I have continued to explore more shooters. This is a bit of a hodgepodge: a SEGA Saturn release of an arcade game that is part multi-directional shooter, part shmup; and a series of is a series of three doujin (Japanese amateur-made) games, which are related: Kamui, RefleX and ALLTYNEX Second. As such it varies from established production values to overambitious amateurs and somewhat original yet streamlined approaches to gameplay.
I'd peg them all of interest just for fans but someone might find a specific piece of interest and be tempted during a sale or something.
Guardian Force - Saturn Tribute (1998; 2022): This is an original game by Success where, instead of the usual spaceship, you're in control of a tank. The tank is pretty zippy and controls pretty smoothly, The gimmick with controlling a tank, however, is the fact you can turn your turrets in 8 different directions. This freedom of aiming turns it into less of a shmup and more of a run'n'gun with vehicles, although in terms of stage design it leans closer to a shmup. Some set pieces and bosses, in particular, lean heavier on the multidirectional gimmick as you'll need to hit a critical point from the side or above.
The "Saturn Tribute" part of the title relates to the fact this is the SEGA Saturn version which, I have to imagine, is faithful to the arcade game but suited for a controller. As it is a re-release there is the usual CITY CONNECTION enhancements, including rewind, quick save, infinite credits, various screen and controller options and others. Graphically there's quite a bit of detail although the colour choice is somewhat dark and muted. Nonetheless it looks the part, with all the details of a 1990s japanese arcade game.
Apart from the multidirectional turret, everything else is quite straightforward, with no more gimmicks. There is, however, a common sin, which is that bullets are often too similar to the background. As, per the design of the game, you're usually covering a range of terrain, too often you're getting blasted in the face by a bullet you barely saw coming. Personally, I couldn't stand its jingoism either. I can't really say why, but even though I don't have a problem with spaceships, tanks just seem a bit too much, and I couldn't stomach the free-for-all. As a run'n'gun shooter I think it would appeal to fans of the genre as it proposes something different in a convincing way and solid presentation.
ALLTYNEX Second (2010; 2013): While tempting to classify it as great "for a doujin", the first impression of gameplay is that this has great production values. The setting is typical space sf but things look sharp and you're immediately thrust into action. In setting up the game world it is also apparent that a lot of effort was put into providing a cinematic experience which, here, is indeed surprising and very much welcome "for a doujin".
One criticism is the fact that, even though this is an original PC game, it is poorly optimized for PCs. Screen configuration is only accessible in a pre-start menu (although 4K resolution is available), and controls always show on screen as keyboard keys (it plays great on a controller, regardless).
Gameplay is sharp. There are no pickups to speak of and, surprisingly, no bombs either. However, apart from your rapid fire shot, you also have a power-dependent automatic lock-on, as well as a sword for close range. Bullets are visible, being bright against the darkness of space, and there is decent enemy variation. Deaths usually occur due to very aggressive enemies, which like to charge at you or appear right next to the lower part of the screen, shooting at you from all sides. There is some leniency in terms of your hitbox but you do not get infinite credits here. After two coins you're out. There is a practice mode for areas you've reached, to help you perfect your game.
Even in easy mode it gets relentless fast and one wonders if this isn't the case of trying to show off everything at the same time. The action is so relentless it's almost hard to take in as the developers seem to throw every type of enemy attack at you, all at the same time. It is certainly spectacular and impressive but it might be too much of a good thing. There are also a couple of niggles with presentation. Everytime you hit an enemy you earn points which appear in script on the screen. Due to the relentless action and the really quite large fontsize, it's just screen that's filled with things. Another is the strange 16:9 orientation of the screen, which takes some getting used to as everything seems especially cramped. Apart from the lock-on, which is limited by power anyway, there is not much hope of hitting enemies that are sitting wide from you, which is a point of frustration.
All the same a really impressive game that in terms of in-play presentation is really quite something but is otherwise hard to recommend unless for fanatics as its crushing difficulty aided by some of its design quibbles will swat everyone else away with ease.
RefleX (2008; 2013): Strangely, this one seems less advanced than the previous. It is now a sprite-based shooter but the designs don't look very distinctive. If anything, there's a feeling this was made in a shmup maker like Dezaemon. Weirdly there's no 4K option in this one and you can't seem to move in a diagonal. The shooting controls are also more streamlined: just shot and shield. The shield mechanic, however, is interesting. It's limited by a bar, and, while having it on, shots bounce back (the namesake reflex), doing damage to enemies.
This one is indeed hard to describe. It's still quite difficult but much of the difficulty also lies in its technical aspects. The position of the shot and shield buttons are not easy to use and the lack of diagonals make it extra hard to maneuver. The more you progress the more continues you earn for later playthroughs. This is somewhat strange in that you don't really get any better, just are able to continue for longer. So, it doesn't really reward better playing, just playing for longer.
The backgrounds are quite bland but there's a will there to add dramatics with quick camera changes and the inventive design of the bosses. This one might be the one that's great "for a doujin". However, while there was some hint of enthusiasm in ALLTYNEX, here the lack of attention to detail mars it somewhat.
Kamui (1999; 2013): This one has a slightly different layout than the others and, straight away, a big difference as the max resolution is 800x600. However, this does aid in presentation as it fits its lo-fi aesthetics. If anything this one comes out as an ultra ambitious doujin shmup. It's literally everything but the kitchen sink that's thrown at you, at all times. I can quite imagine the stir it caused in the scene back in 1999. But, taken on its merits, its overambitious zeal turns it into a tiring exercise.
Strangely enough, or perhaps as a persuasion for players to see the end and everything the programmers made, continues are infinite - this just doesn't work in these types of games as the difficulty is totally dismissed. Gameplay is interesting but also complicated due to its pressure sensitive use of keys. There is only one shot, although upgradable through powerups, but also a secondary shot that is a lock-on (quick press) or a laser blast (long press). As this secondary shot is dependent on the use of an energy bar, much more often than you'd want, you're spending the bar on a quick discharge of lock-on, when you wanted a long laser blast to take out a boss. As the bar takes its time to recharge, this can be dramatic in the face of death. Here again Siter Skain show their inventiveness in bosses. The namesake Kamui is certainly fantastic and deserves all plaudits coming from a doujin developer. Excellent stuff.
In the end though, Kamui is more interesting than RefleX which ends up living too much on its gimmick. ALLTYNEX is the star and shows how far doujinsoft can go with the right attitude and skills. These are all the same niche and ultimately hard to recommend if you're not already into these sort of games. For fans, then, it's the cream of the crop of amateur developed games, a very interesting trilogy that doesn't go for anime or danmaku and presents solid (if not hectic) action.