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Posted by Giant Bomb Jan 04 2013 14:00 GMT
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Oh, you wanted a NeverDead Quick Look? Fine. FINE.

Posted by Joystiq May 08 2012 01:15 GMT
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'Silver Lining' is a new column from freelancer Taylor Cocke dedicated to pointing the pieces that showed the most potential in recently released, bad games. Even in the mediocre, we can find a silver lining.
Games tend to take death rather lightly. Characters die constantly, extra lives are collected and wasted, and respawns are regularly infinite. NeverDead eschews it (almost) entirely, adding an interesting layer to core convention of death in games. As a whole, however, NeverDead is mostly a mess. Combat leans toward the tedious, and the dismemberment mechanic is poorly implemented and clunky. Even the story is paper-thin and mostly unfunny, in a genre not generally lauded for well-crafted narratives.

But it could have worked. The concept of playing as the immortal Bryce Boltzmann is one that's fascinating, especially if he's unhappy with his blessing and/or curse. He's able to lose and reattach his limbs and head at will, even if it causes him a good amount of pain. He's bitter. Plus, the same demon that literally immortalized Boltzmann killed his wife in the process. With all the free time he has, it's understandable that he may be a little whacked in the head.

We could have gotten a story about a man forced to abandon all hope, even if he does not have the means to do so physically. Instead, we got the story of a snarky, sneering jerk with no redeeming qualities.

Posted by Joystiq Feb 22 2012 06:30 GMT
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Konami's announced the second pack of downloadable content for NeverDead, continuing the trend of suitable titles with "Expansion Pack Volume 2." This pack also unlocks a new playable character (just like the first download), this time putting you behind the controller as NADA's Chief Sullivan. And while the first pack opened up new modes for the Asylum level, this one focuses on the Sewers, bringing Onslaught, Egg Hunt, and the Fragile Alliance challenges to that area of the game.

There are two additional character costumes for the main character, to match the two new ones from the last pack. Expansion Pack Volume 2 will be available next week on February 28.

Posted by Kotaku Feb 18 2012 02:00 GMT
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#dlc Downloadable content. Everyone hates it—but everyone buys it. Here's a look at the latest package of extensions and pre-order bonuses designed to crowbar the last dollar out of your wallet. Can you still respect yourself if you buy it? More »

Posted by Kotaku Feb 10 2012 01:00 GMT
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#review At E3 in June, I watched Konami's Shinta Nojiri play NeverDead and struggle to reassemble his dismembered, immortal hero just to dispatch what looked like the game's run-of-the-mill enemies. These people have a real problem on their hands, I thought to myself, if they think that's anyone's idea of fun. More »

Posted by Joystiq Feb 08 2012 07:30 GMT
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Konami's making sure NeverDead lives up to its name with the first downloadable content pack, available on February 21. "NeverDead Expansion Pack Volume 1" will let you try a new playable character and play co-op challenges with pop star Nikki Summerfield. The pack will also let you visit an expanded version of the Asylum level, with three new challenges, including taking hold of "score zones," racing across the map through a series of traps and hazards, and a mode called Onslaught, in which you unlock the zone section-by-section by defeating enemies.

The expansion will also give segmented hero Bryce Boltzmann two new costumes to dress up in, and you can see some shots of the content in the gallery below. Our NeverDead review called Summerfield a "whiny pop singer," but hey, maybe spending a little more time with her will make you see her in a whole new light.

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Posted by Giant Bomb Feb 02 2012 21:00 GMT
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Only a few arduous hours into NeverDead's campaign, its title suddenly sounds much less like a potential boon than a veiled threat. By that point, the developers at Rebellion have long since shown their hand. You've seen every mechanic, concept, and joke the game has to offer, but you still have several more hours of those exact things to slog through. The same cheesy one-liners, the same cumbersome combat sequences, the same idiotic puzzle sequences, it all just keeps repeating itself for hours and hours until it finally gets around to tossing out two of the most poorly-designed boss fights in recallable memory. By the time you're ready for NeverDead's campaign to be over with, it won't be anywhere near so. It just...won't...die.

