So April was the first month without a post in my not-yet-so-long-existing blog. But no, neither am I dead nor do I want to stop writing. Private and work stuff demanded quite some time lately, yet much gaming-related stuff has happened in the past 1 1/2 months. But be warned, it's going to be a lot less shmuppy than before.
Homura - A nearly divine accomplishment
That accomplishment wasn't mine though. But I still play the game regularly, at least two or three times per week. Still loving it even though some frustrating aspects have shown up in the meantime. But these are just standard for shoot 'em ups when you've hit a wall and it constantly becomes harder to improve. It might not be long before I quit (or at least take a break), but I'd like to achieve my two main goals which are very close: a 1CC and a score of 2 billions. So far my best attempt yielded me 1.98 billions.
But of course someone else is responsible for the really exciting news here: abschüssig! Ladies and gentlemen, we now have a western player holding the Homura world record!! Seemingly the first ever shoot 'em up world record not hold by a Japanese player any longer. abschüssig worked for months if not years on this and you can watch the awesome result on his YouTube channel.
God of War II - An almost unfair challenge
Being my first PS2 non-shmup, God of War II became my necessary distraction from Homura, was just overused a little bit as I played it for hours and hours. But what can I say, God of War II is godly to say the least and totally deserved my time. I have played neither part 1 of the series nor any other hack 'n slay games, but I can hardly imagine how it can be done any better. Well the riddles could have been a bit more difficult and the controls have issues in some specific fights, but you really have to search deeply to find flaws in this game. To keep it short... The fighting system including all weapons, combos, magic and attack throws allows for tons of different tactics. The variety of your attacks and enemies is sheerly insane. The climbing, swimming and flying adds greatly to the gameplay, especially climbing on walls and ceilings while fighting enemies is always fun. Graphics, camera work and music is superb, too. And let's not forget Kratos! Without a doubt he is the most manly character in video game history. All his adrenaline and testosterone practically passes through the screen and flows directly into the player. Never ever have I enjoyed video game violence to such an extent, with the exception of the Battletoads arcade game which was more cartoonish and less serious of course. God of War II now is one of my favourite 3D games. Wait, screw it, it is simply one of the best games ever made! Period.
Right now I'm still trying to beat Titan mode, the highest difficulty of the game. I love how you finally have to learn every single enemy attack and how to avoid them to at least have a chance to survive. You also have to use all of your abilities or you're dead right away. Thus you get one hell of a challenge. For the most part it's fair and doable though if you are good enough and make use of the best tactics. I'd just say there are about four passages in Titan mode which are unfair or at least close, the first one being the boss fight against Theseus. Don't ever make one single mistake within 10 minutes or you start all the way from the beginning. I'm now at the last hellish passage in the hallway before Clotho. God is it hard. This part eventually seperates the true Gods of War from the rest. Even if I ever get through this, it will take at least a few more hours to do so. Luck desperately needed.
Contra: Shattered Soldier - A quite frustrating experience
Holy shit, I finally beat this game! It really did kick my ass though. It is hard yeah, but comparing it with the other Contra titles... I can constantly beat Contra: Hard Corps with all endings and characters on one credit, sometimes even no miss. Furthermore I almost beat Contra III: The Alien Wars with 3 lives on hard difficulty without using continues. Yet Shattered Soldier gave me a lot of trouble, for several reasons. Firstly, I could only play it once in a while when visiting a friend who owns the game. Secondly, the game is quite hard. Memorization is more important than ever before. Thus it takes some time to find the save spots and the weapons which suit each passage the best. Thirdly, you have to get an A or S rank in each of the first 5 stages to get to see 6 and 7. So screw up once and you're done. Luckily my friend found out that you don't lose destruction percentage when continuing from the beginning of the level (instead of the middle where you lose 10% while I think 80% is needed to get an A rank). Last but not least the practice mode is plain stupid. Whoever from the developers had this idea, deserves a shot to the head. Stage 1 to 4 (not sure about 5) are available for practice from the very start. But then the formula goes like this: Beat a stage and it becomes available. Hooray! Like I wouldn't want to practice to actually beat the stage in the first place, no I can do so after I already beat it. Stage 6 gave me nightmares only because of this idiocy. How if you could practice it after you reached it without using continues? Would have made much more sense. Therefore I always had to start from the beginning which became tedious and irritating after a while because the game is quite long. Especially due to slow boss fights where the vulnerable parts just appear seldom and there are too many and too long breaks between enemy attacks.
Not to forget it is a great game overall. Just said speed as well as weapon variety and some enemy/boss attacks could have been better to create a more exciting Contra expierence. I just beat Shattered Soldier with continues, might go for the 1CC next time I have the opportunity to play it. I'm also planning a review on this game, but as you might know, there isn't even one "pure" review on my blog so far. Simply because I tend to plan a lot and realise little, so we'll see.
