Monday, May 18, 2020

SHMUP Collection (REVIEW)

I think it's safe to say that at this point the Nintendo Switch is the new home of the SHMUP, or shoot 'em up genre. With the debut of PixelHeart's SHMUP Collection this is made ever more evident. With the 'SHMUP collection' PixelHeart, and Astro Port not only bring back to life a trio of classics, but also offer revamped versions for a couple of them. Included in the collection are two versions of 'Armed 7', two versions 'Satazius', and a single version of 'Wolflame'. All of which are brilliant examples of just how impressive games from the genre can be. Each with similar yet unique approaches to gameplay mechanics. A little side-scrolling here, and a little top-down vertical climbing to boot

Through the main menu that lists the base title of each of the games, and game sets you'll gain access to the games and their alternate versions. Supposing they have one. In the case of "Armed 7" you get an upgraded version of the original with a new-gen graphics overhaul that is noticeable once you go back, and play "Armed Seven", the original. In both games you'll be piloting a flying futuristic mech in an alternate 1989 timeline in the middle of a sci-fi war. At your disposal is a primary, and secondary weapon of your choosing as well as a charge weapon that relies on a charge gauge. In the way of weapons you'll get access to different shot types including things like an assault gun, or homing missiles. Leaving the charge weapons to be the more powerful type with a variety that ranges from bomb blasts to a barrage of rockets, and other such militarized things like lazers that each have their own cooldown or charge period.

In the way of difficulty settings within the 'Armed 7' duo you get EASY, NORMAL, HARD, and INSANE. Progressively more difficult the higher the difficulty goes. The main increase in challenge within each difficulty setting being the number of enemies onscreen, and the amount of bullet hell you have to deal with. To your benefit your mech does have a life meter indicated by slices of gauge as well as shields that shield against life damage. Power-ups are a two type deal with one increasing the power and shot of your main and sub-weapons as well as shields that can be brought up to maximum level.

The goal in each stage is to clear out the waves of enemies, and dodge their attacks. Ultimately fighting a boss at the end that will require it's defeat to clear the stage. Along the way you'll be able to unlock emblems based on performance as well. There are several stages included in each playthrough, and the enemy layout remains fairly much static. Making learning the waves the way to fully capitalize on scoring potential. This game, like most shmups, is a score based experience with leaderboards included. Replay value will come in perfecting your playthroughs, and improving upon your top score in each of the given difficulties.

As far as visual presentation goes 'Armed 7' is a horizontally side-scrolling shmup. From left to right. It features Arcade era graphics in the original, and modern graphics in the enhanced edition. It's plays out smoothly onscreen, and fills said screen completely. Also to note is the very anime inspired soundtrack which accents the gameplay, and it's theme quite nicely.

Onto Satazius ...

Coming in at listing number two is "Satazius NEXT", and Satazius". As with 'Armed 7' these two additions to the collection are of the horizontal side-scrolling variety, and are an upgrade and original. Satazius NEXT is obviously the visual upgrade of the pair, and it shows when played. Within it you'll be piloting a Gradius-like ship that has a main shot, primary sub-shot, secondary sub-shot, and a powered shot. Each of which can be selected from a listing of shot types that have an icon displaying the shot effects. The gameplay is only slightly similar to 'Armed 7' in that you'll be facing waves of enemies in a static fashion before a stage boss. What makes each stage interesting though is the forced side-scrolling nature of it that requires you minding buttons for further access, and falling walls that will block your path if you don't pass through them in time. With the tacked on ship speed upgrades this makes each of the similarly named difficulty settings all the more challenging.

To counter the onscreen mayhem, and bullet hell barrage you'll need to pick up power-ups to aid you alongside your base weapon assortment. Power-ups range from shot upgrades to shields, and other useful items of destruction. Clearing the stages before you is fairly straightforward, but will require you to mind the environments as much as the enemy ships pursuing you. That, and making the most of your arsenal. Between the sub-shots you can actually swap which one is in use by pressing the appropriate face button. The main weapon will always remain activated, and the powered weapon will require a full charge to be used. Much like it was in 'Armed 7'.

Extra offerings in 'Satazius NEXT', and 'Satazius' are slim to none though you do get access to a practice mode. Visually the differences between the enhanced Satazius NEXT, and the original 'Satazius are very noticeable. Perhaps even to the point of the given gameplay. You'll also find that score is the motive behind this shmup, and that story is almost non-existent.

Onto Wolflame ...

Taking on a different sub-genre the lone title that is "Wolflame" offers flashy new-gen gameplay in the form of a top-down vertically scrolling shmup that reminds me a lot of Raiden. It's gimmick lies with the ship's two joining satellites or smaller ships, and how picking up weapon power-ups in order will not only upgrade their strength, but change the shot type as well. Perhaps in the most straightforward of straightforward ways you'll simply be destroying ships, tanks, and flying craft as you upgrade your own ship and accompanying satellites. That, and collecting special collectibles for bonus score at the end of each stage. All for that top score. In all of it's simplicity I found Wolflame to be my favorite out of the lot, but only by a small margin. In a collection of extremely well ported shmups that makes Wolflame easily an "11 out of 10". At least in my book.

The Verdict ...

I've played through my fair share of shmups and shmup collections on the Nintendo Switch, and I have to say this one is by far the best yet. It plays like a dream, and looks visually impressive as well. No matter the version. The menu access being made as easy to navigate as it was is a huge plus, and getting a couple different versions of two of the titles a bonus worth noting. I can't recommend this collection enough. If you are lucky, and can get your hands on the limited physical edition I'd strongly suggest doing so. If not the digital version is just as good! Hot damn this game is good!!!



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