![]() If it didn't stutter so much, it'd be harder to see that there's just not a ton of depth to Lollipop Chainsaw's combat. Getting knocked down means obnoxiously hammering on the "B" or circle button to get back up. ![]() The controls are a little wonky at times, and Lollipop Chainsawfalls victim to extended pauses at the tail end of combos, which lead to infuriating cheap hits as Juliet stands powerless. Using the right move at the right time can lead to "Sparkle Hunting" moments where you can decapitate multiple zombies at once, yielding more coins to buy character upgrades. As the game progresses, fights become more about crowd control and peeling off stronger ringleader types. Lollipop Chainsaw establishes new enemy types that affect combat scenarios at a good pace. Instead, some mild experimentation yields acceptable zombie-killing results. There's a workable combo system that isn't overly reliant on the upgrades you can buy throughout the game, and you won't need to enlist the aid of a sensei to drill the combo commands into your head. Less clunky than Shadows of the Damned, free of the burdens of motion control that hung around No More Heroes' neck like an albatross, Lollipop Chainsaw mostly plays as it should. ![]() The good news: Lollipop Chainsaw is more mechanically sound than anything Grasshopper Manufacture has put its name on.
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