![]() Much of the game's visual splendor comes from the fact that the representation of space is not only pleasant, but filled with plenty of effects. Really, it all starts to feel a little mindless. That dogfights themselves aren't terribly interesting or strategic - just zero in on someone and keep your shots painted on the little leading marker or just pour a ton into the locked-on square and eventually things will connect. As it stands, the actual combat available is interesting for a time, but even with a few little side tasks (and the dreaded escort mission), things all start to meld together. Given the game's rather clean interface, it's a shame that a little distance marker - one of the mainstays of the space shooter genre - wasn't really included for at-a-glance gauging of targets. ![]() ![]() Couple that with the fact that the radar will display targets that are behind friendly "cover," leading to plenty of accidental kills, and the fact that there's no easy way to judge depth to prioritize targets and you'll end up with a lot of missed shots and collateral damage. Unfortunately, so do your own ships, including wingmen that are astonishingly good at getting in your way when you're firing on targets. Nearly everything in the game bites it with a similarly purdy li'l explosion, which only adds to the notion that No Gravity's targets blow up real good. Generally speaking, you'll see out targets, lock onto them with the Circle button and then blast away until you get a pretty little concentric shockwave blast. The shoulder buttons allow for rotation or a full evasive roll with a double-tap, which ends up becoming a more important move once things get crazy later in the game. You'll also run escort missions and take down capital ships, but nearly all of this is done by holding down the X button and perhaps pausing for a moment to fire off a couple missiles (or whatever your secondary weapon is) with the Square button. To break things up, you'll sometimes shoot more stuff while searching for resources with an ear-piercing short-range sonar (seriously, I wanted to tear my ears off after about 30 seconds and got a rather nasty headache from the high-pitched frequency that's burped out as you get closer). If you see this, you're only a few more hits from meeting the cold black of space. ![]() The gist of things (and there is a "story" about a mind plague striking the most powerful intergalactic nation in the year 8002, but you've pretty much gotten the entirety of the introduction in that description right there) is that you're one of a small collection of brave adventurers all too eager to head out into the inky black to both explore the apparent origin of the mind virus and hopefully find a cure at that source. Given the game's history (it was originally known as Space Girl and has been ported to more than the PSP in its lifetime), it's not surprising that most of the initial feel has had plenty of time to bake, but as a full-blown product, there's still a few things I would have liked to have seen come out of the game's adoption by Poppa Sony. It's rather easy at first blush to see why: No Gravity is - if nothing else - a pretty game, normally running at a fairly solid framerate and boasting solid controls. ![]()
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