SUCCESS/SKONEC - Arcade (jp only) -
2002
SUCCESS/SKONEC - Dreamcast (jp only)
- 2/26/2004
SUCCESS/SKONEC - XBOX (jp only) - Oct
28, 2004
SUCCESS/SKONEC - PS2 (jp only; 2 versions)
-
Dec 09, 2004 (Psyvariar 2 Ultimate Final)
2004 (Psyvariar - Complete Edition)
Reviewed by Xaer0Knight.
There are some games that take games
to another level and there are some that improve mechanics of a game
system. I found this game by complete accident. This one has the same
groundbreaking and innovative game system as Ikaruga. I played Ikaruga
for the Gamecube and Dreamcast, and I was like "There will never
be any shmup as good as this one." I thought I would never find
a shmup that I would like more than Ikaruga. You don't have to have
super cat like reflexes to enjoy this game and most casual gamers
should pick up the system quite easy. This game yet short has all
the factors of making it a classic and well sought after.
THE STORY: ??
I have played this game from beginning
to end. The game is in Japanese and read some of it via
Babelfish and it seems to have a very in-depth story line. The
following is what gamespot.com had to say:
"The action is set in the future,
where you're put into the confines of a powerful mech suit that's
armed to the teeth. Much like all 2D shooters that have hit since
the genre began, whatever narrative there is behind Psyvariar can
be conveyed by the universal language of shooting everything up real
good.
Such a simple description proves to be an equally apt descriptor for
the game play in Psyvariar, which has you zipping around and blowing
the hell out of anything and everything that comes your way. Psyvariar's
unique game play twist comes from the evasion system and your ability
to temporarily power your attacks when enemy bullets come close."
Since, I'm not very adept with the
Japanese Language, can't give it an Rating.
SOUND AND BGM: 9
The music is can be very relaxing,
soothing, and calming at most points. It doesn't have the driving
old school sound of shooters but instead it has a lot pianos and techno.
If you were at a club you could dance to most of the soundtrack. The
sound effects are overall good, like a shmup should sound like.
The music fits the visuals very well. The explosions, they just are
like any other shmup.
VISUALS: 10
The game has a striking resemblance
to Ikaruga. The mix of metallic enemies and some soothing backdrops
mixes really well. The combinations of stages in space and on earth
adds to the mix, from light blue of sky and oceans of the earth to
the blackness of space. The color of bullets from enemies and your
mech, work well. Blues, Purples, Pinks, and Greens fell the screen
and it seems that you know were they are at all times. The Lighting
on your ship is draw great, every time you perform a buzz (a 1/4 circle
on your d-pad), a pink halo forms around your ship, and when you hit
an enemy while in a buzz, you'll shoot lightning. Even when your not
buzzing you have a mellow colored halo around you ship. Awesome, more
one that later. The explosions were created very nice, it seems that
you can count the flames of each explosion as they fly off. Bombs
are very bright and well rendered. The cut-scene for the level 2 boss
was just awesome.
GAMEPLAY: 8
Learning Curve is about an 15 min ride.
There are 2 selectable characters. The women named Kei ,21, agile
and more suited for just shooting. Then we had a man called Yuhei
,21, slow and best for the buzzing ability. At least that's what the
game said, I find it to be the other way around. I had to get used
to dodging the bullets by buzzing. Buzzing is a great ability but
it can get you killed really quick. Buzzing is an ability to dodge
your mech, any direction, and doing so cause you to become some what
godlike and allows your mech to spin. Doing so causes you to shoot
a curly-looking pink bullet barrage and you will still keep spinning
as long as you keep dodging. If you hit an enemy, lightning will shot
out and strike some enemies down. The more you hit while buzzing the
farther the lightning goes and the points rise and your level gage
rises. 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 up
in two ways: shooting enemies and Buzzing. To do this ability you
got to keep making quarter circles (up to left, up to right, down
to left, and down to right) and I found that just doing circles can
help too. You could also go threw stages by just buzzing your way
threw except boss fights, your going to have to shoot 'em or bomb
'em. Your best bet would be your Analog stick and not the Joypad,
I've found it hard to keep doing circles on the D-pad. The buzz ability
can be used on the same bullet multiple times, but you got to keep
quarter circling. You gain experience and new power as your level
increases, and your level of power will retain even if your machine
is destroyed. Now that feature is great to complete the game. Very
Frustrating at times, seems to be all timing (Ikaruga hint-hint).
Also, the Buzz count has a lot to do with the strength of you super
attack. The Super attack looks like you mech just used an atomic bomb
on its self. Not very good range, effective on bosses though. Just
hug and nuke'em. You'll start each stage with 3 bombs and 3 only,
you can't get more. The game is like Giga-Wing, unlimited continues.
The buzz factor "science" was the one thing that takes a
while to get used to and master. There were many times I just walked
away and that's why it gets the 8.
LONGEVITY: 10
The games has a lot for you to get
used to, as far as I can tell there is no unlockables. A faithful
NAOMI Board port. The buzz will keep you coming back to see if you
can get over your last biggest buzz score. The highest I've got is
about 256, that's just the first stage, and the buzzes don't carry
over to your next lives either or next stage. If fails in the 2 player
department, think of the insanity. Unlike Ikaruga, you don't have
to worry about who is getting the combo, every one can get a buzz
off one bullet multiple times. The music and the visual should keep
you coming back for more, after playing this game you might be compelled
to go pick up the Soundtrack (Import Only). The
Eye candy keep me coming back and the music was just a great mix with
the visuals. I don't see why this game will not fit next to Ikaruga,
Bangai-0, and Giga-Wing. It has all the innovations that keep people
coming back. Whether it be the combo system of Ikaruga, the weirdness
of Bangai-O, or the massive skills and points of Giga-Wing, you should
be coming back to this for more. This is the title that seems to have
a cult fallowing, it has 4 ports of the arcade edition and a original
soundtrack. At least in Japan.
FINAL VOTE AND REMARKS: 9
The game as far as I can tell is a 100% complete port of NAOMI arcade
machine. This games gets support overseas like a mad man. Its being
made for the current consoles, XBOX and PS2. The Dreamcast even after
5 yrs can still keep up with this game. The whole buzz factor can
get annoying at times but the games replayability and music makes
up for the annoying factor. The games is well polished, I noticed
no flaws or slow down and it has fast load times with the Dreamcast.
The controls for the DC seem to be very well done and very responsive.
The XBOX will be the original port with limited XBOX live Support
and the PS2 has the Complete Edition (out now) and Psyvariar 2: Ultimate
Final will follow this. I'm think that Success will end the series
with the Ultimate Final. If you can find it at a reasonable price
pick it up, DC, PS2, or XBOX, it shouldn't matter. There has been
no word of an American release, we can hope that the XBOX/PS2 version
will take off fast in Japan and we will see it here. If this
review doesn't satisfy you hunger, go Google.
<Xaer0Knight>