Rendering Ranger - A rather lucky coincidence
I recently tripped over a unique chance. As a result I got my third Super Nintendo shmup. The incredible part of the story is, I got it for free. Oh and that it is Rendering Ranger. It doesn't matter that it's just the cartridge, never would I have bothered to pay the hilarious prices which the game fetches on eBay & Co. even without packaging and manual. So now I am extremely happy to have it in my collection, as I have played it once on a forum's meet and enjoyed at least the shoot 'em up stages a lot. The only problem is that my Super Nintendo still has to be modded before I can start playing, but Rendering Ranger is just the final reason to get that done very soon.
Donkey Kong, Battletoads & Double Dragon - A truly overwhelming task
Still back in March I reviewed the Super Nintendo games Donkey Kong Country 2: Diddy's Kong Quest and Battletoads & Double Dragon: The Ultimate Team for a German SNES site - with very different results. While I developed a strong hate on one game, I still adore the other one (almost) like on the first day. And no, Battletoads & Double Dragon is not the latter one. I failed miserably at keeping the reviews clear and short, so both of them became monsters of over 3,000 words and I don't know yet if I bother to translate them for this blog. Maybe coming soon.
A blog about Shoot 'em Ups (and some other gaming related stuff)
May 3, 2011
March 12, 2011
News #1 - Extensive impressions on some new games
So it turns out it I hadn't bought any shoot 'em up games for almost the whole year 2010. Looking at some old score posts it seems that I purchased Under Defeat (Dreamcast) back in October 2009, Hellfire in November and Tatsujin (both Mega Drive) in December. And then absolutely nothing! It's once again weird how fast the time passes, I barely noticed it was such a long period without any new purchases in my favourite video game genre. But it wasn't that bad after all, there was still plenty of time to be spent with the freeware game XOP Black and especially the Dreamcast including all of its shmup awesomeness namingly Giga Wing, Zero Gunner 2, Mars Matrix and a bit of Under Defeat. I'm happy about that as my purse wasn't that well filled this year anyway...
But it's very likely that you just can't live without new stuff. As I had spent enough time on the above mentioned games, it was about time and my opportunity arrived in the last days of the year 2010. So I could celebrate the sudden arrival of four new shmups in my collection: the brandnew independently developed games Crimzon Clover and Fast Striker as well as Homura and Dragon Blaze as the start of my Playstation 2 collection. Some years ago, I would have played them all mixed up, but of course I've learnt that this doens't work out too well. So what do you do in that situation which was kind of new to me? Probably try them all out, stick with 1 or 2 and that's what I did. Meanwhile I could play all of them quite a bit, except Dragon Blaze which will have to wait a little more. While it's still too early to write detailed reviews, I'd like to post my impressions on these games. So if you're still hesitating whether to buy Crimzon Clover and Fast Striker, this might help you. Here we go.
Fast Striker (Dreamcast)
Last Hope isn't my cup of tea. I can tell so by watching 2 or 3 videos. R-Type like, memorization based, frustrating gameplay - there are many things in this world that are more fun. But surprise surprise, NG:DEV.TEAM developed, created Fast Striker as a serious effort to invade the arcades and the homes of serious score players. Four difficulty modes are included, so one thing is for sure: If you like the basic mechanics and game design, you will find a mode which perfectly suits you. Novice is rather uninteresting for experienced shmup players, very easy to 1CC. I also don't like the weaponry of your ship here. But it's very hard to find fault with any of the other modes. Omake is a little too hard for my taste, but still fun that way. Original is the default mode and concentrates on survival. Your ship is equipped with a spread shot to take care of enemy hordes more easily and with a very strong concentrated forward shot that kills powerful enemies and bosses quickly. Aside from the weapons, what makes this mode so fun are the few and simple, yet fun scoring mechanics. Destroyed enemies leave gold nuggets which imcrease your chain respectively multiplier. Shooting big enemies with your forward shot milks some bigger nuggets out of them. Last but not least surviving long enough activates devil rank where certain enemies leave suicide bullets, the difficulty is maxed out, but it is also much easier to grab the nuggets.
Maniac is where things get more complex. Chaining is now enemy based like in Dodonpachi. Shit, I hate this sort of scoring, I doubt I would ever try serious scoring attempts in a Dodonpachi game. But you know what? Fast Striker keeps it clearer, doesn't make it as hard and most importantly adds an element of forgiveness. When your chain breaks it's not the end of the world, the chain counter isn't reset, but drops so that you have some time to recover. Man great, I really like it this way. Maniac adds another scoring mechanic as well. When you focus your laser (the equivalent of the strong forward shot in Original) on big enemies, the beam turns from blue to green for a few seconds or longer if you continue to laser big baddies. With the green laser enemies give more points and point blanking them gives you nuggets which greatly contribute to your chain. Devil rank is now harder to reach and to hold, but gets much more important and adds another awesome element to the risk & reward system. When devil rank is activated you don't just get the standard scoring items, but NG:DEV.TEAM logos which add more points and increase your chain further. Bullet cancelling enemies and bosses yield you a ton of these logos. So better try your best to hold devil rank as long as you can. Dying, breaking your chain and using shields decreases the rank though the usage of one or two shields every once in a while may still retain devil rank. Omake takes Maniac's gameplay to the extreme. Very hard and for expert players and/or masochists only. Not to forget, in all modes you can get secrets throughout the stages and earn technical bonuses by destroying certain boss parts before finishing them off. What NG:DEV.TEAM managed astoundingly well in the end is to create this scoring system that is complex yet intuitive. While there are many different ways to increase your score, everything is easy to understand, adds positively to the challenge and is fun to do. Also the scoring mechanics don't get in each other's way, but harmonize well. The nice, tight level designs, varied enemies and fast, fluid, uncomplicated gameplay leave further positive impressions.
