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Monday, 1 November 2021

Gleylancer Review (Switch)

 

Written by Dan Gill

Shoot ‘em ups were ten-a-penny on Sega’s 16-bit powerhouse; Zero Wing, Steel Empire, Hellfire, Gynoug, Thunderforce, I could go on. Some are remembered as being the finest of their genre (Thunderforce IV, take a bow), while some live on as memes (I’m looking at you Zero Wing). Some titles slipped through the net, and never really received the recognition they deserved. This is where Gleylancer sits.

Gleylancer originally only released in Japan, but eventually made it to western audiences via the Wii’s Virtual Console service. When it was originally released in 1992 it was met with mixed reviews (and was even slated on its Wii release by some), but upon playing it it’s hard to see why. It looks similar to Thunderforce IV, has some lovely anime style cutscenes, and plays well. Perhaps it was a sign of the times where it was another shooter in a sea of many, but now with this Switch port it’s pitched at a tempting price point for fans of the genre.

The story – as told through the game’s lovely cutscenes – details teenage star fighter pilot Lucia’s quest to fight through an alien race’s defences in order to rescue her father, who happens to be a high-ranking admiral in the Federation navy.  While the story isn’t all that important in a game like this, the presentation is great, and it’s nice to have the action broken up with a bit of context. However, if you’re just looking to blow stuff up you can skip the story.

The basic gameplay of Gleylancer is much the same as in any other shooter; blast enemies, dodge bullets and objects. Upon starting a new game, you get to choose your “mover system” (think R-Type's “bits”). You can have the support craft shoot in the direction you’re moving, shoot in the reverse direction, lock on to enemies and so on. The configuration you choose remains with you throughout the game.

Once you start the first level you’re met with an assault of parallax scrolling asteroids in the background, something else that brings to mind TFIV, but it’s initially off-putting. Enemies and bullets can be hard to spot, and later in the level you’ll need to avoid debris that can’t be destroyed. The initial experience isn’t particularly pleasant, especially if you’re playing in handheld mode. However, once you get past level one, things are a lot clearer, and it’s easier to focus on the action.

The game offers the usual fare; blast smaller ships, battle a boss at the end of each level. There are sections however which focus on dodging and manoeuvring through tight sections in levels, meaning you’ll release your grip on the fire button every now and then. This adds a bit of variety, and some tense moments as you squeeze the Gleylancer through the narrowest of gaps.

The game offers a decent challenge, but is still easier than some of its contemporaries, and would come with a recommendation even if it was just the ROM dumped onto the eShop. Thankfully, developer NCS has put in the effort you’d expect of M2. The original game is presented in all its 16-bit glory, with the features and original translation intact. On top of this they’ve added a version of the game with modern conveniences such as a rewind function, various display options, a new script translation, save states, and perhaps most importantly of all, the ability to switch between “movers” on the fly. These updates make the game far more accessible to the modern gamer, and there’s even a cheat mode available.

So, a triumph of a port, then. There’s enough here for genre fans to sink their teeth into, and the game is accessible enough for those wanting to dip their toe into the often-tough world of SCHMUPs. Hopefully there’ll be enough interest here to encourage Ratalaika to publish more shooters from the Mega Drive that haven’t already made their way to modern consoles. I for one would love to see Gynoug receive the same treatment that Gleylancer has, but for now I’m quite happy to jump back into the Gleylancer to rescue Lucia’s father again.

 

9/10

Monday, 25 October 2021

Metroid Dread Review (Switch)

 

It’s been a long road to Metroid Dread. It’s not as if Metroid games even come around every console generation, but the once cancelled Dread has been worth the wait. It’s something truly special.

First of all, it’s a good idea to point out that Mercury Steam where also responsible for the other most recent Metroid game – Samus Returns on the 3DS. Samus Returns really divided fans and critics alike and to be honest it’s too long, the controls are awkward and gimmicky and even the general room layouts don’t really work. So it’s both a massive relief and somewhat of a surprise to find that Dread has removed pretty much every criticism levelled at that game. As such you can dismiss any worries you may have had about the development team. This is not Samus Returns.

