
I still definitely recommend ChainDive to curious players, despite all that. And there are times when the game seems incredibly unfair, when you're desperately trying to find a dot to hook onto or when you fall into the abyss at the bottom of some stages with seemingly no way back up. Result in a huge feeling of relief and satisfaction, it is still incredibly frustrating until the "trick" of each stage clicks in your head. ChainDive cheats Champions of Norrath: Realms of EverQuest cheats Champions: Return To Arms cheats.
Ps2 chaindive ps2#
The big problem with the game in general though, is the difficulty level. ChainDive PS2 Complete Soundtrack Yuji Takenouchi. A stage with no floor that has the player swinging from rooftop to rooftop, a stage with an incredibly high tower that must be climbed while fending off attacks, a stage exploring a cave to fin switches, and so on.Īll these stages are a ton of fun to play, and the variety ensures that the game doesn't outstay its welcome. But the stages that follow are all totally different.

The first stage seems like a stage from any other mid-00s action game, with the added gimmick of the lasso: you travel from left to right defeating enemies on the way to the end of the stage. The genius of the game is that it uses these small ingedients to make every stage different to the last. There are also enemies, who are defeated by first being frozen by your double-bladed weapon, and then smashed, by attaching the lasso to the frozen enemy and smashing into them. At the completion of the demo, a splash screen touted an American release as "Coming Soon", but ChainDive was never released outside of Japan.From the green dots littered around each stage. on a demo disc packed with the Official PlayStation Magazine, Volume 79, in April 2004. A training mode is available with demo videos and tutorials.Ī playable demo of ChainDive was released to the U.S. Time Attack and Combo Attack modes are unlocked after completing the game.

Many stages end with boss encounters and are capped with in-game and illustrated cutscenes with Japanese voiceover. Though most levels are based on grappling and swinging through stages, one level sees Shark snowboarding down an icy mountain, another running towards the screen from a huge monster while carrying a female companion over his shoulder. A combo counter slowly dwindles and when it finally times out Shark is awarded points for his successive moves and his health is even restored upon touching down on the ground for a moment.

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The gameplay and combo system is designed to encourage fast, non-stop flying action as Shark freezes a series of enemies, latches on and dives through them and continues bounding forward to the next batch. For those that wanted something similar, the closest anyone could get was the vaguely obscure PlayStation 2 title ChainDive. With swift timing, the sword can also be used to deflect enemy fire, freezing them in their tracks. ChainDive () - PlayStation 2 (2003) Until the 2009 reboot of Bionic Commando, Capcom’s acrobatic wire swinging series lay solely in the realm of 2D. Once frozen, Shark can latch onto enemies with the Plasma Chain, diving straight towards them with his sword, and destroy them for points and a boost in momentum. The particular enemies in ChainDive can be frozen just by approaching Shark's swinging, spinning blade but cannot be destroyed by it. Shark also has a double jump that can be activated at any time.įor attack and defense, Shark carries a glowing purple-blue, double-ended sword. For example, latching onto an orb from below will propel Shark upward but his trajectory can always be influenced by moving the left analog stick. Once attached, his momentum and the left analog stick can be used to adjust his swing. The player character, Shark, carries the 'Plasma Chain' which allows him to latch onto the plentiful green orbs that populate the levels. The camera pans, zooms and tilts during scripted sequences and in-game cut scenes but the gameplay remains solely 2D.

ChainDive, developed by Japan's Alvion and released on PlayStation 2 in October of 2003, is played from a 2.5D perspective with 3D visuals and backgrounds locked on the 2D plane.
