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Ikaruga review - Sega Dreamcast

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  • Ikaruga review - Sega Dreamcast

    There is one universal fact in life. Namely, you cannot have everything your heart desires. The greatest flaw of mankind is to wish for things that don't exist. Recently, shmup fans were forcefully reminded of this age-old truth. Across Japan, and to a far lesser extent America, gamers fed money into one particular machine knowing that the public environs of an amusement arcade would be the only place they could continue their love affair.
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    For them, it was a one-sided relationship. You loved - and had little in return. Shooter stalwarts lobbied and petitions were launched. All in the hope of seeing the magical transition from arcade to home. Persistence pays. Treasure's Ikaruga is finally here. And it feels like a kiss from a loved one you thought would never come home.
    The feverish excitement generated by various sources claiming Ikaruga was console bound was only matched by the rabid fan-boy bidding frenzy for mint copies of Radiant Silvergun on E-Bay. For a company with such a cult following as Treasure, the announcement of a new scrolling shooter is cause for some excitement. When this shooter is (spiritually) thought of as the sequel to Radiant Silvergun, then expectations begin to spiral into mass hysteria. Thankfully, this small Tokyo based developer (consisting of a few ex-Konami employees) has delivered in a way that somehow transcends the inevitable hype.
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    'Ikaruga' means 'specked' or 'mottled dove' and is a subtle reference to the craft you control. Ikaruga can be transformed from black to white and back to black again. This is also the fundamental concept around which play revolves. Ikaruga either absorbs enemy fire or is destroyed by it, depending on the colour. As one may well imagine, this lends itself to some intriguing game play and the developer has not overlooked any possibility to integrate this simple but effective idea into the game. The seemingly endless switch from dark to light, light to dark is one that never really becomes tiresome. It injects new life into what is seen by many as a tired genre. Initially, one can move from dark to light in quite a casual manner. In the later levels, switching becomes frenetic. Rather than viewing the environment as a separate entity, you interact with it in a unique and satisfying way.
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    The original coin-op version is identical to this incarnation on the Dreamcast, largely thanks to the Naomi-driven power of the Dreamcast hardware. The game features exceptionally smooth animation and scrolling backgrounds. Wave after wave of enemies begin to appear in attack patterns so beautifully choreographed, it is almost like watching some celestial ballet. Control is fine and the movement of Ikaruga is fluid and intelligent.
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    This is a deep, mesmerising, solidly balanced game featuring an inspired design. It has an unrelenting pace that is sure to appeal to hardcore gamers who appreciate the pure, unadulterated adrenalin rush that only something like Ikaruga can serve. As you progress further into the game, the attack patterns evolve and mutate and that's when it finally hits home - you're hooked. As you dispose of ever more challenging enemies, fuelled by the strange, hypnotic voice and the sweeping grandeur of the music, you may indeed exclaim (as Treasure's CEO Masato Maegawa once commented) 'Ghaaagh - this is it!'
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    The arcade heritage of Ikaruga is evident in the option to play in 'Tate' (pronounced 'Ta Te') mode . This mode is preserved for vertical shooters. Bringing Ikaruga to the home console market presents something of a problem. Few gamers will want to turn their domestic television sets up on one side for hours on end. Therefore, playing Ikaruga in a normal manner will result in inevitable borders accompanying the display. The solution is to invest in a VGA box and connect to a PC monitor. Flip the monitor, plug in an arcade stick and the feeling is complete. You'll find the only thing missing is the Japanese chatter from the usual onlookers when one plays it in the arcade.
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    One flaw with the console version is the game's insistence on the player inputting their name at the most inopportune moments. Ikaruga requires intense concentration and having this focus broken by the game is very annoying. Many players will simply bash the keys in order to get back to the action. It's definitely an issue and seems all the more apparent because other areas of the game are so well executed. There are occasional moments of slow-down when end-level bosses have been defeated. The reason for this seems unclear. However, as the rest of the game is very smooth, the slow-down would seem to be for dramatic effect more than anything else.

    One area where this game excels is the inevitable boss encounters at the end of each level. Treasure has imbued these fearsome foes with a mythical quality. Some of them have distinct Japanese markings. They are given specific names that, in Japanese at least, have deep, almost religious meanings. It all helps to conjure the idea that you are participating in something else entirely - you're just a small part of a much bigger picture. The boss animation is also excellent and Treasure's highly inventive work in this area is to be applauded.

    An additional element of game play revolves around the idea of linking together as many chains as possible. Destroying three enemies of the same colour in succession rewards you with a chain. Linking as many of these together as possible will grant the player increasingly high scores. Beginners will be more concerned with simply staying alive. One piece of advice - don't always plan on simply shooting everything.

    As with many games, there are a number of options that can be unlocked as you progress further in. However, rather than release these to the player in the usual manner, Ikaruga rewards the gamer for the amount of time spent playing.
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    It is difficult to predict the effect this title will have on the gaming community as a whole. Shooters, due to their very nature have always been seen by some as 'niche' gaming. However, to deny Ikaruga a major place in the gaming consciousness would be a mistake. The unique appeal of shmups is they allow one to dive in for either five minutes or five hours. It's down to the player. Some forums have commented on the excessive coverage given to this title. Many claim that the inevitable hype is responsible. They are missing the point. Hype is really only a valid argument up until the game is released. After that - the hype evaporates. If people still continue to communicate their enthusiasm, it simply proves the popularity of the game. No one will deny that the Dreamcast is finished, (at least in the eyes of the general public), however, those that know better will continue to play (and talk) about games such as Ikaruga for the depth and beauty they offer.

    And while you ponder how a game only now released (for what is essentially a dead system) can cause such a stir, this elegant swan song for Sega's ill-fated machine will surely keep you occupied.
    Score: 9/10

    A review by Jason Newton
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