Showing posts with label Psikyo. Show all posts
Showing posts with label Psikyo. Show all posts

Monday, May 30, 2022

Strikers 1945II (Switch) Review


Strikers 1945II (Switch) Review

Date Released: 25 January 2018 (Originally 1997)

Date Played: 29 May 2022


When humanity looks back on the life of Adolf Hitler, I feel like we all think the same thing; "Now there's a man who died doing what he loved... transforming tanks into giant robot crabs."  

Of course I'm joking, but this kind of bizarre humor is exactly in line with the Strikers series.  Developed by Psikyo, an often maligned and notorious B-tier shmup maker, Strikers II tells an alternate history of WWII where giant mechs hide in every battleship, train, and zeppelin on the Western front and you're more likely to encounter a giant alien brain for a boss than Field Marshall Rommel. It is the direct sequel to Strikers 1945 and shares a similar look, playstyle, and mechanics, while improving on them in many ways. Despite the unfair reputation that many Psikyo games have in the community, Strikers 1945II is a really fun and solid entry into the shmup pantheon of games.  It is currently an Honorable Mention on shmupsforums top 25 shmups of all time and has even made it onto the top 25 list in the past.  Sadly, this review is for the Switch port of the arcade game and just like all of the other Psikyo games that have been ported to Nintendo's system, it is lazy, laggy, and almost unplayable for anyone other than the most casual shmup fan.



Story and Presentation:

I hit on the general premise of the story in the introduction, but there is some other overarching plot of a secret faction known as the F.G.R. that has taken over some other faction's technology to create giant mechs.  I'm not really sure what's going on, and I had to grab that information off of Wikipedia just to write this review.  As with most shmups, it's not important.  What IS obvious is that the game is very straight laced and generic during most of it's 8 stages.  It looks like a WWII shmup in every way.  We've all seen it a million times, and if you were to glance at the screen of someone playing this game, there's not really anything to differentiate it from the 19XX series.  That is until you get to one of the game's bosses.  Each one of them starts off as some sort of normal object like a aircraft carrier, a bomber, a tank, etc.. After you deal it enough damage, it will transform into a giant mech that you will have to dispatch.  It's kind of a cool idea, and some of the mech designs can get weird (e.g. the crab boss mentioned above).  However, they aren't nearly as strange as the first Strikers game that had you fighting ghost detectives, aliens, and crystals.  This time, you'll just be dealing mostly with mechs and the occasional alien brain. 

The game's 8 stages work just like most of the other Psikyo games where the first 4 of them are in a random order with the final 4 being set in place every time.  This is a strange design choice on Psikyo's part and a lot of the shmup community aren't huge fans of this mechanic.  While it does add some variety to the game, the randomized stages are different based on which order they come in.  So you may play one time and have the trainyard stage be your first stage and it's a cakewalk.  The next time you play, it may come 4th and will be much more difficult.  It makes memorizing enemy patterns and routes much more laborious because they change so much based on where they fall in the rotation.  In essence there are four variations of each of the first 4 stages, meaning you'll have to learn 16 variations in total.  Then, you'll need to learn the final 4 stages after that.  It's an obvious carryover from the arcade days and you can just tell that Psikyo designed their games this way to gobble up more quarters.

The stages themselves are all pretty pedestrian and unmemorable. The first four stages are the North Pole which is an icy water level, the East China Sea which is a non-icy water level, France which is grey and brown city, and The Grand Canyon which is a trainyard.  The final four stages are vary from desert to jungle settings before moving onto the enemy base.  They are just as unmemorable as the first 4 stages and the muted color pallet does little to differentiate between them.

The color pallet and settings aren't very interesting to look at, but they are done well and the pixel art is competent.  It's not a very pretty game, but it doesn't look bad either.  As for the music, it's vastly improved over the first game in the series.  The first Strikers game had mostly forgettable music, with a few stand-out moments.  Some of these stood out because they were so good... others because they were grating and painful to listen to.  This time around, I'm glad to say that there's not a bad song in the bunch.  All of them are energetic and suit the game well.  There's some catchy melodies and epic chord progressions that really help to elevate the excitement of the game. It's not going to hang in there with the best soundtracks of the genre, but it's good enough to listen to outside of the game and you'll find yourself humming along to some of the more memorable sections.



