Wednesday, January 27, 2021

Project Starship X | PS4 Review

Panda Indie Studios is a developer known mostly for their indie shmups. It is in this specific genre that they consistently evolve and innovate with their characters, and universe. They take Lovecraftian horror, blend it with science fiction, and set you out into the stars to combat the greatest of all evils. That evil being Cthulhu himself. Being the direct sequel that it is 'Project Starship X' continues this lore building, and builds upon it's legacy design by porting over familiar themes, and characters. All while improving upon the graphic design, and adding in new gameplay content. Returning is the rogue-lite formula for replay value sake, and four different pilots each with their own unique shooting mechanics. This, and the handful of unlockable modes will further add to the overall experience. Combat, as it were, is familiar yet tweaked in such a way as to differentiate it from the first game in the series. 

New to the Project Starship formula, and specific to 'Project Starship X', is the ability to dodge waves of bullet hell using a cooldown focused dodge mechanic. It allows your character's ship to dip down underneath the bullet hell, and dive forward popping up on the other side unscathed for a brief amount of time. Along with this new feature comes a new dash or bash homing mechanic that can be used to ram flashing enemies, and objects that will clear the way as well as offer faster travel through more hazardous situations. As before power-ups also return, and will require a pressing of "CIRCLE" to activate once picked up. Power-ups themselves come in different forms including shot power upgrades, shields, health upgrades, satellites, and specialty weapons/perks that take inspiration from the Lovecraftian lore the game's fiction is derived from. You'll find power-ups scattered about, and dropped by enemies as well as power-ups that you can purchase from Swagthulhu in his shop that pops up between stages. The power-ups seem to be the game's main rogue-lite element this time around in that it is what makes or breaks a playthrough. That, and the returning mad events with their random momentary hazards will test your ability to make it from beginning to end.

Also new to 'Project Starship X' is two other types of piloted vehicles that will become available at specific stages, and through unlocks obtained via continuous play/feats. The crawler which has it's own type of shot will transition into use in certain areas and stages. Namely areas with flooring. With the crawler also comes unique power-ups specific to it. Things like mushrooms, and flowers will make the shot more effective in the way of speed, and the number of projectiles. As with the standard ships it to can dodge obstacles as well as bullet hell through the dash button. In a similar fashion, albeit somewhat different, is the tank which your ship can slip into, and out of. It is used mostly as a means to fulfill one of the games hidden objectives, and that is destroying a boss without losing the tank. The tanks will only last so long as they don't get hit. Once they get hit they are destroyed. Leaving you to pilot your character's ship once again. 

Speaking of characters ... There are two characters returning in the form of the previous entry's main male, and female protagonist. The main man is your basic type of shot whereas the female lead has a wider shot. The two newer characters including John Johnson, and Sophie only become playable after some grinding with the other two characters. John Johnson's ship fires fist projectiles when powered up. Sophie, on the other hand is the only Black character, and offers up random shot types as her mechanics gimmick. No matter who you pick the stage layout outside of the mad events remains fairly much the same. Only throwing in the tank, and sun stages when those things are unlocked in a playthrough. 

Other modes include hardcore, ultra hardcore, and boss rush. The hardcore modes are more difficult variants of the standard playthrough while the boss rush is a boss only playthrough. When it comes to stage playthroughs it is your usual wave based affair with hazards thrown in alongside randomized mad events. Each of which end with a tallied score taking in account minions, and bosses killed as well as the number of shields you lost. The mad events, in particular, are basically limited time encounters with waves of destructible enemies, and indestructible hazards. When it comes to said hazards you will usually see flashing warning signs when a line of hazards or enemies are incoming giving you a brief head's up warning before the actual threat arrives. Utilizing your shot as a slow down mechanic by holding the related button down, or stopping shooting for a boost of speed will help you better deal with the threats. The dash maneuver will also come in handy when opening up blocked parts of the stage as well as avoiding bullet hell or obstacles that would have been impossible with the timed cooldown in effect. Giving you a sort of instant reset of the dash mechanic as you dip in dodge between hazardous lanes, and grids.

In the way of extras the game does have two visual filters that can be toggled on/off. This includes a dulled night mode, and a CRTV scanline visual setting. There's also leaderboards which take in account all the modes as well as the usual point, and character based information. Do note that this game can be played solo or with two players in local co-op.

The Verdict ...

I like how Panda Indie Studios keeps things fresh. Project Starship X is definitely a fresh take on the original. It looks, and plays better showing that the developer is learning, and improving upon their development skills as they continue to release more titles. Visually this latest entry in the Project Starship series is worlds better than the games before it. The details, and overall design features a more graphically superior version of the original. The bosses look more professionally made as do the creatures, and ships. Even the character avatars, and their animations look improved upon. Additions like the chiptune soundtrack, and muffled announcer that belittles or praises you for your performance is a nice touch on an obviously indie inspired creation. Let me not forget the interesting nods to other retro gaming classics that I will not spoil here. As far as a verdict goes I personally enjoyed it, and think it's worth the asking price. It is one of those budget buys with proper replay value, and an easy to earn platinum. Fans of shmups will have fun with this one!




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