Unfortunately there are some things which I don't like at all. The balancing has flaws. The stage 1 boss spams bullets all over the place while the stage 2 boss has some very easy to dodge patterns. The 4th boss is also easier than the 3rd. Another example: in the middle of stage 3 there's a passage where a whole lot of the powerful bullet-spamming enemies enter the screen at once, together with a bunch of popcorn. You barely have enough firepower to destroy all of them and find yourself in bullet hell. Cruel bullet hell. It would be ok for its own maybe, but it feels unnaturally difficult compared to the rest of the stage. More balancing between the modes would also have been nice. The stages, weapons and scoring mechanics differ, but the bosses always shoot the exact same patterns in every mode besides Omake. I guess the idea was that the different weapons from each mode shall influence the length and thus the difficulty of the boss fight, but it doesn't feel right especially because boss fights in Novice are harder than in Original for that reason. Another problem is devil rank. Once you're in its fine, challenging and especially on Maniac and Omake very rewarding. But if you have the "luck" to enter devil rank by destroying a big enemy, you're welcome by suicide bullets you don't expect. You can avoid this by being careful in the first place, but it's still a bit unfair. Last but not least some of the patterns bother me. It could just be me, but I find dodging in Fast Striker harder than in most other games. The main reason seems to be that some patterns aren't as refined and fair designed as I'd like them to be. They just throw the shit at you without letting you the necessary breathing space. It is just a small number of patterns though, many of them are fun to dodge. The problem: they use the same formular too often. Like when you have to dodge through a slow pattern and then the fast red aimed bullets appear. More variety please! In conclusion this looks like a lot of complaints, but be aware that I criticize mostly small issues which don't destroy the game, Fast Striker is still very fun overall! I hope the Hellwig brothers will continue to develop and improve the way they did from Last Hope to this game. Then more great shmups will await us in the future.
Regarding graphics Fast Striker became the expected mixed bag. The visual style is awesome, I especially love the enemy and boss designs a lot. The backgrounds are also nice, but - you guessed it - don't offer even a bit of variety, with the exception of stage 4. Sadly some parts of the backgrounds in the final stage have been cut out on the Dreamcast port, thus it looks quite dull, too. The main problem about the graphics though is the colourful style which looks nice, but can cause problems. When there are lots of stuff on the screen, preferably bullets of too many different colours, enemies and scoring items, the overview suffers. That leads to confusion and some cheap frustrating deaths. Speaking of which I don't like different colour bullets anyway (unless they are somewhat similar like blue and green), so others might not find it that disturbing. Technically Fast Striker is almost flawless, slowdown occurs only seldom in Omake mode. If you like trance, chances are high you'll also dig the soundtrack. I'm not really into that kind of music, yet I like some of the music quite a bit, especially stage 1 and 3.
Crimzon Clover (PC)
Now THIS game is one of the most incredible things I've ever seen. Right out of the blue Yotsubane gives us his first game which looks like he has developed shmups for his entire life already. Everything about Crimzon Clover screams perfect. The scoring system is deep yet easy to pick up. You basically have two shots, standard and lock-on. The system evolves around a multiplier which constantly diminishes, but can be raised by destroying enemies. When destroying a bigger group of enemies with one lock-on shot you gets you a lot of stars and another multiplier for a short time. Moreover you can raise the break bar by killing enemies, once it is half full you can use a bomb. Once it is full, you can fill up a second bar and are free to enter Break mode. During Break mode (lasts approximately 10 seconds) you get invincibility for a few seconds, become faster, your shot is more powerful, the multiplier is double as high as before and you constantly get stars when shooting baddies. Not enough, if you fill up the second bar during Break mode you can enter Double Break mode where the multiplier is doubled once again, your fire fills practically the whole screen and you get even more scoring items. The break modes are plain fun, not to say maybe some of the coolest things ever giving you the power to kill giant enemy waves in seconds. It needs some time to get used to all the small scoring tricks like positioning full lock-ons, point-blanking enemies to fill your break bar faster and find out the best break timings, but that's part of the fun. Luckily you don't have to learn exact stage routes to get decent scores, the game allows for some freedom and spontaneity without breaking your score. The high amount of extends and practically infinite bombs also make Crimzon Clover more motivating than frustrating as you're always able to suit your strategies to your current ingame situation. Graphically, all I can say is that the visual effects are just sick. At times I still can't believe what is going on on the screen. Masses of enemy sprites, bullets, lasers, stars everywhere and not to forget your own weapons (especially in the break modes) result in a visual firework that you simply have to see. Yet the overview is maintained most of the time. Moreover Crimzon Clover offers some of the most imaginative level designs, enemy formations and shot patterns which are out there. It just never stops throwing things at you which take your breath away.