Try not to lose your head playing NeverDead. Seriously, don't. It's really frustrating when you do.

That's perhaps fitting, given that NeverDead's conception of immortality is something akin to Sisyphean torment. Its lead character, the blandly grizzled Bryce Boltzmann, has lived for centuries thanks to an ill-defined curse by some manner of demonic asshole. When mortal injury strikes Bryce, he doesn't so much get hurt as he does just kind of burst apart at the seams. Remember those old Incredible Crash Test Dummies action figures? The ones that exploded at the arms, legs, and neck if you breathed on them too hard? That's Bryce in a nutshell.

That's also NeverDead's sole distinction. Rebellion has centered the entirety of this aggressively unpleasant character action game's design around Bryce's constantly crumbling frame. The slightest brush from a nearby enemy will send any number of limbs flying, which Bryce then has to scramble to pick back up (or find a nearby regeneration icon to magically regrow them). It's even nuttier when Bryce's skull pops off, in that you suddenly find yourself in control of a severed head that feels a little bit like what would happen if a Katamari could verbally curse its own existence.

When you aren't frantically trying to reassemble yourself, you're fighting off generically grotesque demon grunts in rooms that receive those wonderful magical demon barriers that block the exit until you've killed every last one of them, as well as the "womb" that barfs them out ceaselessly until you destroy it. You can choose to do so either with the game's clunky gun combat--aiming barely functions at all unless you go into the more precise aiming mode, which also happens to slow you down immensely--or use Bryce's comically oversized sword, which you can't swing unless you press the lock-on button, and then use the right analog stick to swing with. Imagine the shot stick in EA's NHL series, but about a thousand times less functional; that's the idea here.

The controls and combat aiming are cumbersome enough without NeverDead's myriad camera problems. Thanks to your general inability to see what the hell is going on around you, battles tend to devolve into chaotic messes in which you just swing your sword wildly and assume you're hitting things. The destructible environments--which are pretty much NeverDead's sole visual element worth lauding--also do damage to enemies, so in a sense, your best bet in most non-boss combat scenarios is to just wave your sword around like a crazed lunatic and explode every piece of scenery you can, because odds are some of that stuff will hit enemies and kill them, or maybe your sword will, or maybe they'll just knock your head off and it'll get sucked up by those skull-eating demons that skitter around every single level.

What is this even supposed to be?

That's NeverDead's way of creating some semblance of a "lose" condition. After all, Bryce is technically immortal, so how do you create a game around a guy you can't kill? By bringing out demons that will suck up your severed head in a second, if you aren't careful. Once it does devour your head, a brief, timing-based minigame pops up that, if successful, flings your head back out into the battle zone. If you fail, your head remains in that demon's digestive tract forever.

It's a potentially amusing little spin on the idea of video game death that becomes decidedly unamusing when you bump up against NeverDead's half-busted physics. Once your head pops off, your body goes all rag doll, and sometimes lands in positions that makes it nigh-on impossible to actually reattach yourself. Never mind that you're a pitiful head rolling around a dizzying and chaotic battlefield in which demons will often knock you back dozens of feet just by bumping into you. In one level section, I spent upwards of 10 minutes just trying to reattach my head. Whether it was getting sucked into a demon's belly, getting knocked back to the opposite side of the level, or getting knocked into a wall I literally could not escape from without restarting from the last checkpoint, every single possible factor combined to award this one of the single most irritating gameplay experiences I've ever endured.

