Wednesday, October 11, 2023

RedRaptor | PS5 Review

If ever there was a middle ground for bullet hell shmups "RedRaptor" would fall smack dab in the middle of it. Somewhere between the more modern Raiden series, and the classic top-down NES shoot 'em ups of old like Xevious lies Novax Games', "RedRaptor". A shmup with a not so obvious backstory. As the pilot of 'Raptor 1' you take missions from Earth's defense command as per usual. 

With the available armaments of 'Raptor 1' you are lone wolfing it through the galaxy taking out enemy ships for somewhat unclear reasons, initially. Ultimately completing mission objectives while waiting a response from command regarding your request for backup. Armed with the usual bullet based weapons, wingmen satellites, and a concentrated energy beam you make your way from bottom to top navigating through obstacles, hazardous threats, and waves of static spaceships that are hellbent on ending you with a barrage of bullet hell.

Gameplay comes in two varieties within EastAsiaSoft's, and NovaxGames' "RedRaptor" for the PS5, as you'll find out if you buy into it. With it you get a campaign with textual command conversations that flesh out the behind-the-scenes goings on, and an unlockable arcade mode where this story element is missing. Each of the stages in both modes follow the same wave to boss patterns with distinct stage themes, and unique enemy spacecraft per stage. You basically shoot your way through the static and stationary waves of enemies collecting points and coin for the efforts rendered. Gaining a star rating at the end of it all with the three star rating being the best. 

When it comes to coins earned they can be spent back at the main menu upgrades shop to improve upon ship features, and to bank limited bonus earnings for a price the next playthrough. That, and to gain access to stage 5. Needless to say it is a grind to get you to where you should be at the start. Making you overpowered by the time everything is fully leveled up. Negating any would be challenge, thereafter.

In the way of ship features 'Raptor 1' has a weapon with a shot type that can be changed upon power-up pickup. Picking up lettered power-ups will change the shot type to various spread shots that extend outward beyond the upgradeable base forward shot. This includes the addition of rockets, arrow shots, and wide angled shots that cover the whole screen ahead of you. Aside from shot types you also have access to an ultimate laser beam weapon that depends upon the powering up of an energy meter to use. By killing enemy ships it will fill up the energy meter, and allow it to be used for a limited time. 

Lastly, but not least you can also buy up to four wingmen satellites that will follow 'Raptor 1', and shoot extra shots inline with the currently used shot type. Further power-ups such as the shield, and the health refill will come in handy in tandem with the above mechanics when trying to make a complete playthrough. Speaking of health 'Raptor 1' starts off with 3 hearts of health that each take two hits to deplete, and can be fully restocked with a single health power-up. Heart stock can also be upgraded via coin spent at the shop. When all hearts are lost it's GAME OVER though. There is no continue option in 'RedRaptor'.

Beyond the basics of gameplay, and into the realm of presentation there is an extra CRT filter that can be toggled on or off for added effect from the main menu settings option. Creating that oldschool arcade cabinet look if so desired. It should be noted that the game also features and overall exceptional synthwave soundtrack with an unfortunately annoying textual typing sound during the tutorial, and beyond that cannot be toned down or turned off in-game. Your only sound options in the game are the ability to toggle on or off the music and/or the sound. None of which prevent this annoying sound byte, or the loud volume.

The Verdict ...

Though it's decent for what it is, 'RedRaptor' is a basic and barebones feeling shmup that is only extended through the grind for upgrades. In making the grind mandatory for game completion it only serves to make the experience worthwhile to that end. Once your 'Raptor 1' is fully upgraded the challenge at hand falls off steeply. Making it easy to breeze through what was once artificially difficult, especially in the campaign mode. If it weren't for that fact RedRaptor could impress well enough. As is though it feels like another bog standard by the book bullet hell shooter with little to no innovation compared to past genre releases. Not that it's terribly bad, but more so that it does not set any new standards.



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