Late to the party; I got this on Thursday. I know it's not an opinion that's going to be shared here, but I think I prefer it to Gradius V. Yeah, dfferent types of shmup and all that, but still - RTF's so much more efective at creating atmosphere and a sense of history, and that stuff can add to your enjoyment.
There's more to bring you back if you get frustrated with your lack of progress through the game. Can't get past level x, no matter how hard you try? No problem - just put that aside for a bit while you concentrate on getting some more ships unlocked, or opening up a hidden level.
Everything appeals to me more, tbh. Shooting fleshy beasties > shooting faceless robot drones. It's no surprise that level 4's my favourite bit of GV so far. The amount of thought that's obviously gone into the music here's impressive, too - level 1's a bit dull in terms of how it plays (on Human difficulty, at least), but it's improved no end by the score. Oh, and I know that I'll eventually be able to one credit this game, whereas that just won't happen on GV.
Always loved the R-Type series (even though I've still not played Delta) and it's great to see the whole sexual body horror thing in full effect here. I love the dirty symbolism Irem shoves into your face at every turn. Even 'that' background makes sense in terms of the storyline. That said, I just opened the ship 'Sweet Memories' and can't figure out for the life of me why the pilot's nightmares, as realised by the fully-charged Illusion Wave Cannon, would be of the Parthenon. The meaning of that one's sailed right over my head.
I've got two minor complaints. First, it can be annoying to accidentally hit the switches on level 2's boss - the next time you come to do a run through, the move to the alternate level can throw your concentration out and leave you open to making mistakes. That's more a problem with my own clumsiness, though - just have to make sure that I don't hit the switches in future.
Second problem is that score attacking the stages is screwed up big time. If you want the high scores, you've *got* to die at some point so that you can increase the enemy count. Silly mistake on Irem's part, that. There should really have been either a one-life limit on stage attack or a points penalty for losing a life.
There's more to bring you back if you get frustrated with your lack of progress through the game. Can't get past level x, no matter how hard you try? No problem - just put that aside for a bit while you concentrate on getting some more ships unlocked, or opening up a hidden level.
Everything appeals to me more, tbh. Shooting fleshy beasties > shooting faceless robot drones. It's no surprise that level 4's my favourite bit of GV so far. The amount of thought that's obviously gone into the music here's impressive, too - level 1's a bit dull in terms of how it plays (on Human difficulty, at least), but it's improved no end by the score. Oh, and I know that I'll eventually be able to one credit this game, whereas that just won't happen on GV.
Always loved the R-Type series (even though I've still not played Delta) and it's great to see the whole sexual body horror thing in full effect here. I love the dirty symbolism Irem shoves into your face at every turn. Even 'that' background makes sense in terms of the storyline. That said, I just opened the ship 'Sweet Memories' and can't figure out for the life of me why the pilot's nightmares, as realised by the fully-charged Illusion Wave Cannon, would be of the Parthenon. The meaning of that one's sailed right over my head.
I've got two minor complaints. First, it can be annoying to accidentally hit the switches on level 2's boss - the next time you come to do a run through, the move to the alternate level can throw your concentration out and leave you open to making mistakes. That's more a problem with my own clumsiness, though - just have to make sure that I don't hit the switches in future.
Second problem is that score attacking the stages is screwed up big time. If you want the high scores, you've *got* to die at some point so that you can increase the enemy count. Silly mistake on Irem's part, that. There should really have been either a one-life limit on stage attack or a points penalty for losing a life.
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