The only real problem about this game are the system requirements. Too much for my laptop. Crimzon Clover slows down intentionally when there are tons of bullets onscreen, but for me it does way too often. The built-in frames counter should always stay at 60 fps, for me it slows down to 20 frames at the most extreme parts. So I quit posting my scores on Shmups forum as they would be far from legit, continued playing a little bit, but then lost my motivation because of that. This is a shame admittedly because Crimzon Clover is one of the best shooting games ever made. Oh yeah I mean it! It's just so awesome it's unbelievable! Later I will definitely continue playing on my own or simply try to get a better PC. This game deserves it. If you want to play Crimzon Clover on your PC and run it without unintended slowdown, you will need to fulfill these system requirements:
Windows 7/Vista/XP
DirectX 9.0c
2,8 Ghz processor
1GB RAM
500 MB space on your HDD
I couldn't find anything about graphic card requirements, but I suppose you shouldn't have a bad one either.
Homura (Playstation 2)
After I had stopped playing Crimzon Clover and achieved good scores in Fast Striker, it was time for the next challenge. I didn't hook up the Playstation 2 earlier because I still needed to get an RGB cable to enjoy the games in full 60 Hz glory. Homura was one of my most wanted shmups and probably the reason why I chose the Playstation 2 over the Xbox 360 for now. It didn't click with me instantly as much as I had expected, but after some time and getting used to all the techniques, I love everything about it. Even some of the less detailed background graphics don't bother me. The setting and overall graphical style are great, the tracking shots well crafted and the enemy design coherent. Yet the orchestral soundtrack is even much more interesting. It gives Homura a distinctive, somewhat dark and very epic atmosphere on a level which sadly is seldom for shoot 'em ups nowadays. It perfectly supports the gameplay experience and makes it feel complete. Speaking of which, let's finally talk about the gameplay. Skonec's shooter caught my attention with similarities to other games at first: the Giga Wing series (one of my favourites) with the similar bullet reflecting tool and Shikigami no Shiro (one of my other most wanted shmups) where the character also attracts the gold items when defeating enemies with some kind of special attack. With similarities to these games, they could hardly go wrong. But Homura still has a lot of individuality. The bullet reflecting has to be approached differently, the Thunder Attack where the character dashes around the screen killing all enemies is a cool idea, too. The scoring system is a bit confusing at first, but once you get the hang of it, it's top notch. Bullet hoarding does play a role though it is not as important as in Giga Wing, simply because your "reflect" phase is so short here. It's more important to get a good timing and slashing the tight patterns to hit as many bullets as possible. Like in Takumi's games it is huge fun to use of the overwhelming enemy fire to your own good. Besides the shot patterns are like an own piece of art, fascinating to watch, fun to dodge and to slash back. One remarkable thing about Homura is its forgiveness. When you die you don't lose your current bomb stock, but get an extra one. That means you still can use all the bombs which are available in the game if you don't lose your last life with bombs in stock. You're score won't get hurt by dying either (missed enemies, slashes etc. not counted). So if you're not going for a world record score, an early death won't hurt you. Personally, I sometimes tend to do rage restarts when I die early or make small mistakes, in Homura I sure won't ever do such things. This way Skonec eliminated a lot of potential frustration. The only things I don't like concern the awkward controls when activating a bomb. Also accidentally executing a thunder attack instead of slashing bullets happens now and then in stage 4 because it's hard to see some enemies in all that chaos. I may revoke this complaint while mastering the stage though.
You could call Homura rather a beautiful experience than just a game. A very special and underrated gem.
Dragon Blaze (Playstation 2)
Only played a few credits here so far. I came, I saw, I didn't conquer. This will be one tough challenge as it's probably one of the hardest shoot 'em ups ever. What I can say right now is that the scoring system seems great. I did like the coin system in Gunbird 2 and Strikers 1999, yet this is a very nice change. The need of flying very high on the screen to destroy the enemies with dragon shot and being as offensive as possible makes it feel like no other shmup. It's harder to pick up though, you will have to plan your routes carefully to get the desired gold coins and not to get caught by enemy fire. Additionally, this is for sure the most hectic shmup expierence I know, with the exception of Dangun Feveron. I hated Cave's shooter for that, but I sure hope it will be different with Dragon Blaze. In the end this is definitely Psikyo madness as usual, fast bullets, crazy rank, memorization fest, seems even harder than Gunbird 2. Which doesn't have to be bad. We'll see.
Incidentally I changed the site layout and blog title (which was just a stupid working title anyway) from horrible to not too bad. I hope at least. Moreover I'm playing and reviewing Battletoads & Double Dragon on Super Nintendo. Don't ever touch this game, you'd regret it! Not even the toads could save it from being toadally average and unnecessary.
But it's very likely that you just can't live without new stuff. As I had spent enough time on the above mentioned games, it was about time and my opportunity arrived in the last days of the year 2010. So I could celebrate the sudden arrival of four new shmups in my collection: the brandnew independently developed games Crimzon Clover and Fast Striker as well as Homura and Dragon Blaze as the start of my Playstation 2 collection. Some years ago, I would have played them all mixed up, but of course I've learnt that this doens't work out too well. So what do you do in that situation which was kind of new to me? Probably try them all out, stick with 1 or 2 and that's what I did. Meanwhile I could play all of them quite a bit, except Dragon Blaze which will have to wait a little more. While it's still too early to write detailed reviews, I'd like to post my impressions on these games. So if you're still hesitating whether to buy Crimzon Clover and Fast Striker, this might help you. Here we go.
