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‘Lollipop Chainsaw’ Review: As Sweet As It Is Sour

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For me, Lollipop Chainsaw is bittersweet, as it marks the end of an incredible collaboration between Goichi Suda (No More Heroes), Shinji Mikami (Resident Evil), and Akira Yamaoka (Silent Hill composer). That’s not to say these talented souls won’t work together again, but with Mikami returning to his roots, it could be a while. Their first collaborative effort, the fantastic Shadows of the Damned, set the bar pretty high for their next project. Does it live up to my expectations? Let’s find out.

The Baby Factor: Grab a martini shaker, toss some sex, a little Grindhouse, a lot of punk rock, a chainsaw wielding cheerleader, a dash of humor and shake it like a nanny with a baby. Then pour a generous amount directly into your fucking eyes and enjoy.

Lollipop Chainsaw really isn’t quite like anything we’ve seen before. It has elements of other beat ’em ups and the art style is a mix of Grindhouse and colorful cel-shading similar to one of Suda 51’s previous games, No More Heroes. It has everything we’ve come to expect from a Suda 51 game: it’s funny, colorful, quirky, bizarre, and clever. Unfortunately, it also has some of the things I hate about Suda 51 games, and that’s the combat, abundance of insta-kills, short campaign, and how painfully linear it is.

This is the type of game you can finish in an afternoon, maybe two. There isn’t a multiplayer to lengthen the game’s life, but there is an abundance of unlockables, including a slew of fittingly skimpy outfits for Juliet Starling. The campaign is incredibly short, and it’s more of a mixed bag, rather than a consistently amazing experience like the similarly short Shadows of the Damned (last SotD reference, I promise!).

Unsurprisingly, the visuals are one of my favorite things about this game. It looks great and manages the impressive feat of mixing Grindhouse with its vibrant and playful personality. Everything looks great, but the things that really stand out are the characters. The zombies are hilarious and come in a variety of flavors so you’ll have to mix things up during combat, and the bosses are inventive and delightfully bizarre. If anything, Suda 51 and friends (awesome name for a Saturday morning cartoon, by the way) know how to do boss fights. I’m never bored and they’re always unforgettable little diversions from the hours of hacking my way through the normal enemies.

The combat is something I’m not a huge fan of. In No More Heroes and Shadows–err, other games, the combat has never been very good. In a beat ’em up, that’s something that needs to feel responsive and satisfying, and in Lollipop Chainsaw, it really doesn’t. Despite being a cheerleader, in the beginning, Julie feels almost tank-like. Her sweeping chainsaw slashes take way too long to connect with enemies, and her pom-poms are largely useless until later on. The lack of combos is mostly expected, since they want you to unlock new moves to feel a sense of progression, but at the beginning you have a too shallow arsenal of moves.

The basic enemies, like the hordes of zombies you’ll be spending a majority of your time mowing down over the course of the game take too much time to kill. I shouldn’t have to spend thirty seconds on a single zombie; I should be able to make quick work of them so I can move on to the more powerful enemies.

Also, insta-kills suck, and while they’re not as bad as I thought they would be–Suda 51 like them a lot, it seems–the fact that they’re here at all bums me out. There’s one section in particular near the beginning of the game where you have to keep zombies from reaching a cake made of explosives. If they reach the cake, it’s game over for you. This section goes on way too long and if you fail you have to start over. Not cool, man, not cool.

Most of the time, the humor successfully straddles that very fine line between juvenile humor and self aware comedy. Basically, you’re going to laugh as often as you cringe.

I’m a little surprised at how linear the game is. Outside of a few semi-hidden rooms filled with lollipops and/or coins, there’s really no exploration. For an action/adventure game with a genuinely interesting world brimming with unique characters, this is a huge let down.

Oh, and the camera is fucking weird. It’s less noticeable in more enclosed areas, but when you’re running down a hallway it starts jerking forward like it’s in the hands of a particularly out of shape camera man who’s having trouble keeping up with you.

For each incredible idea Lollipop Chainsaw brings to the table, it has a bad one to go with it. The world is fantastic, but because you’re forced down a constricted path, it feels too small. The enemies are fun and creative, but the combat is sluggish and you’re forced to contend with a frustrating camera. The story is engaging and witty, but it’s also very short and it’s peppered with strangely placed loading screens. There’s a lot to love about this game and it marks the beginning of the late June to mid-August drought. If you can get past its handful of flaws, you won’t leave Lollipop Chainsaw disappointed, and in a sea of shooters and sequels, this is a sweet escape.

The Final Word: If you’re a fan of Suda 51’s previous efforts, you should already have this game. If you’re in the mood for something that’s just different, I also suggest giving this a try, though you should probably just rent it.

This review is based on a retail copy of the PS3 version of Lollipop Chainsaw, which was provided by the publisher.

Toss Adam an email, or follow him on Twitter and Bloody Disgusting

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

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George A. Romero Foundation Founder Suzanne Desrocher-Romero Has Passed Away

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Suzanne Desroches-Romero and George A. Romero

All of us here at Bloody Disgusting are deeply saddened to learn that George A. Romero Foundation Founder and President Suzanne Desrocher-Romero has passed away.

GARF shared in a statement on socials, “It is with a heavy heart that we announce the passing of Suzanne Desrocher Romero. Suzanne passed away of natural causes on June 24 at her home in Toronto after a prolonged illness.”

The statement continues, “Suzanne was the fierce leader of the George A. Romero Estate and The George A. Romero Foundation. She worked tirelessly to preserve George’s legacy. Her work at the foundation will continue to inspire and live on for generations to come. The family asks for privacy at this time.”

Desrocher-Romero founded GARF in 2018, after her late husband’s passing in 2017, and has been a fierce advocate for his legacy and the arts. It was her mission to “strengthen horror as a serious field of global study,” and she was a tremendous fighter on behalf of Romero’s works and supporting new filmmakers inspired by his legacy.

It was Desrocher-Romero who spearheaded the recovery and restoration of The Amusement Park, and, as the person in charge of the George A. Romero estate, worked closely with author Daniel Kraus on completing unfinished novels like Pay the Piper and The Living Dead. She most recently celebrated the restoration of her favorite of Romero’s zombie films, Day of the Dead, and was hard at work producing the upcoming film Twilight of the Dead.

That passionate advocacy led to Suzanne Desrocher-Romero becoming family to Bloody Disgusting as well.

2023 marked the start of an ongoing partnership between Bloody FM and GARF on The Dead, a scripted audio series spanning multiple seasons that saw Desrocher-Romero working closely with the Bloody FM team and mentoring the series’s contributing writers with GARF. To say her loss will be felt internally is an understatement. 

“Anytime George Romero is mentioned is good, because what we are doing is to provide a healthy legacy. We’re uplifting his legacy, we’re supporting the archive, and we’re also supporting the Horror Study Center. So, all of these three things are what the Foundation is striving to do. As far as I’m concerned, the more we say George Romero’s name, the better it is,” Desrocher-Romero recently told BD. 

It’s the perfect encapsulation of her unwavering enthusiasm for supporting Romero’s legacy and the horror genre, and just a glimpse at how much she contributed to preserving it. She is, in short, an inspiration.

We send our deepest condolences to Suzanne Desrocher-Romero’s family, friends, and GARF.

 

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