Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Monday, March 8, 2010

Aegis Wing Review

Aegis Wing is a free (no, really, it's free!) horizontal scrolling shoot em up (shmup) available to North American xbox Live members on the xbox Live Arcade. The game was released in 2007, and developed by three interns at Microsoft, who spent three months building the game. They then handed it over to Carbonated Games to add some finishing touches.

Your ship is only equipped with one gun, and, unfortunately, it cannot be upgraded. However, by grabbing powerups that enemies drop upon death, you can pick up secondary weaponry to utilize in your quest to rid the galaxy of the galactic scum who re trying to take you out. Among the available secondary weapons you will find a beam which shoots straight and in a fixed path, but destroys enemies and enemy fire on contact, an EMP pulse which disables enemies, a shield which deflects enemy fire back at them, and heat seeking missiles.

In a bit of a twist for the genre, one hit does not result in automatic death; rather, you have a health bar, and can take a few hits before you meet your demise. This does serve to diminish the challenge somewhat, although it remains far from easy. This was likely a concession on the part of the developers for the behalf of players new to the genre. Once you do die, you lose a life, and respawn right where you were at the time of death. However, lose all of your lives, your score resets to zero, and it's back to the start of the level with you. On Normal mode. On Insane mode, you have no lives.

Another, much more interesting (and significant) twist is that, during multiplayer (more on that later) you and the other players can link your ships together at the press of a button. In linked mode, one player controls movement, and the rest of the players control the shooting. This is advantageous in that the combined fire is stronger than one ships single firepower; however, this comes at the price of reduced navigational speed.

In typical old school shmup fashion, the game presents you with a high level of challenge and pattern based AI. The enemies fill the screen, shooting at you in tandem. The game also uses the environment to add to the challenge. In addition to the enemies, you must also look out for the mines that are placed throughout the levels. These detonate on contact, and serve to further keep you on your toes. This may not be the hardest shmup ever conceived, due in part to the aforementioned health system, and also the fact that the enemies don't fill the screen with fire as they do in many other games of this type, but it will definitely present a tough challenge to anyone who plays it. The hardest difficulty should suffice to present even those hardest of the hardened genre vets with some difficulty.

Graphically, this is a simple looking game. While there are some neat background effects present, everything looks fairly simplistic and somewhat bland. The poly count for ship models seems a bit low, and they aren't terribly detailed. This doesn't detract from the gameplay of course, but things don't exactly pop, either. Sound design is fine. The music serves to punctuate the action, but nothing is terribly memorable.

As I alluded to earlier, Aegis Wing features multiplayer. Both local and online co-op modes are available for up to four players. The way lives are handled is as follows: if a player loses all of their lives, they can re-enter the game upon another player picking up a powerup (which is then discarded). If all of the players die at the same time, or the last remaining player dies before reaching a powerup, the players are returned to the start of the level, and their combined score is reset to zero (as it is in the single player mode). Online runs well enough, no major issues are present, although there have been a few instances where it seemed as though a player was killed by something that seemed to miss them. This is likely due to lag, but fortunately, it doesn't seem to be a very common occurrence.

All in all, this is a fairly entertaining game. The boss and enemy designs suffice, but don't wow, the main gun cannot be upgraded, and the graphics aren't anything to write home about. However, the linking mechanic is a nice feature, there is a fully functional multiplayer mode which allows for up to 4 people to play in tandem, the game presents a good level of challenge, the controls work flawlessly, and, it's free. You can't really go wrong with free.

Overall Score: 8/10

Monday, March 1, 2010

Raiden IV Xbox 360 Review

Raiden IV is a top down vertical scrolling shooter, or vertical shmup, as games of this type are affectionately known, developed by Moss, and published by UFO Interactive. The xbox 360 version is an enhanced port of the 2007 arcade version. For those of you who are familiar with the genre, and know exactly what to expect, skip to the seventh paragraph of this review to get to the specific assessment of the merits (and flaw) of this particular game. For the uninitiated, it is prudent that you be appraised of exactly what it is you are going to encounter when you play this game, as these games cater to a very specific audience. If you go in not knowing what to expect, you may be severely disappointed. If you are not particularly familiar with this type of game, read on starting from the next paragraph.



The way these games play out is as follows: you control a ship equipped with various weapons, and you navigate a space filled with enemies who you must shoot, and who fire back at you en masse. The goal is to destroy the other ships while avoiding their fire. Along the way, you pick up various powerups, such as extra lives and bombs, as well as ship upgrades like shields and weapon upgrades. These games are known for having a high level of difficulty, as well as often requiring patterns memorization, due to the fact that enemies spawn and fire in a set pattern. If you can not react quickly enough to this pattern, you will be inundated by enemy fire, trapped in an unfavourable position, and ultimately, find yourself dead.