Gameplay:

The game plays just like Strikers 1945 and most of the other Psikyo games.  It's a vertical shmup with tons of enemies, lightning fast bullets, mid/end bosses, and simple scoring mechanics. You have a standard shot, a charge shot, and a bomb.  All of these vary greatly between the 6 different plane choices you have.  Your standard shot is exactly what it sounds like but has a sub weapon that fires along with it and really is what sets all the ships apart. It can be powered up 4 levels by collecting "P" icons. These will increase your damage output drastically and each upgrade feels like a noticeable change.  As you kill enemies, a gauge will fill up at the bottom of the screen for a maximum of 3 levels.  At any level, you can fire your charge shot which will be a powerful attack that's great for taking out bosses and tougher enemies.  Of course, this shot become more powerful based on how many levels of the charge gauge are full.  Finally, each ship is outfitted with bombs that vary greatly from plane to ship, but will usually clear the screen, block enemy fire, and deal high damage.

The planes themselves are all based on actual WWII era aircraft.  It's a nice touch, but they resemble them in appearance and name only.  All of the different options play very differently, but they are all fun to use.  Not only that, they are all viable ships to use if you're going for a full clear.  Some feel more powerful than others, but none feel useless.

There's the P-38 Lightning that has a narrow, straight ahead shot with homing missiles as it's sub weapon.  The charge shot launches some high powered bombs that deal massive damage.  Its bomb brings out a formation of helper planes that shoot everything on screen and shield you for a short time.  It's a good all around ship but is rather slow and quite large.  It makes dodging dense bullet patterns more difficult.

The F5U Flying Pancake is a real plane from WWII and is well represented here.  It has a tiny spreadshot with semi-homing lasers for it's standard/sub shot.  The charge shot fires out a straight ahead laser that deals a lot of damage.  Bombing brings out 2 huge gunships that shield you and deal OK damage.  It's the fastest and smallest plane and is good for maneuverability.  It's homing laser subweapon is great for crowd control, but in general it feels a little weak when facing tougher enemies.

The Focke-Wulf Ta152 is a very slow plane with a powerful straight ahead shot and straight ahead missiles.  The charge shot releases a purple orb the slowly advances up the screen dealing massive damage and blocking shots.  The bomb is a quick and giant rocket that shoots straight ahead.  This plane has a very weak standard shot, but it's sub-weapon, charge shot, and bombs are very powerful. It will tear through almost any enemy, but has a difficult time dealing with attacks from all angles.  It is pretty difficult to use and is for more advanced players.

My favorite plane of all is the Ki-84 Hayate.  This tiny plane is moderately quick and able to dodge most enemy patterns.  It's standard shot is a medium sized spread shot that will eradicate most popcorn enemies.  The subshot is awesome and consists of these little options (helper planes) that zip all around the screen point blank firing into any enemy they see.  They always seem to take down any baddie that you may have missed and will really help chew through any dense enemy patterns.  The charge shot sends out a long helical column of bullets.  It deals fair damage but doesn't block any shots so it's purely offensive.  The bomb, unfortunately, is rather weak.  A large plane comes down and covers a little more than half of the screen.  It unloads on the enemies with its guns, but doesn't deal a ton of damage.  Luckily, it blocks shots that come in contact with it, but usually there are quite a few that will sneak around it.  So, you'll have to stay on your toes.

The J7W Shinden is a fan favorite and is probably the strongest ship in terms of damage output.  It is armed with a wide, straight ahead shot and a blue missile subweapon.  When these missiles come in contact with an enemy, they slow down and slowly crawl over them as they pass by.  This deals a ton of damage and you'll find yourself letting some of your missiles hit an enemy and slowly taking it out while you move on to the next threat on the screen.  This subweapon does most of the work for you and is a blast to use.  The charge shot fires a larger version of your sub weapon, but it doesn't seem to slowly drag itself across the surface of the enemy as much.  The bomb is a sweeping plane formation that covers the whole screen and blocks all shots.  While this plane is very powerful, it struggles with large crowds of enemies and you'll often find yourself overwhelmed.  You really need to have memorized the enemy placements and routing of the stages to succeed with this one.

The final choice is the DH-98 Mosquito.  It's very slow and has limited mobility despite it's zippy name.  It is armed with a medium spread shot and fast straight ahead missiles.  The charge shot is a flaming figure 8 pattern that does some really good damage.  This charge shot charges up pretty quickly, and you'll need to heavily rely on it when using this fighter.  The bomb seems to be pretty powerful and is a carpet bombing followed by a quick wall of fighters in formation.  This ship is all based around fire... which is ironic, because this plane was made completely out of wood in real life.

