Wednesday, March 18, 2020

Red Death (REVIEW)

Returning with a shmup that foregoes the nature of the first entry in their series, Panda Indie Studios brings to us a worthy prequel to 'Project Starship'. A four tone shoot 'em up that not only ramps up the challenge, and does away with the rogue-like formula, but that also gives background on the main two characters of the first game. Following pilot RED-001 we are invited along with the accompanying instructor to see the demise of worlds at the hands, or rather tentacles of the old gods. Gods of Lovecraftian origin who have decided to wage war on the Earth, and force pilots like Nick (aka, RED-001) to face a final fight for the remainder of humanity. In his fight, and flight of nightmarish proportions we learn that Nick's wife departs the planet via shuttle during his skirmish with a baby on the way. A surprise bundle of joy that ties-in with the 'Project Starship' plot. It is in the eerie, and ominous revelation of potential doom, and hope for the future that the color scheme of reds, greens, whites, and greys along with thematic music elements geared towards intensifying the situation plays out in a per stage basis, and in an oldschool way.

As a tinier ship than before with a familiar hit box you will become immediately accustom to the main control scheme. Returning to the mechanics formula are the single shot button (X), and the slowdown option also made possible by a single button (R2). New to the mechanics is an "Overload" feature that will take advantage of the stars that destroyed enemies drop. Stars that your ship will draw in for collection sake. Once the overload meter on the screen is filled, and flashing red all you have to do is press the appropriate face button (CIRCLE), and a wider more powerful beam of your current shot type will be shot forward until the overload meter fully depletes. In the way of power-ups you will find more traditional shot type power-ups as well as power power-ups that strengthen, and multiply the shots being fired. You'll also find ship power-ups, which like before, give your ship an extra hit or chance. Once hit you'll be briefly knocked off screen, and put back into action temporarily invincible with a power power-up that can be collected to negate the full loss of the power-up upgrades you may have amassed up to that point.

The core game mode plays out in a stage by stage continuous playthrough where you'll deal with waves of lesser enemies first before fighting a sub-boss and final boss, respectively. The stages are static, and follow that oldschool layout that can be played again, and again to perfection. It's all about learning enemy positions, and bullet hell patterns as you continue forward, and pause for brief profanity inclusive dialogue intermissions involving the main character, the instructor, and the deities of the old kind. Supposing you overcome the extreme challenge that is a full playthrough you will be rewarded with the unlock of "Arcade" mode. The only unlockable extra available that I know of.

The Verdict ...

This is a proper prequel to a shmup series I already gave the "OKAY" to. While it deviates from the original concept, and changes things to a more traditional setup it does so in a competent fashion with a less than preschool-like art style that adds to the foreboding nature of the pilot's mission within the game. The game definitely seems to have a more serious tone about it, and the four tone color palette does add an attractive quality to the presentation. It makes the game appear more like an upper tier indie by design. The added fact that it's easy to score the platinum trophy the $4.99 cost is more than made fair for the paying player. I'd gladly suggest this game to any shmup fan out there looking for a proper score based challenge. It is very challenging, but quite rewarding if you can see it through to the end.



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