Incidentally, that award only lasted for about four hours, because later in the game, I came across the game's second-to-last boss, which then ripped that dubious award away for itself. To put it succinctly, NeverDead's boss fights are obnoxious, laborious affairs that test your patience far more than your skill. Everything is pretty much just a variation on "hit the weak point until it morphs into something else, then hit that something else's weak point," with only the occasional life-regenerating quirk thrown in for good measure. It's bad in the beginning, still bad in the middle, and by the time you get to the last couple of boss fights, you'll wish you'd never put this disc in your console to begin with. There is challenge, there is frustration, and then somewhere, thousands of feet beyond frustration, there is NeverDead, gleefully flipping you off as you endure yet another horrendous boss fight.

What's really baffling about NeverDead is how utterly pointless all of it feels. Even the most superfluously silly games usually try to justify their existence in some way, either by being somewhat funny, or doing something that feels remotely unique. Instead, NeverDead puts all of its chips on its barely-amusing-for-a-minute dismemberment gimmick, and then proceeds to do absolutely nothing to build out the rest of the world around it. It's as if someone with a genuine disdain for the games of Suda 51 sat there, trying to pick apart what it is that people like so damn much about his works, then proceeded to didactically try to assemble those ideas into a game without ever completely understanding them.

Presumably Arcadia is there to titillate, but all she does is irritate.

Nowhere is this more apparent than in the game's story, which might as well not even exist. The back story of Bryce is told through a few cheesy cutscenes in which we learn all about how he and his demon-hunting wife were defeated by the earlier-mentioned demonic jerk, leaving her dead and him forever cursed. Knowing this back story does little to endear Bryce to the audience, as the tragedy of his former life and the shittiness of his current life never quite come together into something you'll remotely care about.

The real issue is that Bryce's role as a modern day demon hunter is severely underwritten. He's a pile of really annoying one-liners--most of which involve hacky passes at his female compatriot, a non-immortal human named Arcadia--and no actual personality. He bitches ad infinitum whenever he loses a limb, repeating the same three or four lines until you actually get around to regrowing whatever limb he lost. His sexual deviancy and utter disregard for personal hygiene elicit mild chuckles during their first couple of examples, but by the hundredth time you've heard Bryce crack the same basic one-liner he's been cracking all game long, you'll really wish he could be killed. Immediately.

The surrounding cast and plot is no better. Your companion Arcadia is written as little more than sarcastic cleavage that you have to rescue a tad too often (except when you can't because demons keep knocking your damn head off). The demons you hunt are largely bland monsters devoid of personality. The sole exception is Sangria, a Duke of Hell with the personality of a Southern dandy and the visual aesthetic of Mark McKinney's Chicken Lady by way of a catastrophic acid trip. He's such an over-the-top goof that at a point, I almost started rooting for him to make good on his evil plan and dispatch Bryce and company. That evil plan, by the way, inexplicably involves a petulant teenage pop singer who looks like she wandered in out of a dinner theater production of Final Fantasy X-2. You will hate her.

This is nowhere near as cathartic as it should be.

Therein lies NeverDead's greatest failure--it mistakes lazy sarcasm spouted by lousy characters for clever outsider humor. Suda 51 has made his reputation crafting very strange games around very strange characters who sometimes aren't immediately likable. The difference between what Suda does and what Rebellion has done here is that Suda still finds time to add layers to his characters that make them far more interesting than they initially appear. Even a chucklehead badass like Shadows of the Damned's Garcia Hotspur morphs into something far more interesting as that game goes along, due in no small part to unexpected character touches and unpredictable humor. The writers of NeverDead never find a way to deliver any more than the expected. Bryce never morphs into anything beyond what we expect him to become. His personality never grows into anything worth laughing at, let alone sympathize with.

And that's not even to mention the variety of technical gaffes and awkwardly built mechanics that permeate much of NeverDead's experience. Certainly Suda's games are known for their sometimes frustrating jankiness, but that's pretty much all NeverDead consists of. It's all of the jank with none of the charm.