As soon as you start playing it’s incredibly clear that a lot of thought has gone into how Samus controls. This has to be one of the most satisfying movement mechanics we’ve seen in years. Samus moves like a dream with everything the player does being slick and solid. At its finest it recalls games like Bayonetta and Vanquish with everything that unfurls on the screen being part of some kind of eye popping ballet of death as one move seamlessly transitions into another. Speed runners should have an absolute ball with this. Again, Samus Returns this is not.

Complimenting the controls, the look and sound of the game set the scene perfectly. The lush opening cinematics are shortly followed by dropping the player into beautifully detailed landscapes to explore. Each area of Dread has its distinctive own personality with ice, lava and botanical areas filled with effects and small details such as the glowing emergency lights on Samus’ suite when she enters a powered down room. The thing looks incredible from start to finish with design of the highest order present throughout. Even the loading screens as you move between sections are gorgeous.

The soundscape is equally impressive. The game moves away from the series trademark of soaring scores and replaces them with more atmospheric tracks that add to the sinister and foreboding feeling that permeates throughout the game. This is highlighted during the EMMI sections which are absolutely chilling and really add to the feeling of erm… dread. If Metroid ever decides to go full survival horror this shows it could probably pull it off.

Speaking of the EMMI, the new gimmick of the game works well. There are seven in total and all are impervious to your attacks until you get hold of a one use upgrade for your arm cannon. They are restricted to patrolling specific areas of the map which are clearly marked with special doors. As interesting as it would have been to have one following you around the entire map like a Terminator, in practice it would have got old fast as the EMMI perform instant kills on you if you get caught. Your only defence is an incredibly short window in which to counter which leaves the machines stunned so you can slide through their legs and run away.

Luckily the game checkpoints well so when you do get caught you can start again from just outside the area. The only real way to get through these areas is to run like hell and hope the EMMI don’t find you. The game does a great job of making your bad ass bounty hunter feel helpless in these sections with the diegetic noise the robots make doing everything it can to make your skin crawl.

Other highlights include some absolutely epic boss fights with beasties that normally take up most of the screen. These can seem imposing at first but every boss has attack patterns which once learned will see you down them remarkably quickly. In general the bosses didn’t stop our progress too much and the only real spike we found was in the game’s final showdown. Keep at it and you’ll get through though and there isn’t anything here that long time Metroid fans will feel overwhelmed by.

In terms of the flow of the general game it should come as little surprise that it follows the general Metroid format of explore map, find skill and explore the bits of the map you couldn’t explore before. Where it does differ slightly is that at some points the game becomes more linear by funnelling you down certain sections by locking doors. The skills you acquire are both the usual Metroid set mixed with some new additions. There’s a slight issue here in that some of the skills, such as the cloaking device, are used only a handful of times throughout the game which is a shame.

Overall though, Metroid Dread is a resounding triumph. The sound, look, design and control of the game is absolutely spot on. The feeling of exhilaration you get when escaping an EMMI or downing one of the gigantic bosses is unparalleled and the plot is a series high with twists and turns all the way from start to finish. It’s an incredible achievement that in a series with such a high water mark and in a genre which is so oversaturated with solid entries that this stands at very top of the pile. Whether you think it’s better than Super Metroid will likely be based on when you first played the seminal SNES classic but Dread is a game that deserves to sell systems and is an undeniable, remarkable classic.

Overall 10/10

Monday, 18 October 2021

Unmetal Review (Steam)


Written by Thomas GJ Sharpe

It is surprising to me that there aren’t more send-ups of po-faced action games, and films for that matter. Indie darling Broforce was the last I can properly recall, but it was a through and through celebration of over-the-top action. Unmetal is Metal Gear done by Zucker, Abrahams and Zucker, and is crass and clever, vintage and innovative, and most importantly, funny.

