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Gitaroo Man Lives!

  • Release: November 14, 2006
  • Developer: KOEI
  • Publisher: KOEI
  • Genre: Music
  • Players: 2
  • Vibration
  • Widescreen
  • Multitap
  • Eyetoy
  • Disc: 1
  • Digital Control
  • Analog Control
  • Pressure
  • Headset
  • Network
  • Save Size
  • Progressive
  • Online
  • ESRB: E

Gitaroo Man Lives!

We take a peek at the final version for a quick run-down.
Author: Sam Bishop
Published: October 26, 2006
KOEI has sort of come to be known for a certain type of game. Oh, screw it, they're the Dynasty Warriors guys, which is of course completely unfair. They were the Romance of the Three Kingdoms guys way before they started getting hack/slashy. But even that is painting the Japanese developer with too broad a brush; yes, parts of the company clearly have a chub for feudal Japanese and Romance-era Chinese sims and beat-'em-ups, but they do publish other games.


Now granted, these other games end up being something of a cult hit, appealing to a very specific group, stuff like the surprisingly good Warship Gunner 2 or Gitaroo Man, which just happens to be seeing a re-release on the PSP. Ever since Sony pushed PaRappa as a mascot on the original PS one, the genre has grown, albeit in small spurts to incorporate things like fighting games (the obscure Japanese Slap Happy Rhythm Busters) and even a little guitar-based action in the PaRappa spin-off Um Jammer Lammy.

The latter of those two is perhaps the closest thing to Gitaroo Man Lives! -- but only because both are at times incredibly bizarre and both feature the guitar as the main instrument. In GML's case, it's Yuuichi -- aka U-1 -- your typically shy wallflower who pines after the cutie Pico and is constantly bullied by Kazuya. U-1's pet dog, Puma, is on hand to console the boy most of the time, but it's when he's suddenly attacked by a little impish demon that Puma transforms into AC-30 and kicks out the Gitaroo guitar to U-1, transforming him into Gitaroo Man.

Though the name may be different, little about what we've played of the final version of Gitaroo Man Lives! is different from the PS2 version. The game is still split up into three main sections during a song; Charge, Attack/Guard and Harmony. Each song is made up of a long, weaving trace line line with notes called phrase bars that must be hit and held in time with the music. It seems like a simple matter, just use the analog nub to follow the path while tapping and holding the Circle button as the parts come up.

At some point (or points, later on) in the song, things switch to the Guard phase, and face button symbols fly in from the four sides of the screen. These have to be pressed as they enter the center, and, in later levels, there are often trace lines and phase bars that have to be played into and out of the barrage of buttons headed for the center (if you will, the attack point). All of this relates in a basic way to the life bars of both Gitaroo Man and his opponent, which ranges from a trio of skeletons to a giant shark to Zowie, the main villain and leader of the Gravillians that Gitaroo Man is begrudgingly put up against as he strives to help Kirah, who bears more than a passing resemblance to Pico.

The PS2 version of Gitaroo Man is notoriously difficult, since at any point during the songs screwing up will at the very least prevent GM from "hurting" his opponent, and often means he takes damage as well. The Charge phase helps build up life, and during the Harmony sections, its' really just a long string of notes meant as an endurance test because by that point the enemy has been worn down enough that GM is just unleashing his final assault. To help offset some of this difficulty, KOEI included an Easy Mode this time around which essentially tones down the damage taken, though it doesn't necessarily make the songs any easier. Though it's certainly subjective, having a 16:9 screen also causes the side notes during the Gaurd phase to flow in with more time than the top/bottom. It's all on beat, of course, but adds a little extra tweak to things.

Though the two versions of the game are otherwise the same in single-player, KOEI was kind enough to include the English version of "Flyin' To Your Heart" that graced the Euro versions of the PS2 game, but not the JP/US releases, as well as two new songs that are playable in Duel Mode after you've beaten the game called "Toda Pasion" (a fiery samba jam) and "Metal Header" (a rap/rock number).

The core of the game -- like all rhythm action games -- comes down to the music, and though it won't quite be the same experience unless you've got headphones thrown on, GML's tracks are just as good as ever. We'll have a final review of things closer to the release of the game in a few weeks, so check back then.

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