After you chose your ship and one of the game's many difficulty rankings (from Monkey up to Very Hard) you'll get thrown right into the action.  In general, the gameplay is very straight forward and not too complicated.  Each level gets more difficult than the previous one but most are pretty manageable until stages 7 and 8 where things really start getting ramped up.  If you've ever played a Psikyo game before, you'll be quite aware of it's notoriety for blazingly fast bullet speeds.  Some of the shots that the bosses take at you are so quick that there's basically no time to react and you need to know they are coming beforehand.  In my opinion, these kinds of shot types are what drives most people away from Psikyo games.  It's just so extreme, off-putting, and frequent that it always feels cheap.  Behind the scenes is a draconian ranking system that makes the game get more difficult based on how well you're doing.  The better you do, the more bullets will be fired at you, the faster they'll travel, and their density increases greatly.  It's a mechanic that's common to many shmups and I'm not really the biggest fan. It makes me feel like I'm being punished for doing well.  It's difficult to know what all factors go into controlling the rank, but dying or crashing into an enemy seems to lower it a fair amount.  Crashing into an enemy doesn't kill you in this game.  Instead it powers down your plane a level.  So, to keep the game in check, you'll need to balance crashing your plane into enemies to power it down while still trying to maintain enough firepower to actually make progress.  It's a touch balancing act and I'm not too sure if it's worth it, but it seemed to work for me. To help out with the extreme difficulty, you'll get an extra life at 600k (around stage 6) if you can hold out that long.  

The scoring is simple and seems to be exactly like the first game.  Shoot stuff to score points and occasionally, these gold bars will appear on the ground.  They have a sort of glimmering sheen to them and if you pick them up right when the glimmer is its most shiny, you'll get bonus points.  Mastering your timing when picking up the gold bars is the real crux to achieving a high score in the game.  It's tricky to do, but rewarding when it happens.

In terms of difficulty, this game is... extreme.  All of the Psikyo games are quite tough and this one is no exception.  The almost bullet hell density of some of the enemy shots mixed with the comically fast bullet speeds makes these games a herculean feat to master. Getting a 1 credit clear on the lowest of the 7 difficulties is doable, but getting up to Normal difficulty or beyond is only for the most hardcore of players. It'll have you pulling out your hair and becoming very frustrated in no time.  But, it's a shump, right?  It's what you signed up for.

If you have a perfect run, the game will loop for a second run through.  These are infamous for how difficult they are and will add even faster bullets and the dreaded suicide bullets from enemies you kill.  Getting this far is only for the most battle-hardened players out there.  Good luck.

This game is already very challenging for anyone but that is only exacerbated by...



Porting Issues:

All of the Psikyo games on the Switch have been ported over by City Connection and to say that these are lazy ports is quite the understatement.  Not only that, but they are essentially unplayable for most serious shmup fans.

Firstly, there are no extra features to the game.  There are no training modes or ways to only practice sections you're struggling with.  Keep dying on the last boss?  Well, play through the entire half-hour long game every single time you want to practice against him.  These are essential for home ports of shmups.  We're not in an arcade and we don't want to keep practicing the same sections we've played hundreds of times just to have a crack at one midboss so you can make another $0.25.  These training modes have been standard in most shmups ported from the arcade to the home console for the last 25 years.  Its absence here is appalling.

But more appalling is the nail in the coffin for ALL of the Psikyo ports on the Switch... the input latency.  Every game that has ever been released has some amount of lag or latency involved with it.  This is the amount of time that passes in a game from when something happens until you're able to see it actually occur on the screen.  In most modern games, this isn't much of an issue, but these old school arcade style games required split second timing to have any sort of chance at completing them.  

