
Gripper is a story-driven action game with boss fights on wheels. Tear your enemies apart with a grappling hook. Rip out their metal hearts to gain abilities. Rescue your family and uncover the secrets of the collapsing world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, German, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Japanese*, Italian, Arabic +2 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
В этой игре есть всё и нет ничего. Ни один из элементов не работает в пользу игрока. Полнейшее разочарование.
I don't think I've ever done this before when playing a game, but I got all the way up to the final boss, got him down to one hit on my first try and screwed up and died, and then I just quit. I wasn't angry, I wasn't raging, I just thought "the time I'm going to spend on this isn't worth doing this a second time to beat it" That's made even more of a point, because while playing this game I was watching Ghosted, a new movie with Chris Evans and Ana de Armas, which I am mostly convinced is one of the worst things that humans have yet created as far as films go, and yet I finished that movie. This is seriously such a squandered opportunity for something genuinely great. The elevator pitch of Akira meets bullet hell is great, except this isn't Akira meets bullet hell in anything but concept. I see a lot of people in the reviews complaining about the tunnel sections that precede levels, but that wasn't an issue for me. I only died twice on any of them on the hardest difficulty (what I played the whole way through) and it was basically a sh*tty non responsive version of Super Hexagon (good game, throwback) with a motorcycle. The story was so uninteresting and cliche'd that again, I watched Ghosted instead of paying attention beyond the first 20 minutes. That movie made me question what I do with my free time, but it was preferable drivel compared to the story in Gripper All of the bosses/levels are a stage of grief, its super lazy, I mean it quite literally puts titles the levels as the stages of grief. The main character is traumatized and feels grief so you beat the stages of grief... :) It was so on the nose and boring I didn't care to pay attention whatsoever, which brings me to what I did instead: playing the game. The bosses in this game that is 100% just a 5 boss rush are extraordinarily frustrating to play against. Pay attention to my word choice there, *frustrating* not hard/difficult. The bosses are a joke and while the combat shows flashes of what it could have been, the bike constantly feels like you're driving through mud. You have to grip (haha get it) the parts of a boss and rip them off with a grapple hook, combined with throwing junk that gets strewn around the levels at the boss to do chip damage. The final boss was so boring that at one point I brought the bike to a full stop and it took 10 seconds for it to attack me. Conveniently, that boss is also the only boss you can't damage throughout, you have to wait for checkpoints that are a minute apart and it is so BORING Its also worth mentioning that the mechanics of the bosses discourage aggression. You can go back and fight the bosses over again to win upgrade points by doing certain challenges during the re-fight, but half of them are just "beat the boss fast, beat X amount of mini enemies" and its, yet again, boring. I don't know where else to fit this as well, but the "bullet hell" part of Gripper has no rhyme or reason to it. I got sent this game like a month ago and forgot what it was supposed to be and got jumpscared by bullet hell being one of the tags when I came to the store page to review it. The bullets are seemingly random, and aside from the first level ironically you basically have to try to get hit by them. Keep in mind too, my 1.8 hours was one hit on the final boss away from being the length of the entire game for me PLUS I refought each of the bosses and beat them over again a couple of times. On the highest difficulty. I could've beaten this and still refunded it (if I hadn't been sent a copy by the dev) The style of the game is fun enough, soundtrack is fine, but everything else about Gripper is super mediocre, which funnily enough gets avoided by all of the positive reviews here. Let me quote one. "Gripper is a game where you fight bosses. Each boss is a challenge in order to beat them, you also get an upgrade after the boss fight. You will die a lot of times and become frustrated at times." First of all, I think an AI wrote that, but ignoring that, most of the positive reviews mention the "vibe" or "great ideas" but they all fail to mention that execution is just sorely lacking. Playing this game just isn't fun, plain and simple. It's not the worst thing I've ever played, its functional, it looks pretty sometimes, but not a walking sim, its a game selling itself on being a difficult bullet hell, and it isn't any of those things, its something much worse. A complete snoozefest. [code] Follow my steam curator page for more reviews: https://store.steampowered.com/curator/42143664/ [/code]
Corto y con una presentación magnifica, aunque en gameplay es un conjunto de buenas ideas y no muy buenas ejecuciones. Muy estilizado, especialmente las cinemáticas y los diseños, en este apartado no tengo mucho que decir, más que es fantástico. La jugabilidad está muy enfocada en la pelea contra bosses, cada uno con una forma diferente de ganar, tiene su dificultad y son bastante entretenidos (a excepción de uno que te hace esperar demasiado para poder atacar). La otra parte del juego, que seria las secciones de tubo, están bien supongo, pero si son algo decepcionantes por lo simples que son. Además, cada boss desbloquea una habilidad nueva, pero en vez de traducirse en volver estas secciones mas interesantes, se vuelven QTEs aburridos. Es entretenido, con bastantes personalizaciones a desbloquear por medio de retos con los bosses (aunque algunos no muy buenos cabe agregar) y no dura más de lo debido, está ok.
