


The beauty of having gravity as a tool within the game is that it changes the way the player has to think. The problem is that some people may not connect with the way the game utilises gravity in the same way that I did, and so would ultimately be left a little cold as it becomes “just another shooter”. On the surface, it could realistically be any run of the mill shooter in terms of storyline, character design and and environmental aesthetics but the one thing that sets it apart from the rest is the use of gravity as both an offensive and defensive tool. During the invasion, Russel’s daughter disappeared and so you now fight your way through the alien horde with your partner, Leo Delgado, in search of your missing child. Without going in to too much detail on the story prior to review, you play as ex-cop Davis Russel, who lost his wife when aliens invaded earth and wreaked havoc with their own weaponised gravitational forces. Between the use of gravity to alter perceptions yet never kill the flow, to the genuine co-op aspect where each player exists not only as cover or health restoration for the other, but can work in tandem to pull of some spectacular kills, Inversion offers a fresh perspective on the cover-based third person shooter. Inversion is, without a doubt, one of the most satisfying games I’ve played in a very long time and had me hooked from the first few moments of gameplay. Thankfully, I was able to rectify both situations at Gamescom. Had it not been for Kingdoms of Amalur coming along, coupled with not being able to get anyone to talk to or any more than a few minutes of hands-on time with Inversion, it would have been my sleeper hit of E3. The fact that I am inherently dire at shooters is also well documented, but it doesn’t stop me from having a vested interest and so when I first laid eyes on Inversion at this year’s E3 I was immediately taken in. There is no denying, however, that modern shooters play with the eye more than most other genres and the likes of Crysis changed the way we, speaking as a well documented graphics whore, approach games from an aesthetic standpoint. It’s very much the same sort of relationship one would expect from the average male towards a world class porn star whereby you know what you’d like to do, you know that the beauty before you is both unparalleled and exciting, yet you’re also painfully aware of the fact you probably won’t push the right buttons at the right time and end up fumbling around like a frightened kid with their first girlfriend, Calvins in a ball on the front seat past eleven on a school night. Shooters and I have a very odd relationship.