Strikers 1945II has at least 6 frames of input latency. With a flat screen monitor (these add more latency) you can bump that up to 8 frames or more.  Now, you may be telling yourself, "That's not that much... it's only 1/10th of a second."  Let me tell you, that in a shmup that's near unplayable.  Remember those ultra fast bullets I was telling you about?  Well, they are so fast that when you combine them with the latency of this port they become undodgable.  Meaning, the bullets have been fired and they have hit and killed your ship before you ever see it on the screen.  It's like when a star goes super nova a billion years ago, but it's light hasn't made it to Earth yet.  Yes, the event has already happened, but we still can't see it because the information hasn't made it to us yet.  Or, how when someone fires a rifle from 300 yards away, you can see the flash and the smoke but you don't hear the sound of the gun fire until half a second later.   Imagine in this scenario that someone shoots you from 300 yards away while you're not looking.  You feel the bullet strike you, then half a second later, you hear the gunshot.  That's what playing this game is like.  You see a bullet fired at you (it actually was fired about a 10th of a second earlier), you press left on the joystick to dodge it, 1/10th of a second later you see your ship move on the screen.  You didn't dodge far enough... so you go to press the bomb button to save yourself.  You press the button, but instead of bombing the screen, you see your ship die.  Why, because you were already dead before you hit the bomb button.  There is a reason that old school gamers and speed runners use old CRT monitors and original hardware.  The modern conveniences of flat screen TVs, badly emulated ports, and wireless controllers have added so much delay to gaming that these old school games become impossible when played in a modern setup.  

Know that ultra fast shot from the boss is coming up that you're waiting to dodge? Doesn't matter.  It already happened and you're dead.  About to fly into a stray bullet and need to bomb to save yourself?  Doesn't matter, you've already collided and are dead.  Trying to time the perfect point to pickup the gold bars on the ground to get the bonus score?  Can't do it because the chance has already passed.  It's so frustrating and is unfortunately a common occurrence on the Switch.  The arcade PCB has 2 frames of lag (which is standard), the Steam port has been updated and has 3 frames of lag (much better).  Hopefully, the upcoming PS4 port of this game will improve over the Switch version.

Conclusion:

Strikers 1945II is a really good shmup and is one of Psikyo's best by far.  Any fan of the genre should play it and spend some time getting to know it inside and out.  If I were to score the game based on it's actual merits, I would give it 8/10.  Unfortunately, the porting job by City Connection is so horrendous that it renders the game almost unplayable in the way that it was meant to be played. If you want to casually try out the game and don't care about achieving a competitive high score or getting a 1 credit clear and are just planning on credit feeding your way through the game, then the Switch port is fine.  However, most shmup fans don't do this and try to master the game. If you want to spend dozens of hours learning to perfect your runs, it can't be done on this version.  

It's a shame that this keeps happening over and over and publishers need to learn that just because a game technically "runs" on a console doesn't mean that it is ready to sell to the public.  It also doesn't help when game reviewers unfamiliar with the genre play through the game once while dying 50 times and then give it a review that says, "9/10 old-school shooting fun!"  The dedicated shmup community has been very vocal about the substandard quality of these recent Switch ports and hopefully the publishers out there are taking notice and will seek to improve on their future endeavors.

The Switch port of this game is good enough to let you see if you like the game so that you can then go out and play a better version on a different system... 

Final Status: Beaten (1 Credit Cleared on lower difficulties.. I can do much better on other versions)

Final Score: 5/10 (would have been 8/10 with a competent port)




Thursday, January 27, 2022

Sol Divide (PS1) Review

Sol Divide (PS1) Review

Date Released: 11 March 2003

Date Played: 27 January 2022


Introduction:

Sol Divide is one of the most painfully terrible games I've ever played and I'm absolutely shocked that it has received as many ports as it has.  It was developed by Psikyo for arcades back in 1997 before being ported to several home consoles. It's a departure from their normal types of games and tries to blend a horizontal shmup with an RPG while throwing in some fighting game elements into the mix  I have played this game three different times on three different consoles, and each time I play it I feel like it only gets worse. I Originally played this game on the PS2 in 2006 where I felt like it was just a boring arcade game. Then, I played it again on the Nintendo Switch in 2018 where it was a boring arcade game with so much input delay that it was practically impossible.  Now, I've decided to try to redeem Sol Divide by playing what is considered to be the absolute best port of the game, the Playstation 1 version.  

You may have noticed that this version was released in 2003. Two whole years after the PS2 was released and almost halfway through the cycle leading up to the following console generation. This is such a bizarre choice for releasing their game that I had all of these theories brewing in my head trying to rationalize a reason why they would have done this.  The best thing I could come up with was that the publisher was contractually obligated to release it on a home console in the United States, but knew the game was so bad that they decided to bury it by putting it on the previous generation Playstation to save face and money. Sadly, we know this isn't the case, because they released the game on the PS2 just a few years later (and once again right as the PS3 was coming out). So, there as to be some other reason for doing this.  Why would you release your game time and time again on a console that's one it's way out?  You know the game isn't good and isn't going to sell well, why even bother?  At least on the PS2 version it's bundled with the much better Dragon Blaze. I'm at a complete loss for what actually happened and the mystery of why this all came to be is, by far, the most interesting aspect of the game to me.

