Previews

More hands on with Dead Head Fred

And it's more good news, thankfully

More hands on with Dead Head Fred

We've now played Vicious Cycle's forthcoming action adventure so many times that we're beginning to feel like part of the QA team.

And, to be clear, that's a good thing, because Dead Head Fred continues to promise great things as it approaches its release date (supposedly late August in the US and October in Europe).

We've previously covered details of both the game's setting and structure so we won't repeat them here, instead focusing on more obvious in-play dynamics such as the combat system.

But before we do, it would be rude not to mention what a pleasure it is to embark on a PSP game that appears to have the same degree of attention lavished upon it as a home console title.

Too often, handheld titles seem a little neglected in terms of production values, so it's both comforting and delightful to see Dead Head Fred's opening credits sequence immediately conveying an atypical sense of quality and setting the atmosphere for the adventure that ensues. You're soon assured that the standard of the cut-scenes is going to be up to scratch – a crucial component when dealing with material so soaked in dark humour – while the integration of the tutorial mode in-game, though hardly novel, is another element adding to the overall package.

Imagine our ecstasy, then, at finding Fred continues to be as responsive to commands, moving rapidly and elegantly through the detailed environment. Okay, perhaps ecstasy is too rich a description, but there is genuine joy in your avatar being able to navigate a gameworld just as you expect it to.

Of course, that's of little reward if you subsequently find out that the game's combat aspect is as flawed as human cloning. But not here; fights against pleasingly aggressive – if a touch dim – foes are instigated by striking the Square button but combos and grab moves are possible by introducing other button presses into the equation.

Crucially, the action flows and hits connect with convincing force, while additional depth to the combat dynamic is delivered via 'rage' attacks 'counter' moves, requiring Fred to be wearing the appropriate head in order to pull them off successfully.

The head management aspect (you should really check out our previous updates if we've now lost you), as with pretty much every other element of control, is achieved via an economical and cleverly designed control system. Even when simultaneous button presses are required, they feel surprisingly intuitive.

Similarly clear is the health system, which now features a handy gauge that only clutters the screen when necessary (the previous version we played used Fred's backpack as an indication of his wellbeing, which we felt could prove a little vague in practice).

With combat representing only one side of the Dead Head Fred experience, we soon confronted the puzzles that require solving in order to progress. Certainly not taxing (at least at this initial stage of the game) and usually made easier by the fact interactive objects are often signposted, many feel nevertheless fresh due to their reliance on the unique abilities of each of Fred's many heads.

Also unusual is the camera, though more in its ability to seemingly work rather than anything else – it moves automatically around you and tends to frame the action intelligently, only rarely requiring a quick manual reset.

Which brings us to the end of another exciting Dead Head Fred heads-up. If there seems to be a lack of balance in the above paragraphs due to the overwhelming positive viewpoint, it's because the game seems very much on track to be one of the standout experiences on PSP.

That's not to say we've become blind to potential areas of criticism, however. The frequent (though brief) loading in-game, often when moving from one section to another (the game's structure is effectively room-based), could prove a point of frustration over extended play periods. And at this stage there are occasional graphical glitches evident, though we expect those to disappear by the time the game's released.

Aside from that, and the obvious question mark over whether the game will be able to carry its premise for the duration of the experience (something we won't obviously know until review time), there really looks like there's little to be worried about. But we could always have yet another go at a newer preview build should one become available. You know, just to be sure.

Click 'Track It!' to keep your eyes ahead on Fred.

Joao Diniz Sanches
Joao Diniz Sanches
With three boys under the age of 10, former Edge editor Joao has given up his dream of making it to F1 and instead spends his time being shot at with Nerf darts. When in work mode, he looks after editorial projects associated with the Pocket Gamer and Steel Media brands.