Release date: March 25, 2004
Developer: Alfa
System
Genre: Shmup
(Vertical scrolling)
Current retail: £70-75 (eBay)
‘Right, number one, fuck you Jeff! Number two, yes Neal you
are right as ever, a shoot-em-up necessitates a fucking spacecraft and three,
if I hear another fucking teenager saying that Sine Mora is the best shmup
ever...’ – Steve, Super Red Green Blue
Depending on how much of a shmup purist you are – in my
case I would say I'm now a kind of Guardianista shmupper – either one or both
of the latter two assertions in the quote above will resonate with you.
Technically speaking, at least according to some of the more hardcore areas of
the genre fan base, a shmup has to have a flying craft to be
considered cannon. No ifs no buts. If
you aren't flying some hunk of heavily armed metal then that’s fine, we can
hang out and enjoy blowing stuff away, down some beverages and chase score, but
that title is never going to enter the historic halls of the shmup guild. You
either have it or you are dead to the genre.
Each character has a primary and secondary attack. They vary in usefulness. |
At one time I counted myself among these chosen brethren.
The purity of the ideal was powerful. You either have it or you are dead. It
helped reaffirm my gaming identity, putting down a marker that separated those who
were in-scene and those who were casual, pretenders, far younger than me and
had missed the shmup golden years. No fucking wanna-be hipster teenager was going
to gate-crash my party and start expounding how Sine Mora was the best shooter
ever. How could this moron understand? When you've ridden the fever dream dragon
of Radiant Silvergun and drunk the milk of paradise, how do you even explain
what you once saw? Far from bullet hell, it was bullet heaven.
Warning! Warning! Warning! Brutally obvious fact
incoming!
Sine Mora is not the best shmup ever. Repeat – Sine Mora
is not the best shmup ever.
Warning! Warning! Warning!
Today, the fire of adolescence has gone and now I’ll play
anything and class it as a shmup, spacecraft or not. Chasing unique shmup
experiences is now the name of the game and, if I'm to be honest, it’s been
more rewarding than I ever thought it could be.
Learning to not only avoid bullets but to graze them down screen is how to hit big score. |
So, introducing Shikigami no Shiro 2, a real gem of a
shooter that – brethren I'm sorry, please forgive me! – hasn't got a playable spacecraft in sight. A Jap exclusive on Dreamcast, Shikigami no Shiro 2 (which translates
in English as ‘Castle of Shikigami 2’) is a vertical scrolling shmup that sees
a team of magical warriors storm the titular castle in order to combat its
overlords, god-like beings intent on world domination. Each of these characters
utilise the game’s base mechanics in roughly the same way, with one primary
attack and one special Shikigami attack rounding up a classic twin button shoot/bomb
shmup set-up. Each character’s primary attack however differs in spread, rounds
and speed, as to do their secondary, and it is in these which the player must
master to go for score.
For example, Niigi G.B.’s (the G.B. stand for ‘Gorgeous
Blue’) Shikigami attack is actually a shield, which she can throw out for about
five seconds and absorb all incoming bullets. How can this help chase score you
ask? Simple, it allows you to not only blast out of bullet hell, driving up through
the screen like a snow plough,
nullifying bullets, but it also allows
you to exploit the game’s second key score chasing mechanic, the Tension Bonus
System (TBS).
The Tension Bonus System allows for up to an x8 multiplier on score. Coin drop is effected too. |
Oh boy! The TBS is the stuff of shmupper wet dreams. Simply put, the TBS multiplies score up to x8,
and is actuated by the player grazing incoming bullets. Basically, the game
rewards you for playing on the edge, it encourages you to strafe graze rounds
down the screen, with any enemy taken out in the process effected by the
modifier. So, for example, if you take out an enemy on screen without any
multiplier then you’ll get score but not much. Strafe graze a bullet down the
screen and take out the same enemy and, depending on how far you've pushed the
multiplier, you score up to eight times its base value. Not only that, but when
the enemy goes down, the coins it ejects will also be affected by the
multiplier, dramatically improving score potential. The beauty of this system
though, of course, is that grazing is hard to pull off, with a few on-screen
pixels separating you from either an x8 multiplier or a fast and embarrassing death.