Despite all of the terrible choices centered around this miserable game, there are still people out there who consider the game underrated or as "hidden gem."  Don't listen to what they have to say, because they're wrong.  Sol Divide is an objectively bad game with almost no redeeming qualities.  It's a broken mess, and is not only extremely boring while being maddeningly frustrating, it's also barely playable.



Story:

There is some nonsensical story about the armies of Satan invading some fantasy kingdom and you have to stop them.  It's all very convoluted and hard to discern because there's very little information about it out there.  Even the Wikipedia page for this game is mostly blank and only has basic information about it's release date and critical reception. Most of the information about the narrative has to be gleaned from the manual because there is practically no story given to you while you play the game.  

You're greeted by a terrible CGI cutscene that shows the skeleton of a fallen warrior lying in the sand near some ruins.  Then, you see a dragon fly by overhead... and that's it.  There's no exposition, dialog, or anything else to let you know what's going on and this cutscene could honestly be from any sort of fantasy game.  As you play the game, you're shown a map of a fantasy world in between the stages.  Obviously, you're traveling to these places, but you aren't given any idea of what these locations are or what is happening there.  Then, when you finish the game, you're greeted by one of the laziest things I've ever seen any developer do. The final cut-scene is completely in Japanese.  Let me remind you that this is the U.S. release of a game; and the final cut-scene is all Japanese text with no audio or English translation.  I'm not sure if the publisher just didn't care, didn't have the money, or didn't think anyone would ever make it this far because the game is so terrible, but it's an absolute slap in the face to have this cutscene play out after suffering through this game.



Gameplay:  

The Playstation 1 version of the game is considered to be the best not only because of it's port of the Arcade version of the game, but also because of the included Normal mode which is supposed to be more like a story-based campaign.

In Arcade mode, you being by selecting from the usual 7 difficulty settings found in most Psikyo games. These range from the insultingly titled, "Monkey" for the easiest setting, up through "Child" and on to "Very Hard" for the highest difficulty.  If you've ever played a Psikyo game, you'll be fully aware that the games pack quite a punch even on the "Monkey" setting and will not be a walk in the park.  As for this game, I've never been able to 1 credit clear it on anything harder than the easiest setting in all my attempts with it.  This isn't from a lack of skill but rather from the poorly implemented gameplay mechanics and god awful design. So, if you do make the misguided decision to play this game, don't let Psikyo's direct insult of playing on a difficulty designed for a monkey force you to play on a higher difficulty setting.  You won't have more fun that way... you'll have way less.  Believe me, I didn't even think that was possible until playing through the game on the practically impossible Normal difficulty.

You select from 1 of 3 characters to use in combat. Kashon, the hawkman (or bird person as I like to call him) who is the largest character and is evenly balanced, Vorg, the fighter who has stronger melee attacks but weak magic, and Tyora, the sexy wizard, who has strong magic but weak melee abilities.  Personally, I always go with the wizard because she seems to be the best for cheesing the game, which is really the only way I've been able to make any progress with it.  After that, you're dumped out into the first stage.

The gimmick of Sol Divide is that it's more melee focused instead of being based around shooting like most shmups.  Each character has the ability to shoot bullets, do melee attacks at close range, and cast an overly large and complex series of magic spells that are essential to make any progress.  In addition to this, you're given only one life but have a health bar to make up for it.  You also have a mana meter for casting spells that is refilled by damaging enemies with your shot or melee attacks. As you kill enemies, they drop power upgrades, additional spells, and health and mana recovery items.  It's actually pretty sound idea that seems like it would be a lot of fun.  Unfortunately, the game is executed so poorly that almost none of its systems actually works.

