I’d like to talk about the impressive presentation of Cave’s latest foray into bullet hell madness, but I was presented with a slight dilemma. See, I’ve been doing this review lark for a while now, so I already had this introduction written as I played thorough the game. I’d talk about the settings, how it’s set in an alternative version of Japan’s industrial Taisho period where a new source of fuel has been discovered, one that catapults their technological standings through the roof. Via this, demonic swords are forged that, once they take a life, give the wielder crazy amounts of power to abuse. An emperor of a small providence uses this for evil, his army led by people with these cursed swords, and a rebellion of likewise soldiers rises to try and stop them before they engulf all of Japan.
This was the plan. I’d then talk about how the stages were backdropped to highlight this setting, but I couldn’t really pay a lot of attention. Don’t get me wrong; what Akai Katana serves up are lush and descriptive backgrounds that interact directly with your efforts. Gun turrets extend out of metal hatches, tanks roll straight off production lines, and warships bobbing gently on the tide all pelt you will bullets. But here’s the thing; it’s not like I could stop and take a lot of notice of all the things shooting at me, because there are hundreds and, if I take my eye of the constant wall of bullets coming my way, I die. Hell, odds are, I die anyway.
The first level, you know, the easy one designed to ease you into the game, is constantly awash with ground forces rolling out of hangers and helicopters flooding the screen in staggering numbers. To the game’s credit, you’re given every chance to survive the onslaught. You come equipped with screen-clearing bombs and your hit box is clearly marked on your craft, giving you the ability to plot improbable courses through mazes of bullets. Smashing through these obstacles leaves scorched craters in the ground, or debris flying around the screen.
Survive these, and the air fortress ten times your size that shows up to be a plasma-spewing nightmare of a mid-level dogfight, and you’ll find the game’s first boss fights is already ridiculous. You're hovering over a canal reflecting the dying embers of the evening sun in a WWII fighter plane, guided by the spirit of your dead co-pilot who, by the way, can transform the plane into her holding a giant cannon. You’re fighting an evil ninja hovering around ominously. He’s wearing a blue cape and yelling at you.
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Staff review by Gary Hartley (May 12, 2012)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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