It's really quite a simple setup, and it has been utilized for decades due to its effectiveness. This type of system encourages multiple playthroughs, and, upon finally attaining a certain level of pattern recognition and memorization, one can do the thing revered by fans of the genre: the one credit playthrough. This seems impossible upon first encountering these games, but with the right level of proficiency and dedication, it's more than doable.

Two unfortunate (depending on who you ask) side effects to such a system do exist, however, and this game is no exception. First, and foremost, is the fact that these games are usually short, both because of their arcade origins (which also explains the difficulty) and because of the required pattern memorization. The second thing is the seemingly unfair difficulty encountered by new or unfamiliar players. These games are often incredibly hard and, upon first exposure, may easily be deemed unfair by new players.

This accusation could certainly be levied against Raiden IV. This is one difficult game, although concessions are made by Moss in the form of several difficulty modes (including a practice mode devoid of enemy fire) and the ability to unlock extra continues and lives, ultimately allowing one to play with a high default number of lives and continues. They have also enabled the ability for the player, upon meeting the game over screen, to restart at the level they last reached, rather than having to restart from the beginning, as so many games in this genre have you do.

The problem with the lowered level of difficulty, however, is that the fun is in the challenge. To play with complacent enemies leaves you with the distinct feeling that the game is holding back, which results in you feeling that you're not getting the full experience. It also fails to prepare you for play at the higher difficulty, so that once you start playing at the default (or higher) difficulty, you're not much better off than you would have been had you not previously played the game. So, your best bet is to just jump right in. If you're willing to do so, read on.


Raiden IV features seven stages in the enhanced xbox 360 mode (the original arcade mode is available as well). These stages must actually be played twice in a sitting to reach the secret eight stage. The stages aren't terribly lengthy, and the whole thing can be played through in about an hour or so (double that if you're going for the secret stage). There is one controllable ship, although you have the option to purchase two more, at 80 Microsoft points each, from the xbox live marketplace, giving you three ships in all. This decision seems unfair to the player, and neither of the two ships seems worth the purchase.

There are three main weapons and several secondary weapons available for use in the game. The three main weapons are a spread machine gun, a focused (but powerful) laser, and the most visually pleasing, and arguably most useful of the three, a purple laser that locks on to multiple enemies, resulting in a cool effect where it basically wraps around the screen. It's not as powerful as the focused laser, however, and it can tend to obstruct your view at times, but both of these issues are mitigated by the supremely useful lock on ability. The secondary weapons include things like missiles and heat seeking bombs.

The enemy variety is standard for the genre. It is replete with various ship types, tanks, arachnoid like robotic enemies, etc. The amount of ammunition thrown your way is quite high, and you will often find the entire screen covered in gunfire, leaving you with very little space to navigate. This is where the pattern memorization and fast reflexes come in handy.

In addition to the two new stages, this version of the game includes local co-op (no online play), online leaderboards, and the ability to save replays and post them to the leaderboard, as well as the ability to download other players replay data. This can be very useful for those trying to learn the best ways to navigate certain sections of the game, and to learn boss strategies employed by the top players. An additional, and rather interesting, new feature is the dual mode, which has you controlling two ships at the same time. This is a difficult task that requires both dexterity and good reflexes. It's a fun addition for skilled and familiar players looking to increase the challenge and try something new.


In terms of presentation, the game leaves much to be desired. While there are completely customizable controls, and a number of extra options, the menu sound effects are irritating, the graphics and sound, while adequate, leave much to be desired, the price is far too high at $40, and the two extra ships need to be purchased, which, in addition the the high price, seems almost criminal. The price is particularly problematic when you consider the fact that in early 2009, the xbox 360 received a Raiden collection, featuring three games, for half the price of this one.

Raiden IV plays well, and while it does nothing terribly innovative, it is both fun and challenging. It also comes with several interesting extras, making this a decent package. Unfortunately, the price of entry is far too high, and the paid DLC just adds to this. Releasing just months after the previous Raiden package on the same system, selling for half the price with triple the content, renders this even more objectionable. The game can be played by anybody, but it definitely caters to fans of the genre, and while they may be more inclined to shell out the money, this game still seems far more suited to a much lower price point. A rental or bargain bin purchase seems to be the best recommendation here.

Overall Score: 7/10