Wednesday, January 17, 2024

Nephenthesys | PS5 Review

In the world of shmups some games hit the mark, and others miss it by a longshot. EastAsiaSoft's Nephenthesys falls under the latter category. A shmup so absurdly difficult that it defeats the purpose of the genre. Before I get too far ahead of myself though let me give you the backstory, and the details ...

Nephenthesys starts as some shoot 'em ups do with space exploration in the future. Through said exploration revealing an alien adversary. In this case the year is 200X, and Earth has established a lunar base on the moon, and has set forth to exploring the universe starting with Mars. 

In their journey of discovery they stumble upon an unusual object that turns out to be a beacon for a large alien craft. In doing so they inadvertently attract the alien craft's attention. Ushering it towards engagement against Earth's own space force. As pilot Cobra1, and in various ships with unique shot types as well as drones that function as additional attacks or shields, you are to confront the incoming alien threat and assess the object in question.

The game starts you off with the main menu options in full view. This includes a tutorial with the two basic mechanics shown off in a hands-on manner. That as well as a settings menu where volume, vibration, and language can be chosen. Additionally there's credits, and a play option to play through the game's only mode. A sort of story driven stage by stage campaign wherein clearing waves of alien craft in top-down fashion is the endgame. The bosses being the final opponent of each stage.

As with traditional shmups, and bullet hell shooters your ship powers up via power-ups. These usually come from alternatively colored enemy ships, and when collected in multiples will basically power up the shot type as well as allow for a single use drone. In regards to your own ship choices there are around 9 in total, and each with a different shot and drone. A few of the ships are initially unlocked, and a handful unlocked later through gameplay progress or feats accomplished. 

The ship names consist of a color and an object. They also come complete with a unique shot type, and drone type, as previously mentioned. The drone types vary and can act as bombs, shields, or special attacks of the screen clearing nature. As the drones are varied so to are the shots. Including everything from traditional bullets to lasers, and spread shots among other things. Unlocking them will require certain in-game feats like stage progress, scoring, or playthroughs with certain ships.

At the beginning of each stage after your ship selection a brief dialogue window will open up between the pilot and the commander. Adding context to the story element of the game, and in turn the mission objectives for the pilot. Beyond that is a nonstop barrage of incoming waves of enemy ships all firing bullet hell in your direction. 

Supposing you can make through it all without losing all health/hits, and reaching the continue screen you'll face off against a larger than life boss. Taking it down will allow you to progress to the next stage in order. Unlocking as you go the other playable ships, and the PSN trophies.

The Verdict ...

Nephenthesys's faults are glaringly apparent from the start of the first playthrough. It commits the cardinal shmup sin of not giving enough pause between waves. That, and offering inconsistent or unavoidable bullet hell patterns that can catch you off guard. In doing so it creates a near impossible playthrough situation at stage one. 

Given the added simplicity of mechanics, and the absence of a slowdown feature it compounds the situation as the barrage of bullets and ships is so constant and screen covering that you cannot deal with them all. Leading to an abusive screen filled situation wherein the probability of getting hit multiple times is high, if not likely. The only thing offsetting it being the health regen gained from getting a power-up. Each hit you take also downgrades your meagerly powered up state only making things more difficult. 

I was unable, for the first time in my gaming history, to complete the first stage of a shmup on my first go around. This is not an achievement worthy of developer bragging rights either. It shows bad design choice, and a lack of knowledge of what it takes to make a solid shmup. For this reason I cannot recommend this game to anyone. Not even shmup enthusiasts.



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