Fast Striker (Dreamcast)
Last Hope isn't my cup of tea. I can tell so by watching 2 or 3 videos. R-Type like, memorization based, frustrating gameplay - there are many things in this world that are more fun. But surprise surprise, NG:DEV.TEAM developed, created Fast Striker as a serious effort to invade the arcades and the homes of serious score players. Four difficulty modes are included, so one thing is for sure: If you like the basic mechanics and game design, you will find a mode which perfectly suits you. Novice is rather uninteresting for experienced shmup players, very easy to 1CC. I also don't like the weaponry of your ship here. But it's very hard to find fault with any of the other modes. Omake is a little too hard for my taste, but still fun that way. Original is the default mode and concentrates on survival. Your ship is equipped with a spread shot to take care of enemy hordes more easily and with a very strong concentrated forward shot that kills powerful enemies and bosses quickly. Aside from the weapons, what makes this mode so fun are the few and simple, yet fun scoring mechanics. Destroyed enemies leave gold nuggets which imcrease your chain respectively multiplier. Shooting big enemies with your forward shot milks some bigger nuggets out of them. Last but not least surviving long enough activates devil rank where certain enemies leave suicide bullets, the difficulty is maxed out, but it is also much easier to grab the nuggets.
Maniac is where things get more complex. Chaining is now enemy based like in Dodonpachi. Shit, I hate this sort of scoring, I doubt I would ever try serious scoring attempts in a Dodonpachi game. But you know what? Fast Striker keeps it clearer, doesn't make it as hard and most importantly adds an element of forgiveness. When your chain breaks it's not the end of the world, the chain counter isn't reset, but drops so that you have some time to recover. Man great, I really like it this way. Maniac adds another scoring mechanic as well. When you focus your laser (the equivalent of the strong forward shot in Original) on big enemies, the beam turns from blue to green for a few seconds or longer if you continue to laser big baddies. With the green laser enemies give more points and point blanking them gives you nuggets which greatly contribute to your chain. Devil rank is now harder to reach and to hold, but gets much more important and adds another awesome element to the risk & reward system. When devil rank is activated you don't just get the standard scoring items, but NG:DEV.TEAM logos which add more points and increase your chain further. Bullet cancelling enemies and bosses yield you a ton of these logos. So better try your best to hold devil rank as long as you can. Dying, breaking your chain and using shields decreases the rank though the usage of one or two shields every once in a while may still retain devil rank. Omake takes Maniac's gameplay to the extreme. Very hard and for expert players and/or masochists only. Not to forget, in all modes you can get secrets throughout the stages and earn technical bonuses by destroying certain boss parts before finishing them off. What NG:DEV.TEAM managed astoundingly well in the end is to create this scoring system that is complex yet intuitive. While there are many different ways to increase your score, everything is easy to understand, adds positively to the challenge and is fun to do. Also the scoring mechanics don't get in each other's way, but harmonize well. The nice, tight level designs, varied enemies and fast, fluid, uncomplicated gameplay leave further positive impressions.
Unfortunately there are some things which I don't like at all. The balancing has flaws. The stage 1 boss spams bullets all over the place while the stage 2 boss has some very easy to dodge patterns. The 4th boss is also easier than the 3rd. Another example: in the middle of stage 3 there's a passage where a whole lot of the powerful bullet-spamming enemies enter the screen at once, together with a bunch of popcorn. You barely have enough firepower to destroy all of them and find yourself in bullet hell. Cruel bullet hell. It would be ok for its own maybe, but it feels unnaturally difficult compared to the rest of the stage. More balancing between the modes would also have been nice. The stages, weapons and scoring mechanics differ, but the bosses always shoot the exact same patterns in every mode besides Omake. I guess the idea was that the different weapons from each mode shall influence the length and thus the difficulty of the boss fight, but it doesn't feel right especially because boss fights in Novice are harder than in Original for that reason. Another problem is devil rank. Once you're in its fine, challenging and especially on Maniac and Omake very rewarding. But if you have the "luck" to enter devil rank by destroying a big enemy, you're welcome by suicide bullets you don't expect. You can avoid this by being careful in the first place, but it's still a bit unfair. Last but not least some of the patterns bother me. It could just be me, but I find dodging in Fast Striker harder than in most other games. The main reason seems to be that some patterns aren't as refined and fair designed as I'd like them to be. They just throw the shit at you without letting you the necessary breathing space. It is just a small number of patterns though, many of them are fun to dodge. The problem: they use the same formular too often. Like when you have to dodge through a slow pattern and then the fast red aimed bullets appear. More variety please! In conclusion this looks like a lot of complaints, but be aware that I criticize mostly small issues which don't destroy the game, Fast Striker is still very fun overall! I hope the Hellwig brothers will continue to develop and improve the way they did from Last Hope to this game. Then more great shmups will await us in the future.
