So, first impressions really do matter a lot, don't they?
When I started doing this reviewing thing, I played a lot of retro shooters to hone my craft, as I could play through fairly quickly, allowing me to regularly have material for my reviews. I remember hearing how, when it came to this genre, the Sega Genesis and TG-16 were both superior to the SNES for that era, but often struggled to understand why. It seemed that no matter the system, there were really fun games I enjoyed, as well as generic crap I endured simply because it often is far more fun to start a review knowing I'm about to spend the next hour gleefully savaging a horrid game than it is to effusively bestow praise (or worse, struggle to find the words to explain just how average that thing I just played was). Maybe one system had more great games than another, but regardless of system, I seemed to have as many good times as bad with my picks.
But if I go back to the early days of the SNES, those comments start to make a lot of sense, as Nintendo's 16-bit system did struggle out of the gate when it came to shooters. As someone who finally got around to playing Super R-Type, damn, they really did struggle! Play this game for a few hours and even a kind and open-minded soul will be quick to proclaim the SNES as an inferior machine for shooters.
A good part of the blame for this lies on the technical level. Super R-Type is one of those games that's infamous for its failings — in this case, lots and lots of slowdown. The R-Type series has never been famous for its fast, bullet-hell action. No, these games are known for intricate level design where being able to memorize level design in order to be out of the way when random death traps take away half the screen is usually more important that having great reflexes. You need to move smoothly and with precision to find temporary safe spots, always looking for your next move to ensure you don't get pinned in by debris or find the narrow passageway you dipped into suddenly turning into a lethal dead end. To accomplish this sort of thing, I like to be as fully immersed in a game as possible, so I feel I'm part of my spaceship.
Slowdown does not help with this. I'll be moving through a level, the screen will get cluttered and the slowdown will kick in and I'll completely lose my concentration when my ship no longer is exactly where I'm expecting it to be exactly when I expect it to be there and then it gets shot down and I'm stuck moving to my next life. Which takes me to the very beginning of the level because Super R-Type apparently thinks checkpoints are for chumps. Yep, no matter where you die in a level, you'll have to start it from scratch, making it past untold dangers, all made worse by you not knowing when if the game will start randomly slowing down. Accomplish this and then you might have a prayer you can overcome the obstacle that outmatched you, even if you'll probably get killed by the very next one.
So, we have a technically-flawed game that also cruelly punishes mistakes, even if those technical flaws are the underlying reason for those mistakes. If it's any consolation, I don't know that I'd think Super R-Type was much better than average even if it was perfectly designed and ran like a dream.
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Community review by overdrive (February 02, 2018)
Rob Hamilton is the official drunken master of review writing for Honestgamers. |
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