The TBS is pure tension, bottled.
Each of the game’s playable character’s special attacks
therefore kind of dictates how you play. If you want to do a survival run then a
character like Kim de John is an excellent choice as his secondary Shikigami
attack, a move where he summons a pair of swords that can be held out in front
of him, deals colossal damage and makes taking out some bosses a walk in the
park. On the other hand characters like Niigi G.B. and Sayo Yuki are arguably
better for chasing score. And, what’s more, each of these characters has a couple
of iterations of their secondary attack, again adding to their mechanical play
depth.
Niigi G.B. is a very useful character thanks to her special Shikigami shield. |
As a product released super late not just in shmup
history but also in the Dreamcast’s lifespan, as you would expect there are a
dump truck load of options and modes for the player to tweak. Everything from overall
game difficulty through to number of player lives and even the amount of pixels
allowed to initiate a bullet graze are tweakable, making the game really very
approachable to the shmup novice. As with most shmups of this type, easy mode
cuts the game in half, finishing after the first three stages. It also tweaks
in-game mechanics slightly, turning on things like bomb-usage on a bullet hit
rather than taking a player life (only if you have bombs in reserve of course).
Naturally, in the harder extreme mode, typical tweaks like bullet ejection on
enemy deaths is turned on, adding a taste of bullet hell to this weird anime-style
Japanese offering.
The story, dictated by the player character and their
conversations with the enemy bosses, is definitely on the high side of the
fucking insane, only-found-in-Japan scale. If anything though, it adds to the
game’s quirky weirdness and insouciance. The game is no Sexy Parodius parody of
the genre, but at times it does feels like it delivers just a little of its rebellious,
stick-it-to-the-hardcore double fingers.
There are six stages in the game, each with an eclectic mix of enemy types and movement patterns to master. |
Overall though, what impresses me most about Shikigami no
Shiro 2 is Alfa System’s attention to detail. The devil is always in the detail
and here it is arguably what makes the game not only very replayable but what also separates
it from other auxiliary generation shmups. Things like a white glow appearing
around your character during bullet hell to provide an extra visual cue of your
hit box, re-mappable buttons, the ability to turn off story mode, two soundtracks and alterable
game speed and life regeneration score counts all help add a level of tailoring
and playability that the player can utilise, no matter their skill level, to
have a great time with the game. It’s not a perfect shmup and the price on
Dreamcast is high, however as a fan of the genre, a genre which I grew up with and
for all its hostility and difficulty I still enjoy immensely, Shikigami no
Shiro 2 not only proves that the genre has plenty to offer almost all gamers
but should, and on this I am decided, take itself a little less seriously.
Verdict: A polished package that offers solid base
mechanics, an excellent score system, and great replayability. Just prepare for
some eastern insanity if you take the plunge.
Score: 8
6 comments:
I Great review Rob. I haven't played this personally but from the sounds of it, I think I'd enjoy it.
Hey Tom. I'm going to bring it to the Play Expo, so you can get a couple of runs in then.
One thing I forgot to mention in the review was that this has been competing for my time with Metal Black on the Saturn. In the end this won out. The beam duells in Metal Black are fun, as too the tripy aesthetic, however it offers little else of note. From the little I've played, its reputation as good not great seems well earned. Damn cool spaceship though!
Nice review. Love shooters, but not a fan of grazing. Maybe if I have $80 burning a hole in my pocket..
Also Sine Mora blows:D
"Also Sine Mora blows:D"
Love it Peter!
I think I got this around the same time as Under Defeat, and I absolutely fell in love with the simplicity and gradually eased difficulty curve in that, so Shikigami didn't stand a chance. I can't remember if I gave up on the higher difficulties, or breezed through on easy and assumed that's all it had to offer. I should definetely give this another go when I finally get my DC out of cold storage.
Incidentally, I loved the music in Shikigami so much that I traded up my regular version for the limited edition with OST
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