Psikyo find themselves in a strange situation. On one hand they are a respected
and very prolific Japanese developer, and on the other hand a large proportion
of the gaming scene does not know their work. For fans of the 2d shoot'em-up genre
the mention of Psikyo will bring a warming to the heart, whilst for gamers not
interested in that genre they mean nothing.
While specialisation does restrict the audience base, it does mean that it's possible
to create a greater impact within a niche gaming market. Psikyo along with Treasure
and Takumi are responsible for some of the best 2d shooters, and Zero Gunner 2
is their latest release on the Dreamcast.
A plot is not a quality required for a good shoot'em-up. Therefore Psikyo have
dropped even a rudimentary introduction to the game. Homage to its arcade origin
is evident, with the flashing press start button and small demonstrations of gameplay
interrupted by the Ranking Table. The demonstrations offer a glimpse of what is
to come, plus offers an introduction to the choice of craft available to the player.
Before the gameplay can commence, the craft in which to deliver the mayhem
has to be chosen. There are three different crafts to choose from, each with
different features. The difference between each craft is not astounding, but
offers a variety of weapons and energy bombs. The game follows a similar path
to other shoot'em-up games. Transverse a series of levels, kill the enemy craft
and collect power ups and tokens. After destroying certain enemy crafts a power-up
icon, or Energy Bomb icon, will be dropped. Obviously, the power-up increases
the firepower of the craft. The Energy Icon adds power to the vertical bar on
the left hand side of the screen. Fill the bar, and another energy bomb will
be at your disposal.
So far no major differences from other Psikyo games. However, there is a very
appealing twist in the gameplay. Each craft has the ability to rotate either
left or right. This is extremely useful since it means that you are no longer
restricted to shooting upward. Sceptical gamers might initially feel that this
is merely a gimmick to distinguish this game from countless others, but in later
levels it is a necessity if winning is to be an option. This new gameplay mechanic
is easy to adapt to, and while it is initially confusing after a couple of goes
it will pose no problems.
Even although the game does not include a wide range of extras to unlock, it
remains fun. In so many reviews it appears that unlocking extras is the key
to increased longevity and replay value. Zero Gunner 2 goes back to the roots
where fun gameplay, challenging your own high score and playing a quality two
player game are the keys to success.
Like all Psikyo releases the gameplay is taxing, but the balance and learning
curve is spot on. The game does not become a focal point of anger due to frustrating
and unforgiving gameplay. Resist the temptation of using continues, and open
up the replay mode. Here you can save your game and watch in wonder at your
skills. As a nice extra there is a replay included showing one of the developers
playing the game. Fortunately, I'm not going to spoil it by telling you what
you need to achieve to see it.
Graphically Zero Gunner 2 utilises a similar style to GigaWing 2. At the core
the game is 2d, but is presented through a 3d engine. The gameplay remains fixed
on the level plane throughout the game, although the illusion of moving downwards,
upwards, left and right is achieved through scrolling backgrounds. The backgrounds
are well constructed, and are highly detailed. While in some games the backgrounds
act as window dressing, it is possible to use 3d structures rising from the
ground below as cover from enemy fire and craft. Unfortunately the enemy craft
do not offer the same appeal. The majority of the enemy craft are small, and
not particularly well detailed due to some rather bland textures. The enemy
boss craft are much more interesting, and have the ability to transform into
a mech robot or creature after a certain level of damage is attained.
The sound effects are typical shoot'em-up fare, although at times they can
lack some impact. The music is not the highlight of the game for me, but it
is acceptable and not offensive to the ear. At one point I am sure one of the
tunes steals the opening two notes from Mission Impossible.
Overall Zero Gunner 2 is a very accomplished shooter for the Dreamcast which
definitely warrants a purchase on import. There is no language barrier to be
concerned about; therefore non-Japanese speakers should have no concerns over
this game. The game will appeal mostly to the 2d shoot'em-up fan, but if you
want a fast paced action game then you will not be disappointed.
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