Regarding graphics Fast Striker became the expected mixed bag. The visual style is awesome, I especially love the enemy and boss designs a lot. The backgrounds are also nice, but - you guessed it - don't offer even a bit of variety, with the exception of stage 4. Sadly some parts of the backgrounds in the final stage have been cut out on the Dreamcast port, thus it looks quite dull, too. The main problem about the graphics though is the colourful style which looks nice, but can cause problems. When there are lots of stuff on the screen, preferably bullets of too many different colours, enemies and scoring items, the overview suffers. That leads to confusion and some cheap frustrating deaths. Speaking of which I don't like different colour bullets anyway (unless they are somewhat similar like blue and green), so others might not find it that disturbing. Technically Fast Striker is almost flawless, slowdown occurs only seldom in Omake mode. If you like trance, chances are high you'll also dig the soundtrack. I'm not really into that kind of music, yet I like some of the music quite a bit, especially stage 1 and 3.
Crimzon Clover (PC)
Now THIS game is one of the most incredible things I've ever seen. Right out of the blue Yotsubane gives us his first game which looks like he has developed shmups for his entire life already. Everything about Crimzon Clover screams perfect. The scoring system is deep yet easy to pick up. You basically have two shots, standard and lock-on. The system evolves around a multiplier which constantly diminishes, but can be raised by destroying enemies. When destroying a bigger group of enemies with one lock-on shot you gets you a lot of stars and another multiplier for a short time. Moreover you can raise the break bar by killing enemies, once it is half full you can use a bomb. Once it is full, you can fill up a second bar and are free to enter Break mode. During Break mode (lasts approximately 10 seconds) you get invincibility for a few seconds, become faster, your shot is more powerful, the multiplier is double as high as before and you constantly get stars when shooting baddies. Not enough, if you fill up the second bar during Break mode you can enter Double Break mode where the multiplier is doubled once again, your fire fills practically the whole screen and you get even more scoring items. The break modes are plain fun, not to say maybe some of the coolest things ever giving you the power to kill giant enemy waves in seconds. It needs some time to get used to all the small scoring tricks like positioning full lock-ons, point-blanking enemies to fill your break bar faster and find out the best break timings, but that's part of the fun. Luckily you don't have to learn exact stage routes to get decent scores, the game allows for some freedom and spontaneity without breaking your score. The high amount of extends and practically infinite bombs also make Crimzon Clover more motivating than frustrating as you're always able to suit your strategies to your current ingame situation. Graphically, all I can say is that the visual effects are just sick. At times I still can't believe what is going on on the screen. Masses of enemy sprites, bullets, lasers, stars everywhere and not to forget your own weapons (especially in the break modes) result in a visual firework that you simply have to see. Yet the overview is maintained most of the time. Moreover Crimzon Clover offers some of the most imaginative level designs, enemy formations and shot patterns which are out there. It just never stops throwing things at you which take your breath away.
The only real problem about this game are the system requirements. Too much for my laptop. Crimzon Clover slows down intentionally when there are tons of bullets onscreen, but for me it does way too often. The built-in frames counter should always stay at 60 fps, for me it slows down to 20 frames at the most extreme parts. So I quit posting my scores on Shmups forum as they would be far from legit, continued playing a little bit, but then lost my motivation because of that. This is a shame admittedly because Crimzon Clover is one of the best shooting games ever made. Oh yeah I mean it! It's just so awesome it's unbelievable! Later I will definitely continue playing on my own or simply try to get a better PC. This game deserves it. If you want to play Crimzon Clover on your PC and run it without unintended slowdown, you will need to fulfill these system requirements:
Windows 7/Vista/XP
DirectX 9.0c
2,8 Ghz processor
1GB RAM
500 MB space on your HDD
I couldn't find anything about graphic card requirements, but I suppose you shouldn't have a bad one either.
Homura (Playstation 2)
After I had stopped playing Crimzon Clover and achieved good scores in Fast Striker, it was time for the next challenge. I didn't hook up the Playstation 2 earlier because I still needed to get an RGB cable to enjoy the games in full 60 Hz glory. Homura was one of my most wanted shmups and probably the reason why I chose the Playstation 2 over the Xbox 360 for now. It didn't click with me instantly as much as I had expected, but after some time and getting used to all the techniques, I love everything about it. Even some of the less detailed background graphics don't bother me. The setting and overall graphical style are great, the tracking shots well crafted and the enemy design coherent. Yet the orchestral soundtrack is even much more interesting. It gives Homura a distinctive, somewhat dark and very epic atmosphere on a level which sadly is seldom for shoot 'em ups nowadays. It perfectly supports the gameplay experience and makes it feel complete. Speaking of which, let's finally talk about the gameplay. Skonec's shooter caught my attention with similarities to other games at first: the Giga Wing series (one of my favourites) with the similar bullet reflecting tool and Shikigami no Shiro (one of my other most wanted shmups) where the character also attracts the gold items when defeating enemies with some kind of special attack. With similarities to these games, they could hardly go wrong. But Homura still has a lot of individuality. The bullet reflecting has to be approached differently, the Thunder Attack where the character dashes around the screen killing all enemies is a cool idea, too. The scoring system is a bit confusing at first, but once you get the hang of it, it's top notch. Bullet hoarding does play a role though it is not as important as in Giga Wing, simply because your "reflect" phase is so short here. It's more important to get a good timing and slashing the tight patterns to hit as many bullets as possible. Like in Takumi's games it is huge fun to use of the overwhelming enemy fire to your own good. Besides the shot patterns are like an own piece of art, fascinating to watch, fun to dodge and to slash back. One remarkable thing about Homura is its forgiveness. When you die you don't lose your current bomb stock, but get an extra one. That means you still can use all the bombs which are available in the game if you don't lose your last life with bombs in stock. You're score won't get hurt by dying either (missed enemies, slashes etc. not counted). So if you're not going for a world record score, an early death won't hurt you. Personally, I sometimes tend to do rage restarts when I die early or make small mistakes, in Homura I sure won't ever do such things. This way Skonec eliminated a lot of potential frustration. The only things I don't like concern the awkward controls when activating a bomb. Also accidentally executing a thunder attack instead of slashing bullets happens now and then in stage 4 because it's hard to see some enemies in all that chaos. I may revoke this complaint while mastering the stage though.
