Psyvariar. Ignored by the masses. Championed by the few. Most that try it appreciate
it for the great shooter it is. A niche title in a niche genre, its only mainstream
element being the platform of its home release, the PS2. Now we have the sequel
Psyvariar 2: The Will to Fabricate, released on the Dreamcast - a console that
was niche even during its peak. The number of people playing this direct arcade
port is going to be even smaller than that of those playing the original. A lot
of people are going to be missing out.
In this vertical, traditional shooter, you play either Kei or her fellow pilot,
Yuhei. She is only 22 and he is even younger at 21, but their extensive training
and unnaturally high spiritual ability make them ideal candidates to fly the
mechas against the marauding horde. As you progress through the areas, your
Neutrino gauge plays a vital role. Much, like the original Psyvariar, when this
gauge maxes out, you are awarded a brief period of invincibility while you “level
up”, which can be used to quickly refill the gauge or to escape from a
tight spot. The gauge fills in two ways: shooting enemy craft and “Buzzing”.
Rather than fleeing from enemies, you can “Buzz” the edges of your
mecha against both their craft and their bullets. If you are levelling up quick
enough, you can run amok, bullet chasing as long as you dare. Once dialled,
this forms a large part of the hook of Psyvariar, and what a hook it is. It
begs for you to keep going, ignoring common sense that says your gauge isn’t
refilling quick enough. When finally stepping out of the maelstrom at the last
second, you are left gagging for another go, quickly hunting down more buzz
and shooting opportunities to get that gauge maxed-out again. There is a huge
sense of elation when you first get it right, and it just gets better once adrenaline
and pounding heart beats are added to the cocktail.
Your choice of pilot at the start of Psyvariar 2 heavily alters the gameplay,
adding more variety and scope for play style over the original. Kei pilots the
‘Maitreya’ mecha; her Neutrino gauge builds quickly if your shots
are frequent and on target, but buzz has less of an effect. When her gauge does
fill, her invincible level up time is short-lived. Conversely, Yuhei controls
the ‘Five Ascetics’ mecha which feeds off the buzz rather than the
shots and has a slightly longer invincible time. Those of you that found the
buzz emphasis in the first game off-putting will find the shooter style of Kei
much more appealing. This choice of play styles successfully opens up the game
to a wider audience.
The game explores the rich depths of the original and tunnels fiercely downwards
in search of even greater treasures. Not only does the fill rate of your Neutrino
gauge slow during boss battles, it now varies during the seven main stages themselves,
the rate being depicted by colour change. The devil’s own idea, it makes
keeping an eye on your gauge imperative and seizing the moments when faster
rates like green, cyan or even blue present themselves even more vital. Luckily,
you have some sway over the change, be it letting rip at one particular target
or picking off certain colours of enemies. In a genius move, similar to the
varying difficulty levels in Border Down, your skill (or lack of it) intelligently
affects the game. Just when you think you are reaching the maximum number of
level ups available on a stage, a good performance on the previous stage moves
you up to a harder mode, or your average performance activates an easier one.
The harder mode provides more frantic and challenging action, but also more
opportunity for levelling up and higher scores. If you aren’t coping well,
the next level will become easier. This is quite a contrast to the original
game, wherein your progress to certain stages was restricted based on performance.
In addition, it is well worth selecting the harder modes from the main menu
for a more breathtaking challenge.
Since the game is an almost exact arcade port, there is very little concession
to the home player. The Tate modes are intact and the nifty ability to turn
continues off forces you to learn the game. Rankings are only visible after
the attract mode or at game over, and there is no replay mode this time round.
However, you aren’t going to miss this, because you will find yourself
stabbing Start for “just one more go”. Controls are going to be
initially alien to anyone used to the option of holding the spin button in the
PS2 original. Spin increases the buzz speed, since you scrape bullets more often
due to the rotation. The spin button previously slowed the craft speed but,
this time, spinning does not affect mecha speed. However, it has to be initiated
with a deft flick of the stick or pad in two opposing directions. As long as
you keep moving, the spin continues, but as soon as you stop, the spin is lost,
along with the chance to level up quickly enough. So you can either cower at
the base of the screen, pulling back to keep the spin or set off like a man
possessed, rampaging around the screen in search of shot targets and buzz, throwing
caution to the wind in search of that higher state. It really does not take
long to get comfortable with this setup and levels the playing field since everyone
has to use the same technique.
The game goes all out to impress on the graphics and sound fronts, vastly improving
upon the functional graphics of the PS2 original. The delicate 3D craft models
sweep over pre-rendered backgrounds, giving the 2D gameplay an increased sense
of depth, only slowing down for effect during vast explosions. The shot patterns,
so essential to the gameplay itself, are mesmerising and beautiful with their
swirling colours and varied shapes and sizes. Sometimes fast, sometimes very
slow and dense, they are matched in variety by the music, from the slow, ambient
undertones accompanying the opening drawings, to the hard house and soaring
trance of areas three and four. The game visuals are even more lush in the Dreamcast’s
VGA mode. The shot patterns, whilst being great to look at, are also fair, so
a well-planned route will see you through unscathed. Panic or lack of concentration
will be punished, but you won’t get frustrated: you just learn from the
mistakes and move on.
This all gels together perfectly to form a very accomplished experience, set
to rival the best shooters out there. The stages are no larger than they were
in the first instalment, but this does not matter. It’s what you get out
of each stage that counts. The game can be played on so many different levels,
rewarding whatever ability you have and pushing you to improve.
Psyvariar 2 is the gaming equivalent of an opium den. Abandon yourself to it,
because you aren’t coming out for some time.
Psyvariar 2 media courtesy of Saurian Dash (right-click image and Save As to
download)
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Area 0 (10 Meg) |
Area 1 (12 Meg) |
Area 2 (19 Meg) |
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Area 3 (26 Meg) |
Area 4 (28 Meg) |
Area 5 (26 Meg) |
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Area 6a (23 Meg) NOTE: SPOILER |
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