![]() ![]() I rarely found myself using the fast travel system, because this is a game that’s about the journey as much as the destination. ![]() While that structure might sound monotonous, Sunset makes the very act of traversal a constant joy instead of an obligatory trudge. Like most any open-world game, the mission structure here has you talking to a character at point A, making your way across the map to point B, and engaging in some activity that usually results in being sent to collect a reward at point C. This distinct style transcends aesthetics, and actually aids in Sunset's most successful and often-used mechanics. I really appreciate that Insomniac has crafted a world that successfully adheres to a strong, unique, and artistic vision. Monsters explode into an ocean of bright-orange viscera, certain weapons allow you fire off a torrent of blazing fireworks, and freezing enemies will result in the word “BRRRR” appearing in the air above them. Like the cult-classic Jet Set Radio, Sunset assaulted my senses with a never-ending barrage of stimulus. Its bright colors, punk-rock attitude, and nose turned up in the direction of authority all meld together wonderfully. Sunset Overdrive visually pops, like the Easter Bunny on an acid trip. ![]() More often than not, it led me someplace that I'm thoroughly glad I visited. Because of Sunset's superb traversal, impeccable comedic writing, and wealth of upgrade paths for my character and weapons, I was more than happy to take the road less traveled. This isn't due to a lack of interesting things to do, but rather a testament to the abundance of them.
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