Here is how the game actually plays.  Each of the stages is broken up into several smaller encounters with enemies that range from bats, eyeballs, wizards, skeleton warriors, mushroom monsters, and all other manner of fantasy creatures.  These happen more like an arena battle where you move on after you clear everything rather than the game continually scrolling as you would expect in a shmup.  These arenas are broken up by mid-bosses and final bosses just like you will expect and they mostly play out exactly the same way as the other encounters.  Your ranged shot is pretty much useless and is only good for taking out the smallest and weakest of enemies.  Usually, these just sit in one place at the beginning of each encounter and let you blast them away and really only serve to waste more of your time. After that, a handful of other enemies will appear and start bobbing and weaving around the screen as they bum-rush you one at a time.  They get right up in your face and you have to use your melee attack to dispatch them before the next one rushes in.  This seems fine, except that even your melee attack is rather weak and will take several complete combos just to take down an enemy.  To help with this, each character has a dedicated special move that they can do during their combo to help take down the enemies faster but pulling it off is easier said than done.  If you are able to do it, it will make they incredibly tanky enemies much easier to deal with because using your normal combo attack seems to take forever. This makes each combat encounter much longer than it needs to be and this can be especially true for the boss fights. It's annoying, but not a deal breaker.  The real issue in clearing the arenas lies in the enemy behavior.  They are all much faster than you are and will dash in and hit you before you're able to move out of the way.  If you decide to go on the offensive, and move forward to kill them before they have a chance to come to you, they will often bob, weave, and dart out of your attack range so you end up chasing them all over the screen trying to land a hit on them.  The hit detection is very poor and it often feels like a lot of your hits just aren't making contact when they should be.  To make matters worse, your character is immobile when they are in the middle of a combo.  So, you'll be in the middle of attacking an enemy, just for it to dodge away and you'll be stuck swinging at empty air.  It's usually at this time that the other enemies on the screen decide to shoot you when there's nothing you can do about it.  This leads me to my other point, which is that your character is huge and takes up about a quarter of the vertical portion of the screen.  Enemies will send out a barrage of bullets and attacks that there's no way to avoid and you'll take damage constantly.  If that weren't enough, you basically have no invulnerability time after getting hit and you'll have enemies stun lock you constantly as you're getting hit from all sides only to watch your health bar rapidly get drained.  It's rage inducing, and the combat never feels like it's working the way it's supposed to do. 

You know how in martial arts movies the hero will be surrounded by bad guys and they will all attack him one at a time and he seems super powered and untouchable?  Well, this game is the opposite of that.  The bad guys all attack you one at a time, but it's them that are super powered and untouchable.  It won't be long until you're trying to deal with several enemies all at once as they move all around the screen while avoiding your attacks and popping off cheap shots at you.  

To help with this, you're given magic spells to use.  As you kill enemies, they will drop magic scrolls that you can collect.  These are added to your spell book shown under your life bar.  Several of these spells are permanent and you can use them whenever you have the mana, while some are single use items.  Every character can have up to 9 of them at any given time and they can be cycled through by pressing the X button.  Personally, I feel like 9 spells is WAY too many to try to deal with.  All enemies and bosses have spell weaknesses, defenses, and invulnerabilities and it's up to you to learn which one works best in most situations.  But, with 9 spells, it can be a challenge to figure out what works... especially after you blow a single use spell on a boss that has an invulnerability to it.  The permanent spells are the main ones you'll be using and they range from a flame thrower, to lighting that strikes the whole screen, and finally the most useful skill in the entire game, the freeze attack.  This spell freezes all of the enemies on the screen and actually gives you a chance to attack something without it dodging and moving all around and will also prevent the other enemies on the screen from sucker punching you while you're trying to focus on one specific guy.  Since you're mana refills by attacking, most of the game just consists of you freezing everyone on screen, attacking something until your mana is full enough to cast another freeze spell, and rinse and repeat.  You basically have to chain freeze the entire game to cheese your way through it.  The other spells like meteor and death may only appear one time in the game and are single use and can be very devastating. You typically have to save them for a boss as many of their attack patterns are practically un-dodgeable and you need to kill them as quickly as you can before losing all your health.  Luckily, the freeze trick works on most of the bosses as well.  

If you don't want to suffer alone, there's 2-player simultaneous cooperative play.  Good luck finding someone to see it through with you to the end.

In addition to the Arcade mode, this port also has a Normal mode which serves as a story based RPG.  While it is a nice feature, it is executed as lazily and poorly as everything else in the game.  What you're supposed to do is make your way through 16 floors of a dungeon.  Each floor is broken up into little combat arenas just like the main game where you'll have to kill enemies.  Doing this will level up your character which does nothing more than give you more health.  To increase your other stats, find healing items, spells, and everything else, you'll need to collect floating chests from fallen enemies.  These chests have rarity levels like copper, silver, and gold. To utilize them, you'll have to constantly be returning to the menu to open them and have a chance at a precious upgrade.  Sadly, most of the chests require a key to open; and these keys can only be found in other chests.  You'll have to grind for these keys because you really need the items found inside the locked chests.  As you progress, you'll be given the option of repeating the floor you just did before moving on.  Sadly, you'll need to do this several times in order to level up and get the items you need to survive the next floor.  Grind, grind, grind.

