Tuesday, October 16, 2018

Fast Striker (PS4)

Eastasiasoft's, and NGDevTeam's 'Fast Striker' was a surprise to me. Even though I've seen about every type of shmup (shoot'em up) available this particular one did something I can't say I've seen before. It was marketed by the PR as a 2D shooter with multiple scoring options, and multiple modes/stages. A statement which I personally didn't think was entirely accurate. Visually the game is more 3D than it is 2D despite it's pixel build. I know it's semantics arguing that point but 2D is what we normally call side-scrollers. This is more of 3D top-down shoot'em up. Along with that surprising revelation I found the game to be more like the oldschool arcade shmups. Not too old, but definitely oldschool. It was certainly better than the indie I thought it was going to be (having looked at the cover art). If you've ever seen one of the Japanese shmups you'll have an idea of what I'm babbling on about when it comes to the actual gameplay, and art style. In the end, after some internet browsing, I did find out I wasn't far off the mark. Fast Striker was originally released on the Neo Geo, and SEGA Dreamcast consoles by NGDevTeam.

As far as what the game offers goes it is boasted as having 6 stages complete with end bosses, secrets to find, and different ways to score. On top of that there are 4 modes to play, and a local leaderboard to showcase your highest scores on. The modes, which coincide with different pilots, difficulty levels, and score approach come in a 'Novice', 'Normal', 'Maniac', and 'Omake' selection. The first two modes are objectively the same. You flight and fight through each stage shooting through set waves of alien spaceships as you dodge bullet hell, and loot point drops. The catch being that how hard you press/hold the fire button will effect how different the shots will be. Tapping the fire button will result in a spread shot while holding it down will focus the shots into a stream, or widen it into a wider spread depending on the pilot/mode. Each pilot, with their different colored ships, have different shot types and point drop pick-ups which go along with their set difficulty/mode setting. Along with the shots, and ships each pilot can activate a shield with the assigned shield button. These shields take the place of bombs, and absorb bullet hell spray from enemies. In 'Novice' shields are automatically applied on hits taken. In 'Normal', 'Maniac', and 'Omake' this must be done manually.

Like any shmup you also have to account for life stock. Each pilot has a set amount of lives, and once those lives are used up you will have to choose whether or not to continue. Continuing, unfortunately, will reset any previous scoring you may have amassed, but if you want to complete the game it's a good trade off. When it comes to the last two modes of play, 'Omake' and 'Maniac', the additional scoring rules of the two main modes do not apply. By that I mean Omake, and Maniac are geared towards chain combo scoring without point pick-ups whereas Novice, and Normal are more geared towards enemy defeats, and tech bonuses with point pick-ups thrown into the mix. Tech bonuses, as they are, come into play when facing off against bosses or larger spacecraft. Shooting off all parts will grant tech bonuses. Along with that shooting a wave of enemies in succession can create special point pick-up drops that come in the form of the studios' shmup mascot. Shooting down ships in the main two modes causes them to drop themed point pick-ups as well as the occasional shield power-ups. As I mentioned earlier. Collecting the point pick-ups will add points to your score while the shield power-ups will add shields to your available shield supply. When your ship has collected shield power-ups it can take a hit, but will lose those gained power-ups. Maximizing chain kills, and collecting the points/power-ups is the key to reaching the highest score possible. That and using the limited use shields will help you make it deeper into the game. It should be noted that in Maniac and Omake there is a rainbow colored  double bar that will max out depending on chain achievement. When maxed the weapon power will increase along with the scoring from it, and from what I can tell you are immune to certain bullet hell spray if you are in a maxed state.

The Presentation ...

Visually 'Fast Striker' is a pixel masterpiece of a bygone era. An era where shmups were at their prime. It features 3D animations, and depth perception that's well implemented. The gameplay that plays out onscreen can be adjusted a bit in regards to screen size. It can go full screen via y & x axis adjustments, and it can be played with borders. The developer does good to allow for the application of some artistic borders that relate to the in-game ship, and character design. The soundtrack, which is another proper nod to the original release, also takes the gamer back to a time when games had that arcade appeal. It's a pleasant return to the genre's finest formula. Overall the presentation is presented in such a way as to make the re-release definitely worthwhile to modern gamers.

The Verdict ...

I actually enjoyed this game. As I said it was a surprise. Not only was it a surprise, but it was a helluva good surprise. Not often do we get re-releases of such shmups here in the West, especially in such a well represented quality. While the game doesn't seem to have global leaderboards it's still a fun and highly challenging shmup to play through. It offers a proper challenge for anyone who enjoys the genre. One thing to note is that the digital game will be much more affordable than PlayAsia's limited physical edition. If you are just looking to enjoy the game pick it up on the PSN for cheap. If you are looking to collect though definitely buy the $30+ limited physical edition. I think both are worth it to fans of the genre.

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