Когда-то давно продолжительность игры была чуть менее значимой. Для 8-битных консолей проходилось всё в среднем за 20-30 минут, а для 16-битных - хорошо, если раза в 2-3 дольше. Хотя и там были свои исключения - например, по Comix Zone я ставил рекорды на 21 минуту, и это было весело! Один из последних картриджей, купленных мной для Sega Genesis - Revolution X. Тогда я слушал Aerosmith, так что пара знакомых аккордов и Стивен Тайлер в видеоигре, вызывали неподдельный восторг. Хотя сама X - тот ещё отстой (особенно на фоне Lethal Enforcers 2). Ну не суть, в конце 90-х было норм, вполне в духе времени. И прошёл я её с первого раза за час и довольный пришёл сказать об этом брату. И встретил волну непонимания - типа, что за $#@%* такая и зачем она нужна, если пройти её можно так резво? Gripper проезжается за 2 часа. По нынешним меркам - вообще неприлично и непривычно. Но мне снова норм! Вспомнил те времена. Зашла именно как видеоигра из 90-х. Короткая, абсурдная, странная, юморная, драматичная, агрессивная. Сейчас такого в принципе не очень много делают, сходу вспомнил в таком духе только The Next Penelope. А подкупили больше всего старания разработчиков - в демке сложность максимальная, да и в самой игре она была одна. Но в последнем патче поправили огрехи, добавили вариации по сложности, и вот можно получать удовольствие не только как хардкорный тип. Хотя теперь, после первого прохождения, можно накрутить посуровее.
When I saw the trailer for Gripper, I found myself drawn to it. It looked like it had some concepts that I loved; Fast paced gameplay, sci-fi apocalyptic aesthetic, battles with titanic bosses... So I tried the game. And let me just say, while the game does have good ideas... They fall flat. First, the story. I'll be brief because there's not much to talk about. The story is bare bones, the characters are one-dimensional, and honestly it felt like it was added as an afterthought. While I was whatever about the characters, it's a bloody shame that there was no real world building, because the setting was interesting. They just didn't do anything with it. The dialogue is also... not good. The writing is weirdly paced and often feels inorganic. Plus, there are several instances where the subtitles don't match the spoken dialogue! It really felt like not much effort was put into the narrative. But hey, you don't need a super compelling story if the game is fun to play, which begs the question: is it fun? The answer is... complicated. On paper, the gameplay has everything it needs to be good; high speed action sequences where you blast through tunnels, the ability to Akira-Bike-Slide on command, and top-down battles against massive bosses. However, in practice... it doesn't do either of these things particularly well. Let's start with the tunnel sequences, because these are the most egregious. You may be noticing a theme here, but on paper, they're good because you blast through 360 degree tunnels at high speeds, being able to pivot in the full 360 degree range to avoid obstacles in your path. However... MANY of the obstacles aren't visible until you get close to them. The problem is the distance at which they become visible is too short for you to have time to move out of the way if you're not already in the right position. In addition, the ability to go 360 degrees is defeated by the fact that doors are only accessible from one direction, meaning being in the wrong position punishes you if you don't know where to be. As a result, while the game wants the tunnels to be an exercise in reaction and reflex, instead they become an exercise in trial and error. With zero checkpoints in the tunnel and numerous QTEs that aren't particularly enjoyable, the tunnels become more of a slog on the way to the bosses. That said, if the bosses were enjoyable, then maybe they'd be worth suffering through the tunnels. And once again... the bosses are only good on paper. What was promised was boss battles where you rip apart your bosses and turn their weapons against them. In reality, the bosses are mostly about chucking random enemies or objects at bosses. The ripping is mostly a "hit their weak spot while they're stunned" effect. What makes this worse however is that hitboxes are atrociously inconsistent. I've chucked an object at a boss, had it make physical contact with the model, only to pass through it and deal zero damage. On the flip side, enemies have no problem hitting you, with certain attacks and grabs hitting you even if you're not physically touching the enemy model! Enemy hitboxes are deceptively small while your own hitbox is deceptively big. It's just not consistent in the slightest. The game is also short. I beat the main story in under 3 hours. The only replayability comes from doing optional missions which involve... fighting the same bosses over and over again, but with added conditions. And you can unlock boss rush and tunnel rush to play all the levels in sequence. With only 5 tunnels and 5 bosses, this gets repetitive VERY quickly. The upgrade system is pretty limited, given most of the main upgrades are for health, energy, or consumables. It would've been nice to upgrade things like the Hook Range, Rip Speed, etc. but no such upgrades exist. Most new abilities come from bosses but those that you do get, you'd think they'd be default abilities. You know, things like jumping or speed boosting. And while you'd think things like Jumps and Speed Boosts would be great for the tunnels... instead, they just add new QTE's. There was so much potential that sadly wasn't capitalized on. I really wanted to like this game. I really did. The concepts were cool, but the game very clearly needed more time in the oven. No matter how cool the concepts are, the game can't go far if the execution is subpar.
