Archive for December, 2009

Genetos (PC) Review

Sunday, December 27th, 2009

I’ve been waiting an eternity for the final release of Genetos. Okay, so it was more like fourteen months or thereabouts from the point I discovered the preview in the sadly defunct Shoot The Core database to version 1.0 appearing, but it felt that long because that demo was fantastic, a journey from monochrome gallery shooters through to the current generation of story-driven bullet hell – it’s hard not to fall in love with that! So when a couple of news sources mentioned that the final release was a go, I waited rather apprehensively for Firefox to download it. Those nerves were because there was always the horrible chance that delay had caused my expectations to be raised well above whatever the final game could hope to be or even worse that it had been “over cooked”…

I needn’t have worried; Genetos honestly betters anything I could ever have expected of it.

Genetos in-game 1

The game is divided into five levels that loosely represent generations in the evolution of the genre, starting out slowly with a pastiche of Space Invaders and, as the titular attackers are destroyed, they drop green pick-ups which can be collected to charge the item bar at the bottom of the screen and, when that reaches the 800 mark, it’s time for a boss fight! Continuing to collect tokens and maxing out the bar leads to player’s ship performing a “generation shift”, transforming it and bolting on the features that implies; the first shift adds vertical control over half the play area, the second opens that up entirely and bolts on a smart bomb, the third adds a slow down button to the control system and so forth. The newly-upgraded player can then twonk the boss and continue to the next generation.

Genetos in-game 3

Version 0.6 contained four generations which were great fun to play through but despite appearing complete the final generation has taken lone developer Tatsuya Koyama a year because it literally doubles the overall length of the game to the point where it could’ve been released on it’s own; it’s divided into five sub-chapters titled birth, variation, selection, prosperity and extinction, each appropriately populated.

The way a player approaches Genetos will affect the weapons they’re given as the ship evolves and there are some achievement-style ways to get alternative firepower such as not evolving during the first boss battle or entering the fourth level with five or less ships remaining. A favourite power-up simply has to be the “summon” weapon that temporarily drags previously defeated bosses back into battle, duking it out on the player’s side! There’s a neat “free play” mode on the main menu to unlock that allows any level, generation of ship and weapon previously gained during play to be selected, these mix-and-match games don’t count for high scores, obviously, but doing things like taking the final ship with a summoned boss in tow into the first or second level is ridiculously funny!

Genetos in-game 11

That story of the shoot ‘em up is a big part of Genetos and in beginner and standard modes at least it’s pretty easy and extremely generous with the lives because it wants that story told in it’s entirety. A few people have already commented on the “message” behind the madness, that shoot ‘em ups in general have wandered into something of an evolutionary cul-de-sac and, whilst that’s perhaps true to some degree, Genetos proves that there’s not only far more variety to the genre than many people realise, the old dog still has a significant amount of it’s health bar remaining so covering even heavily worn ground can be interesting and entertaining if handled well by a sympathetic developer.

Genetos in-game 4

And yes, I know that having two glowing reviews in a row is going to make me look like a “fair weather reviewer” (I’ll have to find something crap to write about, for balance or something) but Genetos is something truly amazing. If it wasn’t downloading in the background as you read this, it bloody well should have been!

Irukandji (PC) Review

Sunday, December 13th, 2009

I first came across Charlie’s Games whilst wandering around Direct2Drive’s indie section – well, strictly speaking I’d already played Space Phallus but didn’t put two and two together until an impulse purchase of Bullet Candy EX whilst I was at the till with a copy of Witch-Bot Meglilo (and there’ll be more on that here at some point) and to be brutally honest I didn’t really enjoy Bullet Candy as much as I’d hoped. I suspect that’s because it “arrived” at Bullet Mechanics HQ at around the same time Geometry Wars: Galaxies and a Wii Classic Controller reared their respective vectorised and plastic heads, but for the pennies that Charlie was asking I certainly didn’t regret the purchase.

Irukandji in-game 1

So around a week ago when some of the indie gaming blogs I follow mentioned Charlie’s latest release, rather than downloading the demo and spending a while umm-ing and ahh-ing about actually purchasing it, I did my best “I’ll by that for a dollar” impression whilst throwing a couple of the aforementioned at him, grabbed the full game, played a couple of times whilst I got the controls configured the way I wanted and after that it was a case of not resurfacing for around four hours when the caffeine levels in my blood finally dipped far enough to make the entire world go blurry rather than just the screen.

Irukandji in-game 2

Irukandji is a score attack shooter so, unlike games where the emphasis is on completion, in this case the objective is to rack up as many points as possible before sending the score to the interwebs to laud it over other players and/or get laughed at. To that end, Irukandji only has the one level, set in an underwater trench that is inhabited by hordes of glowing marine life, and the player is left to their own devices as to how they maximise their scoring within that level. There are six ships each with their own main cannon and mega weapon (four of them have, the fifth offers a damage multiplier and the sixth instead has “hyper mode” on the main guns when fully charged) to collect in total, each requiring a different approach to use properly.

After a number of nasties have been atomised, the player is rewarded with a power-up item; to begin with these are P icons that power up the ship’s weaponry and once it’s been maxed out they change for S icons that bump the score multiplier and it’s learning how to use that multiplier and indeed how to farm for as many S pods as possible with each ship that is a major factor when going for the big bucks. Another requirement is that the player doesn’t die at any point, the reward for a “perfect” single life completion is always welcome and death powers the ship down and resets the multiplier.

Irukandji in-game 3

I’ve never been a score or indeed achievement whore personally (which is incredibly ironic when you know that both Vinculum and Quantizer are about maximising score) but I was well and truly grabbed by Irukandji and at the time of writing have seven of the eight achievements lit, all six ships unlocked and rank in the top ten online scores with four of those six ships – I am needless to say rather smug about that, irrationally so in fact considering the chasm between my scores and those at the top of the table. In fact, this post would have been up about forty five minutes earlier if I’d not spent most of that time trying a few potential ways to up my score!

Charlie is only asking a minimum donation of a dollar for Irukandji and, whilst it’s not a huge epic of a game, there’s enough in there to keep most players busy and those with a truly competitive nature are going to bloody love the thing. If you’re not sure there’s the demo and you can try before you buy, but if you consider yourself a shoot ‘em up fan, at the very least give it a whirl.

Change of style

Friday, December 11th, 2009

Okay okay, i know the site’s been quieter than the average space battle should be but i’ve been busy! What doesn’t help is that i fell into something of a trap that i’ve told other people off for as well… i got so engrossed in working on the engine behind a game that i didn’t actually get around to developing the game itself! Oops. To compound that error, the engine hasn’t seen any work for several months due to a serious lack of time, caused mainly by other commitments including writing for Retro Gamer each month and 8-bit development. Oops again.

So since i don’t expect to be able to throw large amounts of time at the programming, i’ve decided on something of a change of style for the blog; i’m hopefully finding time to be able to write a few ad hoc reviews of shoot ‘em ups i’ve played recently (the first will be Irukandji by Charlie’s Games over the weekend if all goes to plan) and possibly some theory pieces here and there as things spring to mind. Be afraid, be very afraid…!