I haven't even mentioned NeverDead's multiplayer component--a cooperative arena battle style mode that brings to bear all the worst traits of the single-player combat, and somehow makes things even more chaotic--but at this point, do I really need to? Nothing about NeverDead works, even when it's working as intended. No amount of perfunctory challenge maps can make up for a game design so functionally lazy, so utterly indifferent to your enjoyment, that it can't even be bothered to make its lone gimmick work even slightly well within its hacked-together world. If the developers in charge of NeverDead didn't care enough to make it a remotely enjoyable experience, why should you care enough to bother with it?


Posted by IGN Jan 31 2012 23:37 GMT
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On the surface, NeverDead looks curiously interesting. Flaunting the garish appeal of a Suda 51 joint, and a potentially distinctive and cool hook macabre dismemberment and decapitation mechanics Konami's little-hyped new title has sleeper hit written all over it. Alas, all that potential quickly ...

Posted by Joystiq Jan 31 2012 22:00 GMT
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Death and dismemberment are nothing new in the eternal battle between good and evil. As we are taught from a young age, the forces of evil are forever ravaged by those of good. Heads are severed, bodies split in twain, souls imprisoned. As a general rule, however, such terms are rarely applied to the hero.

NeverDead attempts to buck the trend, giving us Bryce, an immortal demon slayer who finds himself constantly burned, electrocuted, stabbed, shot, sliced, digested and torn apart. Even when reduced to nothing but a rolling head, Bryce will always be ready for more. The question is whether you will.

Posted by IGN Dec 02 2011 01:29 GMT
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It would be fine if I never played Neverdead again. Maybe that's a bit harsh because what I played was a pre-release build, but seeing that it comes out in less than two months, I doubt a lot of the issues I have with it will be addressed. While our own Ryan Clements compared its combat to "the acti...

Posted by Joystiq Dec 01 2011 19:00 GMT
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Originally pegged for a February launch, Konami has pushed up the launch of Neverdead to January 31, 2012. The game, developed by Rebellion, was conceived by Shinta Nojiri, a game designer and director at Konami who has worked on several Metal Gear titles.

Konami also revealed that DLC is planned for the game, though no specifics were given.

Posted by Joystiq Nov 18 2011 19:45 GMT
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Rebellion, the studio behind Rogue Warrior and Aliens vs Predator, is looking to change its reputation for less-than-average quality. Speaking to Edge (via MCV), CEO Jason Kingsley says the company is trying to turn things around.

"It's now a deliberate policy to move away from making games that might have been good for business, but not necessarily good for our reputation," Kingsley stated. "You're only as good as the deal you're offered. If someone says 'Can you make me a game in nine months?' then the answer is, 'Probably. But it won't be as good as a game where we've had creative input and the time to mature the idea.'"

Rebellion is currently working on NeverDead and Sniper Elite V2. The road to redemption is a tricky one after high-profile incidents. Just ask Obsidian.

Posted by IGN Sep 15 2011 13:34 GMT
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Haven't kept up with NeverDead? You're not alone the game was announced way back at E3 2010 but there hasn't exactly been a huge amount of hype for it. To recap, you play as demon hunter Bryce who after being cursed some 500 years ago is immortal, with the ability to regenerate limbs and withstand all sorts of fire, electricity and other sorts of punishment...

Posted by Joystiq Jul 23 2011 01:00 GMT
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Developer Shinta Nojiri has said that he wanted to try and make NeverDead a game where the protagionist just couldn't die, and indeed, in my short time with the game here at Comic-Con, despite my best efforts, I just couldn't kill Bryce Boltzmann.

Which isn't to say that I didn't try. I inflicted a whole lot of violence upon the demon hunter, most of it actually self-inflicted. Within just the short demo, I pulled off limbs, electrocuted him, set him on fire, blew him up, dropped a Tyrannosaurus Rex skeleton on him, let him be mauled by a demon, ripped his head off (and threw it in a fountain), and just generally tore him apart. But each time I did, he relentlessly persisted in living, re-assembling his limbs either just by rolling over them, or clicking in the L3 stick. You just can't kill this dude.

