I cant
vouch much for the storyline, as all the text is in
Japanese (as are the majority of the options - see the
FAQ later on this page for English
translations) but it looks to me like standard fare
Aliens vs the Earth etc..
However, although weve all been down this road
countless times previously, Souky does it all with so
much vibrant stylishness and panache that you cant
help falling for it. After witnessing the spot-on
presentation and an excellent real-time intro sequence,
the thing that strikes you when you first play through it
are the stupendous graphics, which feature highly
effective 3D polygon/2D mixed backgrounds and a great
deal of neat FX such as sprite scaling, zooming and
rotation, to a degree the likes of which I dont
think Ive seen quite the like on any other home
platform. It really is quite an eye-opener the first time
you see the zoom-in on the enemy Tank Boss
of stage 3 or the huge Mech Boss rush
into the screen from a tiny dot to a full-screen monster
on stage 4 all silkly smoothly and in hi-res too!
A lot of the sub-bosses are also hi-res, and the detail
in much of the graphics is simply exquisite (see your
home Mothership on the launch sequence
at the start of stages 2 & 3 and those 'Flying
Wings' later in the game for example.) It's
really rather incredible how much effort has gone into
just the graphic design here.
 
I usually
dont care too much for shooters which dont
have a telly-on-side vertical mode, but Soukys
design is so good, making use of the extra screen-width
with plenty of side attacks and fair warning of attack
from ahead or below - this is not to say its not a
damn hectic game, especially on the higher levels, which
almost leave you panting for breath due to the constant,
unerring hostile fire from all angles. ( If, however you
are one of those too scared to turn your TV on its side
youll find this game a godsend as you don't have
to..) .Although Souky takes a lot of inspiration from
Taitos Ray-series titles (Rayforce & Raystorm), particularly in the web-weapon
a derivative of the lock-on
system first implemented in Taitos games it also
adds a lot of extra design details of its own. Each ship
has its own specific weapon features as can be seen the
section relavant section on this page- and each has a
slightly different feel and its own
particular advantages/disadvantages with none being
particularly better than any other, which of course is
the way it should be. I do however have a particular
fondness for the green ship myself (the
only one in which I have managed to complete the game so
far).
Soukyugurentai - A
Second Opinion: Reviewed by Basi
Games
like Metal Gear Solid garner all the attention
these days. It's a brilliantly presented production with
atmospheric sound design, film noir-like
visuals, and a twisting storyline. But its marred
by the fact that once completed, it doesn't have many
redeeming features. The option of being invisible after
having finished the game is an extraneous extra and
nothing to get the heart racing. Most of all the game is
not even all that challenging. And thats my main point
here - new games don't offer any of the fast,
tense, sweat-inducingly tough gameplay of the
older titles. Shoot 'em ups, or to be precise the
two-dimensional shoot 'em up is an example of the latter
and to today's videogaming audience, are virtually
unheard of. Given the power of the consoles of today such
as the Saturn, PlayStation,
and Dreamcast, it's quite annoying to
know that many developers are too scared to exploit the
genre's potential just because of how unpopular it is. If
you look at if from their perspective though you can see
why - stuff like Raiden is simply not as marketable as the
latest Tekken installment or a new
edition of Quake.
The chances were and still are slim of seeing shoot 'em
ups on the newest consoles. Hell must have froze over
then, when genre-tributes Einhander, R-Type
Delta, Soukyugurentai and Radiant
SilverGun were released considerably late in the
life-cycles of the PlayStation and Saturn. With the
exception of Radiant SilverGun, I have played all the
mentioned titles and I'm of the opinion that they are all
top class games. The least most commercially viable game
- at least in the West - in this foursome is Soukyugurentai
: it's one of the toughest and most of all it's of the
notorious 'vertical-scrolling' breed which is perhaps
even more frightning to the casual gamer than
horizontal-scrollers due to their hectic and frenetic
nature.
At a time when the industry offers banal GoldenEye,
Resident Evil and Collin McRae clones, Soukyugurentai
(along with Einhander, R-Type Delta and Radiant
SilverGun) comes as a breath of fresh air. Developed by
an obscure Japanese company by the name of Eighting/Raizing
and published by Electronic Arts,
this offers as much excitement as you
can possibly get from Sega's ill-fated Saturn.
Level Five's Plane Boss - the
detail here is fantastic
and very similar to that seen in Raizing's other
shooter Battle Garegga.
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Soukyugurentai
has the same distinctive and flamboyant look of a
Japanese comic book or anime lending the game a
unique aura which is collectively
atmospheric and grandiose. It's a visual delight,
running at a smooth, near-constant frame-rate,
packed with several wonderous graphical gimmicks
including seamless application of mode seven
accompanied by a staggering display of
pyrotechnics.
What makes Soukyugurentai such a masterful game
is not its graphics, but the fact that it is
dangerously compelling, despite the fact that it
is so unbelievably difficult even by shoot em up
standards. The game has 9 difficulty
levels - a continuum since there is not
much difference between each settings. |
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Huge, landscape-eclipsing fighter airplanes bombard you
with dozens of bullets while you're hands are already
full with dealing with smaller aircraft ruthelessy
deploying four to eight missiles at a time. This is the
sort of situation that you'll often find yourself in
Soukyugurentai. And more often than not, the only way to
get out if it is to die. Yet the incentive is still there
to carry on, thanks to the brillant
responsiveness of the controls and the motivating
soundtrack. You won't want to give-up until you
have finally lost all of your five credits and even then
you'll want to take it on again.
Finding routes or patterns is the way out of most
dilemmas in games. If it isn't option A or C then its B.
If you've tried A and B, then its C. Not B or C? Then
it's A. This is rule that virtually all gamers know. If
you're stuck at some point in a game, through trial and
error, you find a solution. What's refreshing about
Soukyugurentai is that you cannot rely on this principle
- its an unpredictable shoot-out that has you on the edge
of your seat all throughout its half a dozen or so
stages. Trial and error works here to some degree, but
the rest is all about being vigilant and having good hand
co-ordination.
With Soukyugurentai the Sega Saturn fires on all
cylinders and will give you one of the most
pleasant videogaming experiences you'll ever have.
9/10 - Basi |
Saturn
version vs. Playstation: Please
note these reviews are based on the Saturn
version. The Playstation version offers a few
extras in comparison such as FMV cut
scenes plus an extra ship (a yellow one) not seen
in the Saturn release. The downside is slowdown
is far more apparent - Working Designs apparently
had the chance to release PSX Souky but didn't
due to this factor. Go for the Saturn one if you
can. You can read a dedicated review of the
Playstation version at Anime Playstation here. |
  
Stage
screenshots to follow shortly!
Further Soukyugurentai information:
Soukyugurentai
FAQ
- by David Aldridge
Soukyugurentai Review:
In the Review Archive at Shmups
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