Jesse Fox is as absurd as Solid Snake. Exaggerated, hyperactive and farcical. Kojima’s weird family of mercenaries bickering about global espionage is as unbelievable as UnMetal’s world of pompous characters and bizarre situations. The developers, UnEpic, have skewered the tactical espionage action perfectly. Fox is imprisoned for a crime he didn’t commit, and we play out the actions of his adventure while it is being discussed in an interrogation. This framing allows the gameplay to bend to this more than unreliable narrator. In-between the stealthy knocking out of guards, crafting of items (in a point-and-click style) and boss fights, Fox tells his tale to a dubious intelligence investigator. Were there piranha-men born from a botched artificial insemination procedure, lurking in the sewers? Why not. The flicking between gameplay and narration is effortlessly handled, allowing for a compelling mixture of story and action.

The gameplay is pretty challenging, often switching modes. This means that the segments of any gameplay style don’t really reach any true depth. There is little to master here, but the sheer number of ideas, pace changes and reversals means UnMetal is agile. There is a more puzzle-style challenge, even to the action. There isn’t anything you would be surprised at, level-wise, but the areas are contained and well designed. I got stuck a few times just by missing a path to travel, but most sections don’t outstay their welcome. The boss fights (presented with Street Fighter-esque title cards) break up the chapters, giving the player a sense of progression. As does the simple upgrading system, providing a small amount of player choice. The aforementioned interrogation-gameplay duality, however, provides the most effective impact. The dialogue choices made in the interview impact the action, with little discernible hint at the effects of the different lines. Some make the game harder, some easier. All are amusing.

The voice-acting is superb, sending up all the stereotypes of the genre. There is something joyful to me about people putting on gravely, gruff-man voices for this amount of time. There is dedication here. The music is tightly wound and evokes just the right feel to remind you of levels from oh-so-many titles. Aesthetically, the design just works, it falls into place to feel nostalgic, but without the drawbacks, limitations and frustrations that playing the inspiration material sometime bring.

The last time I had this much fun with a parody game was Darkside Detective, and much like that sublime title, the balance between homage and nostalgia with the subversion and innovation make this a rare gem. This is goofing off at its most elegant.

Overall 9/10

Monday, 11 October 2021

G-Darius HD Review (Switch)

We reviewed the excellent Dariusburst: Another Chronicle EX+ recently which proved to be a stunning and very welcome addition to the wealth of side scrolling shooters out there. Now Switch gamers can take a look at something from a little further back in the long running franchise with this arcade version of G-Darius.

The most notable thing to begin with is that this game isn’t meant to be running on dual monitors like it’s more recent entry in the series so you don’t get the small screen size which proved a controversial choice for Dariusburst. The visuals are rough around the edges though, taking on the polygon heavy style of the era. There is an HD port here but in reality it barely looks any different. So, unless you are a fan of the look of the 32-bit age then this may be too much for you to bear – which is a shame as beneath the look of the thing there is one hell of a blaster here.

The core Darius mechanics are still in place with the colour orb power up system working much the same as always. The key gimmick is that players can trap enemies with a kind of electric lasso and draw them back to their ship. Depending on the enemy captured these then add things to your ship such as extra blasters or a shield. This technique can also be used to counter the boss’s energy discharges leading to big scores. It’s a simple system but one that adds options to the players arsenal while encouraging experimentation and flexibility.

General level design is of a consistently high quality and each area is varied and packed full of things to blast. At a point in each level you also get the chance to choose two different routes through the game as well meaning replay value is massively increased as it’ll take  a while to see all the different variations on offer. The bosses are of course insanely awesome as always but then this is a Darius game so what else would you expect?

Another thing of note is that the slowdown from the original game is still present here. This is somewhat controversial as on one hand you might have expected this to be removed (especially in the HD version of the game), but on the other hand this was tried in other recent versions of the game and it could certainly be argued that they suffered massively in terms of how they played because of it.

Overall, it’s always good to see classic games like this make their way to new systems and new audiences. On the other hand we can certainly see how people not familiar with the game the first time round might not get into it. It’s certainly one for fans of the series and the original as this is very much the game you remember but we wouldn’t recommend it as the place to start for those looking to get into side scrolling shooters. Especially not when Dariusburst is sitting right next to it on the eshop with its crazy array of options modes and general flash.

 

Overall 7/10