Posted by Kotaku Jun 16 2011 22:00 GMT
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#impressions In video games, death is anything but final. We've been playing games with some form of immortality or reincarnation for decades, whether that's gamesaves, extra men, whatever. NeverDead enforces the concept in gameplay itself. No matter what grisly mishap befalls your hero, he will not die. More »

Posted by IGN Jun 09 2011 08:20 GMT
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NeverDead sounds like the kind of game I could get behind. In it, you rock and roll as Bryce, an immortal demon hunter with a gun in each hand, a folding sword on his back, and a glowing yellow eye that screams "badass." Bryce has been in the demon hunting business for hundreds of years, and because...

Video
Posted by GameTrailers Jun 08 2011 11:50 GMT
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Demons have taken over the museum and it's up to you to get rid of them.

Video
Posted by GameTrailers Jun 07 2011 17:20 GMT
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Gameplay highlights this demo from the press conference!

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Posted by Kotaku Jun 06 2011 12:30 GMT
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#watchthis NeverDead is a tongue-in-cheek third person shooter in which you can rip off your head and THROW IT. More »

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Posted by GameTrailers Jun 03 2011 01:37 GMT
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Lift the curtain on this upcoming action-packed game from Konami in this documentary video from their Press Conference at E3 2011!

Posted by Joystiq Apr 13 2011 04:15 GMT
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Rebellion's supernatural action title, NeverDead, has a unique hook: Its main character can fight even when his limbs have been severed. Part Devil May Cry, Bayonetta and even Dead to Rights, it also seems to share Splatterhouse's sphincter fixation. It's all pieced together in these new screens.

Posted by Kotaku Apr 13 2011 02:00 GMT
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#konami Konami offers a new look at the dismemberment-focused action adventure NeverDead today, this time featuring a level that looks a little brighter, a little unfinished. Look at all those tarps and that scaffolding! More »

Posted by Kotaku Oct 30 2010 23:00 GMT
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#screens Halloween weekend can only mean one thing—publishers remind us of the horror games on their slate, this time Konami and its mystical horror shooter NeverDead, starring the immortal, limb-tossing Bryce. More »

Posted by Joystiq Oct 30 2010 00:30 GMT
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We haven't seen hide nor hair nor severed chunk of Rebellion's wild-looking NeverDead for months. Now, on the eve (of the eve of) Halloween, we get a look at the game's lead, Bryce, using his arm as a club.

We've gotta hand it to the guy: He's really risking life and limb! (Well, limb at least -- he's immortal.)

Posted by Kotaku Sep 20 2010 21:40 GMT
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#tgs Describing Konami's new action-horror shoot 'em up NeverDead is something of a challenge for producer and game designer Shinta Nojiri. It's a game that might require some re-education, due to its rather unique gameplay system. More »

Posted by Kotaku Sep 17 2010 16:00 GMT
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#tgs Hey. It's been a while. Let's check in with NeverDead, the shoot 'em up that's chock full of self-inflicted dismemberment and decapitation. I think Konami's shoot-and-slice fest is looking rather promising. What do you think? More »

Video
Posted by Kotaku Sep 16 2010 21:40 GMT
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#tgs It may be a twin gun shooter featuring a quirky, scruffy hero battling hordes of demons, but there's something novel—something endearing—about Konami's NeverDead. It must be the immortal hero's frequent loss of limbs and head. More »

Posted by IGN Sep 16 2010 14:25 GMT
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Posted by Joystiq Aug 20 2010 03:00 GMT
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Konami has finally confirmed which platforms Rebellion's never-say-die action game, NeverDead, will launch on: Xbox 360 and PS3, unsurprisingly enough. Tucked within the announcement were some new screens, direct from Gamescom 2010. Feel free to head into the gallery below to check out the new shots. Unlike our previous gallery, we're pretty sure these screens won't give you nightmares for the rest of your life.