You could call Homura rather a beautiful experience than just a game. A very special and underrated gem.
Dragon Blaze (Playstation 2)
Only played a few credits here so far. I came, I saw, I didn't conquer. This will be one tough challenge as it's probably one of the hardest shoot 'em ups ever. What I can say right now is that the scoring system seems great. I did like the coin system in Gunbird 2 and Strikers 1999, yet this is a very nice change. The need of flying very high on the screen to destroy the enemies with dragon shot and being as offensive as possible makes it feel like no other shmup. It's harder to pick up though, you will have to plan your routes carefully to get the desired gold coins and not to get caught by enemy fire. Additionally, this is for sure the most hectic shmup expierence I know, with the exception of Dangun Feveron. I hated Cave's shooter for that, but I sure hope it will be different with Dragon Blaze. In the end this is definitely Psikyo madness as usual, fast bullets, crazy rank, memorization fest, seems even harder than Gunbird 2. Which doesn't have to be bad. We'll see.
Incidentally I changed the site layout and blog title (which was just a stupid working title anyway) from horrible to not too bad. I hope at least. Moreover I'm playing and reviewing Battletoads & Double Dragon on Super Nintendo. Don't ever touch this game, you'd regret it! Not even the toads could save it from being toadally average and unnecessary.
Labels:
Crimzon Clover,
Dragon Blaze,
Dreamcast,
Fast Striker,
Homura,
News,
PC,
Playstation 2
February 21, 2011
Mars Matrix - A look back... and forward
What a shooter! Without a doubt Mars Matrix is one of the most important ones in my collection, for various reasons. It is one the games (next to Giga Wing 2 and Gunbird 2) which sparked my interest in bullet hell shooters. It was my first shoot 'em up with a scoring system that is plain hardcore and barely shows any mercy with its timed chaining. Unlike Dodonpachi I do find it really enjoyable, I did even in those days where it just kicked my ass. The chaining and Mosquito system are simply brilliant. Additionally, Mars Matrix might be the shooter which I've spent the most time with by now, probably between 150 and 200 hours. Of course not without a reason, it does have that much replay value. Last but not least it is the best example (for myself) of what you can achieve with immense amounts of practice, dedication and most importantly the maintenance of fun when you're playing a game for such a long time. Luckily Mars Matrix made at least that last thing rather easy to achieve.
So I'd like to take a look back to the beginning. I got Mars Matrix sometime in summer or autumn 2008 and immediately liked it. Well basically, all I did was enjoying the nice shot patterns, dying, credit-feeding, creating mini chains, constantly trying to improve them a little and buy new options from the shop to get to play with more lives and credits. You could say I had no idea how to play shmups, let alone the hand-eye coordination to survive in this bullet hell. Not even to speak of scoring well at the same time. Though not playing the game seriously, I had some good fun with it already.
Everything changed in April 2009 when I registered at Shmups forum. Suddenly I found scoreboards, strategy discussions and superplays. So finally I didn't just play for fun or against my own pathetic scores, but had lots of competition which increased my motivation by a ton. I started to play on default settings and posted my first score of about 79 billion taking the last place on the scoreboard. And that was even by far my best score at this point. Never would I have dreamed that I could get near the top spots, millions of EXP or even a 1 Credit Clear. But I hoped to climp up some places and after 2 or 3 months of practice I did, ending up at 200 billion points with 1.1 million EXP by the end of stage 4. This stage felt impossible at that point. I went on to play other games, knowing I would return to Mars Matrix whenever the time has come.
A full year had passed before it actually came. Mars Matrix was played during the 3rd week of the Shooting Game Tournament 2010, the first tourney I participated in. I was motivated as hell having achieved decent results in the first two weeks and now having a very good reason to get the dust off Mars Matrix. Well not exactly. Due to the different scoring values of the Dreamcast port, we all had to play the Arcade version. The one button controls were a bit troublesome, but I got used to it within the week. And much, much faster than I had expected, I got past the beast that is stage 4. Blame it on improved hand-eye coordination and finding respectively being told about some easier strategies to avoid difficult situations. By the end of the week I had 297 billions with 1.3 million EXP, reaching the final boss. So I could barely improve my chaining, but get more constant and survive better.
