.
• Please give players the option of turning off the new and garish destination mark overlapping on the screen. To me it didn't help much in finding my way around levels the first time around, and after I got my bearings of the level layout better, I found this destination marker more distracting than useful. Not to mention the game already has a compass as part of the HUD anyways.
• Please add the ability to remap controls. If not, why not add in an optional controller button layout and a camera system that resembles the PlayStation 2 Gungrave games for long-time fans?
• The Full Break does not build for every 70 Beasts and appears spread out in certain Beat count numbers (e.g. 120 for Lv. 2, 200 for Lv. 3). I think it would be better if the Full Break engages for every 100 Beats since it maxes out at 500 Beats anyways.
• The "Restart" option in the pause menu is misleading and does not restart the entire level as its warning would suggestion, but it instead starts the player back to the nearest checkpoint on any difficulty outside of G.O.R.E. Can you make it so that Restart in the pause menu actually restarts the whole level.
• If possible, could there be an option to disable the FMVs outside of certain important ones? I think FMVs after having already played through the for the story interrupt the pace of the game, especially in the earlier stages.
• The new DNA Points rewards and DNA Point requirements for upgrades in the Lab are good improvements in UEE. This is honestly one of the few good changes this version offers since it make the game less grind-heavy and improves pacing for the game.
• Can you remove the in-engine cutscene that plays at the very end of Stage 11, Part 2? It adds nothing to the game when Quartz already tells you through the radio that you're at the end and ruins the flow of the game when trying to destroy objects for extra Beats.
• There seems to be some odd hit detection issues with Quartz when using her combo attacks and her Chase attack doesn't connect with enemies above or below her elevation.
• Quartz's Shadowstep attack after dodging an attack has a bad habit of sending her to enemies I didn't intended to direct my attacks to, so can you please adjust how this move prioritizes its target or maybe let it target an enemy I am locked onto with the Left Shoulder button?
• Can you please fix Bunji's Shoot Up grab attack so it can help maintain his Beat count since he's shooting his enemy? This move just causes his Beat combo to drop while performing this move.
• Please give Yensen a move that can help him close the gap for his melee attacks. Also please do something about Yensen's mediocre kit and lack of Full Break benefits. Furthermore, he is too slow, does not take advantage of the Full Break system at all, and his damage output is subpar.
• Please, please, PLEASE do something about Harry MacDowell's DLC and give him a playstyle or gameplay characteristics that separates him from the unlockable Brandon Heat. As it stands, he comes off as just a clone of Brandon Heat with next-to-nothing different about him gameplay-wise, and if I am being honest about this DLC, it's a rip-off for what its price is asking for.
• Can you do something to help the game's visuals not look so flat in certain places (e.g. the early stages of Outer Scumland) if it's possible without taxing the console?
• Is it possible to add a Gallery/Extras section to the Main Menu where players can view things like the character models, animations, the pre-rendered cinematics, a sound test, et cetera? The PlayStation 2 Gungrave games had bonus unlockables and nice extras that showed the players how passionate they are about those games and I would hope to see something like this and maybe even some concept art for this game seeing how much post-launch support it has gotten since its release.
• Is it also possible to add a built-in Achievement/Trophies System for the Switch version? I am generally not an achievements person but I'd imagine those who enjoy achievement/trophy hunting wouldn't mind seeing them come back for the Switch version, but I would recommend that you please keep said theoretical achievements to the base game similarly the Vanilla Edition has.
• Billy's name is usually spelled as "Rocketbilly Redcadillac", without the extra spacing between his names as "Rocket Billy Red Cadillac". Can you please correct this?
• Billy's "Roses from Heaven" Demolition Shot is misspelled as "Roses Form Heaven". Can you please fix this error?
• Can you rename Yensen's "Dark Blazing Cutter Lv. 2" to something like "Superior Blazing Cutter" or "Superior Dark Cutter" so it sounds more unique and reflects its Superior nature?
• I did notice I was able to get through the game faster with some of the changes made in UEE. I am not sure if it's the difficulty nerf or the faster gunplay, which I hope it's just the latter and not the former.
• Would be nice if Bunji, Brandon Heat, and the other DLC characters (if purchased and installed) could get a Main Menu artwork by Yusuhiro Nightow and shuffles between Grave and the other playable characters.
• There are some enemies that are placed in very obtuse places in some stages such as Stage 19 and 26 where certain characters are not able to attack them even with ranged attacks like Billy or Grave with maxed out range upgrades because they are placed somewhere too far out in the map and in the harder difficulties they don't die from objects that are supposed to kill them. Can you please fix this serious problem? I keep running into softlocks and having my Beat momentum ruined because of this.
• Minor nitpick, but can we re-arrange and maybe rename the order of Grave, his costumes, and the playable characters like this:
Character & Costumes
Beyond the Grave
Death Ronin Grave
Classic Grave (2002)
Overdose Grave (2004)
Young Gun Grave
Brandon Heat
Bunji Kugashira
Harry MacDowell
Rocketbilly Redcadillac
Cheni "Quartz" Angel
Yensen the Boostmaster
• While I'm at it, why don't we have flavor text for the Gungrave (2002) and Gungrave O.D. (2004) skins that explains a bit of the history of Grave's role in their respective DLCs in the Lab?
• Another suggestion: Can we have the Evo Death Hauler's Demolition Point-boosting passive buff as a selectable ability so Grave's other costumes can benefit from it?
Sorry for the massive thread, I couldn't fit all of this in one post.
They recently teased that the UEE changes may come to other platforms while also teasing that we may have the ability to choose the version in some way or another. Hope the censored parts stay away from non UEE versions.
Really curious about how everything will play out.
https://x.com/studioiggymob/status/1796388690299937001?s=46
EDIT: For you convenience...
https://www.youtube.com/watch?v=GD2-f_eXW0w
Thank you for your reward too!
Oh, thanks. Well, i really glad, that it's not an end of this game, but hope, that continue would not to be a mega-censored version as on switch. Its good to see, because there is a hope, that Gungrave can give one more game maybe. Really want to see that franchise alive. Well, will see. Its would be nice, if new game also being under new publisher, which doesnt block game in my country, and i wouldnt buy it for double price :D Anyway, its to early to think about it. For now need, at least, awaits a new updates.