Прошел игру, не без удовольствия, но и нашлось кое что, что подпортило впечатление. Для начала о том, что не относится к геймплею - совершенно не зацепил сюжет, а диалоги показались вовсе какими-то пародийными, честно говоря, ожидал какой-то большей серьезности. Отсюда твисты с самопожертвованием вообще ни капли не трогают. Но в конце-концов это всего лишь сюжет, кому он нужен. По геймплею: Понравились тоннели. Отмечу лишь два минуса: - Показалось, что колижны препятствий совпадают с визуальными границами или даже незначительно превышают их, из-за этого когда тебе кажется, что ты прошел препятствие не задев его, ты получаешь урон. Это раздражает, потому что цена урона довольно высокая. - QTE. Вроде понятно почему они есть (хотя было бы интересно сыграть в тоннели, где их нет вовсе и прыжки с ускорениями доступны всегда), но непонятно почему выбран такой странный формат, где окно успеха расположено между окнами неудачи. Темп геймплея в тоннелях будто бы больше располагает к резким QTE, где просто дается таймер на нажатие, с одним окном успеха. Также было ощущение, что тоннелям не хватает вознаграждающих очков здоровья между кусками секций. Иногда новые препятствия в тоннелях появляются под самый конец, убивают игрока и вот надо снова траить весь тоннель заново. Немного раздражает. Есть проблемы с боссами: Паук. Жестковатый босс для первого знакомства с игрой, судя по ачивкам на нем отваливается уже половина игроков. Какие бы минусы отметил у него: - Таймер стана от взрыва не останавливается, если игрок успел кинуть гарпун. То есть, игрок мог кинуть бочку с большого расстояния, попасть, но пока он приблизится и грипанет клешню - может пройти часть времени стана. Из-за чего до того, как игрок вырвет клешню, босс успеет потоптаться по голове игрока - вот это странно и раздражает. - Паук слабовато фидбечит игроку о том, что оглушен, особенно если его не видно на экране. - Может я тупой, но я не понял, как станить паука (и можно ли) во второй фазе. В итоге просто забросал его бочками. - Странно, что взрывающиеся паучки-миньоны наносят меньший урон, чем бочки, хотя кидать их рискованнее. Гнев. - Не сразу обратил внимание на зоны, куда грузовик должен врезаться. Может навалить туда какой-нибудь взрывчатки? - На инерционном мотоцикле не так удобно вставать в позицию, чтобы в момент, когда у Гнева началась чарж атака, он полетел именно в зону стана. Может Гневу стоит немного подыгрывать игроку в этих моментах. Змея. - Очень забавный момент, Гнев учит игрока, что от круговых атак надо подпрыгивать, но от круговой атаки змеи прыжок не спасет. Уааа-уааааа. - Как и в случае с пауком, во второй фазе нет понимания, когда Змея застанилась (и станится ли она вообще). Итого просто закидывается бомбами. Это осложняется тем, что змея может поспамить другими атаками и долго перепрыгивать из ямы в яму, просто удлиняя бой. Принятие. Очень прикольный босс. Явный минус только один, но он проистекает из дизайна самого босса: - Его нельзя замастерить, так как таймер необходимого выживания от игрока не зависит. Возможно это следует исправить, например, научить игрока отражать фаерболы босса способностью "щита" обратно, сокращая таймер. Финальный босс. Тут просто целое комбо странных штук: - Супербронированные ячейки. Почему их надо разбивать аж 5 или 6 паучками, непонятно, тем более, что визуально не очень-то понятно, что по ним наносится урон. Змея обучила игрока, что щит слетает за 1 прожектайл. Тут ячейка в щите держит пяток ударов. Стекло (или лед) снова навевает мысли о Змее и живительном тепле нитро - но нет, стекло (лед?) нужно просто разбить уроном. Атака руки с наведением намекает, что ее можно заагрить на эти ячейки, но яркого видимого эффекта снова нет, даже при удаче. Итого я даже не был уверен, что действую правильно. Также несколько общих моментов: - Механика грипера не развивается вот вообще никак. Как вы научились цеплять, вырывать и бросать, так больше ничего делать не будете. Вращать груз вокруг себя? Сцеплять между собой 2 других предмета? Подтягивать себя к другим вещам? Очень хотелось бы увидеть подобное развитие механик и их комбинаций. Вряд ли это можно сделать в текущей игре, но может длц? - Прокачка и расходники кажутся какими-то бессмысленными. Возможно дизайнеры задумали идеальные комбинации расходников под каждого босса, но для игрока это как-то не очень очевидно. - "Квесты" на ретраи боссов совершенно не вызывают никакого желания их проходить. Возможно старые добрые "нг+" тут зашли бы лучше. ___________ Собственно понравилась кор механика, тоннели, дизайн боссов в целом, визуальный стиль. С удовольствием бы попробовал прохождение или длс.