During this week I also started to play the Dreamcast version again. The results came fast, my score was soon four times as high as before. I never played much at a time, but constantly a few credits per week. This was the best way to stay motivated and not to get burned out at a point where it became more and more difficult to improve my score. But a 13 digit score and a 1CC were suddenly in reach and enough reason to keep playing. Let alone the fact that Mars Matrix became more and more fun as I got better chains and improved my overall skills at the game. So I managed to get decent or good chains in stage 1, 5 and the second half of stage 2, while still failing miserably in stage 3 and 4. At least there were some easy chains to get from gold fountains. After a lot of tries, deaths, chainbreaks and bad luck I could finally get it all together. On 18th December 2010 I ended up with a 1CC scoring 1.3 trillion points with 2.5 million EXP. Quite a perfect run for my current skills and strategies and probably my 2nd best achievement in the shmup genre so far.
Luckily this is not the end. I'm burned out from Mars Matrix right now, but I'll be happy to return back to it some other time, hopefully this year. I still haven't fully given up on chaining the so important stage 3. Additionally, I want to practice the Arrange Mode more which shares the same gameplay mechanics, stage layouts and bosses with the main game, but offers some new enemies, whole new enemy formations and bullet patterns as well as a level design that is just as awesome as ever.
For now there's nothing left to say except: Thanks Takumi for giving us one of the best shooting games of all time!
Not to forget: Mars Matrix review coming soon. Hopefully.
So I'd like to take a look back to the beginning. I got Mars Matrix sometime in summer or autumn 2008 and immediately liked it. Well basically, all I did was enjoying the nice shot patterns, dying, credit-feeding, creating mini chains, constantly trying to improve them a little and buy new options from the shop to get to play with more lives and credits. You could say I had no idea how to play shmups, let alone the hand-eye coordination to survive in this bullet hell. Not even to speak of scoring well at the same time. Though not playing the game seriously, I had some good fun with it already.
Everything changed in April 2009 when I registered at Shmups forum. Suddenly I found scoreboards, strategy discussions and superplays. So finally I didn't just play for fun or against my own pathetic scores, but had lots of competition which increased my motivation by a ton. I started to play on default settings and posted my first score of about 79 billion taking the last place on the scoreboard. And that was even by far my best score at this point. Never would I have dreamed that I could get near the top spots, millions of EXP or even a 1 Credit Clear. But I hoped to climp up some places and after 2 or 3 months of practice I did, ending up at 200 billion points with 1.1 million EXP by the end of stage 4. This stage felt impossible at that point. I went on to play other games, knowing I would return to Mars Matrix whenever the time has come.
A full year had passed before it actually came. Mars Matrix was played during the 3rd week of the Shooting Game Tournament 2010, the first tourney I participated in. I was motivated as hell having achieved decent results in the first two weeks and now having a very good reason to get the dust off Mars Matrix. Well not exactly. Due to the different scoring values of the Dreamcast port, we all had to play the Arcade version. The one button controls were a bit troublesome, but I got used to it within the week. And much, much faster than I had expected, I got past the beast that is stage 4. Blame it on improved hand-eye coordination and finding respectively being told about some easier strategies to avoid difficult situations. By the end of the week I had 297 billions with 1.3 million EXP, reaching the final boss. So I could barely improve my chaining, but get more constant and survive better.
During this week I also started to play the Dreamcast version again. The results came fast, my score was soon four times as high as before. I never played much at a time, but constantly a few credits per week. This was the best way to stay motivated and not to get burned out at a point where it became more and more difficult to improve my score. But a 13 digit score and a 1CC were suddenly in reach and enough reason to keep playing. Let alone the fact that Mars Matrix became more and more fun as I got better chains and improved my overall skills at the game. So I managed to get decent or good chains in stage 1, 5 and the second half of stage 2, while still failing miserably in stage 3 and 4. At least there were some easy chains to get from gold fountains. After a lot of tries, deaths, chainbreaks and bad luck I could finally get it all together. On 18th December 2010 I ended up with a 1CC scoring 1.3 trillion points with 2.5 million EXP. Quite a perfect run for my current skills and strategies and probably my 2nd best achievement in the shmup genre so far.
Luckily this is not the end. I'm burned out from Mars Matrix right now, but I'll be happy to return back to it some other time, hopefully this year. I still haven't fully given up on chaining the so important stage 3. Additionally, I want to practice the Arrange Mode more which shares the same gameplay mechanics, stage layouts and bosses with the main game, but offers some new enemies, whole new enemy formations and bullet patterns as well as a level design that is just as awesome as ever.
For now there's nothing left to say except: Thanks Takumi for giving us one of the best shooting games of all time!
Not to forget: Mars Matrix review coming soon. Hopefully.
Labels:
Dreamcast,
Mars Matrix,
Thoughts and Experiences
Subscribe to:
Posts (Atom)




