Silpheed
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INFO BOX |
SYSTEMS
Playstation 2
RELEASE DATES
Japan - 09/21/00
NA - 04/23/01
Europe - 05/11/01 | PUBLISHERS
Capcom (Japan)
Swing! Deutschland (Europe)
Working Designs (NA)
OTHER TITLES
Silpheed: The Lost Planet | |
Silpheed - The Lost Planet
Genre: Shooter - Vertical / Traditional
Platform: Playstation 2
Developed by: GameArts / Treasure
Published by: Working Designs
Released: 2001
Reviewed by Joseph Burchell
In 1986, videogaming was virginal, and long-running, well-known franchises
such as Final Fantasy and MegaMan did not even exist. It was in that year
GameArts created an easy to play, but difficult to beat shooter called
Thexder for the NEC PC8801. The player controlled a transforming mech that
changed into a ship. Sure, in 1986 ( the year of Tetris and Super Mario
Bros. ) the graphics weren't exactly good, but shoot-em-ups were already
making their mark.
Thexder did well enough commercially to warrant a sequel in 1988, called
Silpheed. Still developed by GameArts, it was published in the US by Sierra
for the PC ( DOS). 5 years later, in 1993, Silpheed had a follow-up for the
SEGA CD. The technical capabilities of the SEGA CD allowed for brilliant
sound effects, full-motion video, polygons, and best of all, wingpeople who
could communicate with you during missions ( you could even see them
dogfighting in the distance ). For the first time, shooting fans wouldn't
feel so alone.
Unfortunately SEGA CD's iteration of Silpheed didn't catch on as well as it
should have. Why? That same year, a different shooter came out for the SNES.
That shooter was Starfox. With the 'Super FX chip', SNES games could pull
off pseudo-3D play as well as actual polygons. Thus Nintendo's SNES
continued in its prominence, and marked an early end to the SEGA CD. In
2000, after finding success with such games as the Lunar and Grandia RPG
series, GameArts dove back into the vertical shooter arena with a new
Silpheed, and they brought the absolute gods of shoot-em-ups; Treasure (
Radiant Silvergun, Ikaruga, Gunstar Heroes ) with them. The game was
released in North America by Working Designs with increased difficulty,
analog support, and the removal of much of the slowdown. Improvements
considered, let's see if Silpheed: The Lost Planet earns a high score or
falls to game over status...
It's been 31 years since the previous human civil war, and humans thought it
would be a time of peace and tranquililty. But a new threat surfaces. An
organic-looking battle cruiser emerges over colony planet R-72 and destroys
it. All inhabitants perish. So it's time to brush up on your dogfighting
skills, as this alien threat must be brought down at all costs. I realize
the plot is cliché, but cutscenes and mission briefings flesh out the the
story a bit.
Silpheed: The Lost Planet's scoring system is unique, and was probably the
product of the minds at Treasure, who always know how to make a scoring
system unique. The gist of it is that if you really want to optimize your
score, you have to achieve multipliers. This is done by being as close as
possible to an enemy when you destroy it. Ding so will multiply their point
value by up to 16 times. Different weapons are unlocked depending on how
high your score is, but the major downside to combat is that there are no
screen-clearing bombs, or any sort of power-up for that matter. Instead of
frantically avoiding bullets due to one-hit kills like most shumps, your
‘Silpheed' craft can take 5 or 10 hits, depending on the setting you choose.
This feature has excellent potential because players are able to locate
power-ups and bonuses easier, instead of worrying about losing lives.
Brilliant, if only there were power-ups! Another thing what really irks me
is that there are moments when no enemies are present on screen for up to 15
seconds at a time, evidently allowing you to view the game's environments (
which are indeed very stunning, especially for their time ). But vertical
shooters were meant to be fast-paced fire-a-thons, and Silpheed lacks that
aspect. These drawbacks are a real shame, because this game had potential
for something much greater.
Overall, Silpheed's sound is excellent. The music composition fits the game
perfectly. Your fellow pilots have individual voices and report in on their
situation every once in a while ( but oddly enough, you seem to be doing all
the destroying, because unlike the SEGA CD version, other ships don't appear
in the distance providing cover fire ). Sadly, the voice acting isn't on par
with the rest of the game's sound, but hell, just drown out the speech by
firing bullets.
Silpheed's visuals are some of the best to ever grace a shmup. Explosions
are lush and brilliant, particle effects are bountiful and best of all, as
mentioned earlier, the rampant slowdown from the Japanese version was
removed by US publisher Working Designs. On one hand, Silpheed isn't an
exceptionally superior shooter, especially considering the two companies who
put it together. But on the other hand there aren't many other shooters on
Playstation 2. Hardcore shmup fans and Treasure fans alike should pick this
game up provided it is at a good price ( usually USA $15 or less ), but PS2
owners looking for a more noteworthy trip down memory lane may want to skip
it and head for R-Type: Final or Gradius V.
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