The trailers make this look like a smooth, stylish, high-octane bullet-hell. In reality, its a janky, frustrating boss-rush with poor controls and worse encounter design. I refunded it after an hour of play (First two bosses defeated)
*exhales a long breath* Games are supposed to add joy to a persons life, to bring escapism and fantasy. Not make you overwhelmingly miserable. Before I say anything else, yes, I have less than an hour played. I'm not basing my review on the entire game, but more my initial impressions that I unfortunately believe to be a wider problem with the whole game, impressions that have been confirmed in official reviews. I was drawn into the world, just like many. The synthwave music, the aesthetics, the Akira-style bike riding. These are all excellent things, but any appreciation for them is immediately stripped away by terrible, repetitive voice acting that grates on the nerves, unforgiving gameplay loops that punish you for mistakes, and a frankly brutal combat mechanic that saps you of all joy and want to keep playing. If you like beating your head against a wall until you bleed, then this is the game for you. Everyone else, avoid.
바이크를 타고 갈고리를 던지는 액션 게임입니다. 하나의 챕터에 장애물을 피하는 질주 구간과 단일 보스전이 있고, 각 챕터를 끝낼 때마다 컷신을 보고 장비 업그레이드를 할 수 있습니다. 각각의 챕터는 처음 완료 후 퀘스트를 곁들여 재도전 하는 걸 권장하고 있지만, 필수적인 진행 요소는 아니었습니다. 번역은 그야말로 재앙급이라서 스토리는 번역이 안 된 것보다 못한 수준입니다. 대사량도 많지 않고 중요한 이야기도 없어 보여서, 그냥 영어로 플레이 하는 편이 낫겠더라고요. 스토리는 없는 셈 치고, 흥미롭고 독특한 콘셉트에 간결한 구성의 보스 러시형 액션 게임이라는 점에서 관심 있다면 해 볼 만은 합니다. 다만 기본적인 조작감이 무척 답답하고 불편해서 감내하고 도전할 분에 한해서만 추천합니다. 우선 뛰어다니는 게 아닌 바이크를 타고 이동하기 때문에 빠른 방향 전환과 섬세한 위치 선정이 지나치게 어렵습니다. 슬라이드로 곧바로 멈출 수 있고 진행에 따라 니트로 같은 유용한 기술을 얻게 되기는 하지만, 차츰 익숙해지는 과정일 뿐 쉬워지는 건 아닙니다. 필드 디자인이 깔끔하긴 해도 시야 특성 상 보이는 것도 특별히 없기 때문에 바이크를 탄다는 장점이 크게 느껴지진 않았고요. 갈고리 조작은 훨씬 불만스러웠습니다. 기본 공격을 갈고리로만 하며, 소형 적인 미니언을 포함해 집어 던질 수 있는 투사체가 있어야 쓸 수 있습니다. 걸어서 일정 시간 당겨 뽑아내는 스킬로 쓸 수도 있고요. 조명이 켜지면 갈고리로 당길 수 있고, 하얀 라인이 생기면 던질 수 있는 상태라는 건 직관적인 편이지만, 시간차를 두고 보여질 때도 있고 이펙트에 묻혀 잘 보이지 않을 때도 많았습니다. 또 사거리가 분명하지 않고 판정이 모호해서 타겟을 잡는 게 대부분 뜻대로 되지 않았습니다. 위험 요소를 피하고 타이밍에 늦지 않게 액션을 취해야 할 때가 많아서, 이런 부분에서 크게 불합리하게 느껴지곤 했습니다. 그럼에도 추천할 수 있는 건, 기본적인 조작이다 보니 하다 보면 익숙해진다는 겁니다. 게다가 진행에 따라 캐릭터의 능력치가 강화되고 도움이 크게 되는 스킬들이 해금되면서 억울한 상황들도 극복할 가능성이 높아지고요. 조작이 까다로울 뿐이지 전투 자체는 단순한 데다 지칠 정도로 길지도 않아서, 재도전하고 싶은 마음까지 꺾어버리진 않았습니다. 하다보니 점점 재밌고, 묘하게 중독성이 있더라고요. 챕터 시작마다 바이크를 타며 달리는 구간도 체크 포인트 없이 매번 재시도를 해야하지만, 속도감도 있고 피하는 쾌감도 준수했습니다.
Very unique vibe like a bit of cyberpunk. It’s really difficult. I was like I WANT TO BEAT THE BOSS!!
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