Occasionally, you'll have a spell drop from one of the chests and you can finally cast something.  This time around, the spells all have limited uses and you'll really need to horde them for use on the later floors.  It's a real misstep by the designers, because the magic is the most fun part of the game and removing it as a main attack feature in this mode turns the game into a really boring hack and slash game. Albeit one where neither the hacking and/or slacking are any fun.

But, just like the Arcade mode, there are some other insanely stupid design choices here as well.  Firstly, you don't even seem to get that much stronger when you manage to get items to increase your attack power and defense.  Maybe each one is like a 2% increase to your stats.  So, you need to grind a lot to make any difference.  Also, many of the floors of the dungeon are just copied and pasted from previous floors.  You'll fight the exact same enemies, mid-bosses, and final bosses in a row with only pallet swaps to differentiate them.  But, the most grievous sin of the whole game is that when you die in this mode, it takes all of your upgrades and items that you've collected and sends you ALL THE WAY BACK TO THE BEGINNING OF THE GAME. Yes, you are a higher level now, but all that does is slightly increase your health.  You'll still need to redo all of the grinding you did before to upgrade your attacks and defense and collect all the keys and healing items you'll need.  If you're far enough along, the game may not take all of your attack and defense upgrades, but just like 80% of the them. But, even then, it can erase hours of progress. It's, all highly boring and grindy, and the fact that the game makes you redo it again and again is just so painful.



Presentation:

Sol Divide has prerendered 3D graphics similar to Donkey Kong Country on the SNES.  Only, in this case instead of being charming and impressive they are chunky, ugly, and muddled with an art style that is very lackluster. Everything in this game is a murky mess and you can barely make out any features of the characters as they fly over uninspired and repetitive backgrounds that are mostly stone structures. The boss design is all over the place but seems to focus on various dragons, lizards, mummies and statues.  I guess it's supposed to be like a pseudo-Egyptian theme, but it's all so haphazard and poorly thrown together that it's difficult to even tell what the theme is going for. Maybe if the developers had actually taken the time to tell me what's going on, I would be able to piece it together. The stages are all so similar with their muted color scheme and repetitive environments, that I can't even really tell them apart other than some are above ground and some are below. Not only that, you're given a really boring and sparse orchestral score to accompany your time with the game.  I've never personally been much of a fan of the Psikyo shmup soundtracks, and this one is no exception. There are no memorable points in the music and nothing I could find to grab onto. I know that this is a game from 1997, but it looked bad even for that time period and really doesn't hold up well now.  Everything about the aesthetic choices in this game are ugly and off-putting. When compared to Psikyo's other games, they don't even look like they're made by the same company.

Conclusion:

I've given this game 3 tries to prove itself over the course of 16 years and it has never been able to give me a single moment of enjoyment.  It's not in the "so bad it's good category" and it's not even in the mediocre one either.  It's just completely terrible across the board.  I want to commend Psikyo on trying something new and a little out of their comfort zone, but they just failed so spectacularly in every conceivable way that I would be remiss to give them even the slightest acknowledgement of any worthwhile effort put into this game.  It's an ugly and clunky mess that is barely playable.  The game wants you to ignore the shooting aspect of a shoot 'em up and asks you to get right up in the enemy's face and melee attack them while the other enemies get to pretend like they're in a real shmup and blast you with unavoidable bullets from across the screen. Psikyo wants you to play the game by their very specific and not fun at all rules, while they ignore those rules themselves and proceed to make the whole experience feel unfair.  The only way around this, is to basically cheese the game by freezing all of the enemies constantly which totally defeats the whole point of playing a shmup. 

I don't recommend this game to anyone and would advise everyone to steer clear.  I'm angry with myself for having purchased this game 3 separate times just trying to eek out a little enjoyment from something I feel should be good... but just isn't.  

Final Status: Beaten (at least 9 times over 3 console generations... and 1 credit cleared on Monkey)

Final Score: 2/10 (about as bad as you can get)