R-TYPE FINAL
(PS2: Fresh Games/Canadian import)
Bought from www.videogamesplus.ca for
about £14 (inc shipping)
(UK release due March 2004, £18 inc shipping from
www.play.com)
As far as this
reviewer knows, he owns every game ever released in the illustrious
R-Type line, and the moderately remarkable truth is that there isn't
a single duffer in the series. Creators Irem have either exercised a
diligent level of control over every single licence - from the
famously technology-defying ZX Spectrum conversion of the seminal
coin-op to the first steps towards non-arcade-originated sequels
like the magnificent R-Type 3 on the SNES - or they've just been
really really lucky. Admirably, they've even managed to avoid
creating the ugly, confusing tangle of names and numbering that so
often afflicts long-running series (Konami's Gradius line, for
example, is now on around its 20th different game, yet the
forthcoming Treasure-created PS2 sequel is called "Gradius 5").
Dubbing this latest release "Final" is therefore a pretty chancy
move, but against all instinct, history suggests that they might
just have the integrity to stick to it.
So if this really is going to be the
last ever R-Type, any gamer with a heart and a soul would hope,
nervously, that Irem would give it everything they'd got, pull out
all the stops and come up with a spectacular, valedictory farewell
to this much-beloved and thus-far-untainted family. And jiminy be blowed if
they haven't gone and done just that, too.
"Seen it all before, seen it all before, given
time these things won't change."
It's difficult
to put into words just what a heart-warming piece of software this
is. Irem have chucked the kitchen sink, all the crockery and most of
the tiling and pipes into it, and come up with a monster of a game
which will keep you occupied for weeks, but is instantly accessible
and offers something to do even if you just want to dip into it for
half an hour at a time. It's all-new, yet contains enough little
nods and references to the previous games that it feels like a
properly-connected evolution of what's gone before. It's lovely.
In addition to the basic main game,
which we'll come to shortly, there's a whole bunch of extra stuff
tucked away in R-Type Final - in fact, in a lot of ways it's kinda
like a Gran Turismo take on the scrolling shmup. There are over 100
differently-weaponed ships to collect and use, each of which can be
further customised
with variations on the trademark R-Type weaponry like the Force
energy shield and the Bit support drones (as well as painted your
favourite colours). You can swap fighters
from your "garage" between stages to choose the one best suited to a particular level,
or if you're hardcore/purist you can stick with a single ship for
the whole game and learn its strengths and strategies inside-out.
As well as extra craft, there's all
manner of "gallery" material to collect too, from simple artwork to
technical and historical data about the sinister Bydo enemy, and
it's rare that you'll have a game without unlocking something or
other new to look at or play with. There's also a score attack mode
pitting you against individual stages, there are different routes to
take through the game - uncovering new levels depending which way
you go - and finally there's a bizarre
"AI Battle" tournament game, where you go head-to-head with other
R-series fighters (either against the CPU or another human),
programming in your ship's attack and defence strategies in advance,
then just sit back and watch the outcome.
But it's the main game that really
matters, and it's the main game where R-Type Final really shines.
After a low-key first stage with only a few baddies and some gloomy
dark grey scenery, things start to open up in the swampy second
level, with underwater sections, giant plant enemies and a really
odd boss resembling a boxing punchbag. But it's in Stage Three that
R-Type Final bursts into glorious life, with perhaps the single most
impressive level seen in any scrolling shmup to date.
"Sorry mate, you're not coming into the
club with heavy assault weaponry. Rules."
It's the classic R-Type "giant
spaceship" stage, with a gigantic boss craft bearing a noticeable
resemblance to the one from the very first game, but with all manner
of extra stuff bolted onto it. As the stunningly-rendered monster
ship cruises low at night over a busy city (cars in the streets
below diligently obey traffic lights even as the titanic
life-or-death struggle is played out just a couple of hundred feet
overhead), you have to fly all around it,
destroying the superstructure, defence ships and general debris,
while avoiding both secondary dangers like engine exhausts and
tractor beams, and the gun emplacements which bristle from every
inch of its surface. It's a massive task, and you'll get your arse
handed to you in a gift-wrapped box many times as you learn the
ship's movements (there are never any moments where you get killed
by something you couldn't possibly have dealt with, but your chances
do improve a lot after a few practice runs).
The feeling of finally dispatching
this behemoth into oblivion is sheer cathartic joy, and from then on
R-Type Final is on Easy Street. The next level is another beauty, an
inventive assault from the inside on a Bydo-infested tower-block
research lab, culminating in a boss that... well, let's not spoil
all the surprises for you. Suffice to say that you're not done
meeting old friends and their descendants yet, by a long chalk.
(Incidentally, the very last boss has one very small irritating
aspect which isn't really in keeping with the game's spirit, so
here's a small hint for it: keep a very close eye on your Beam
weapon's charge bar.)
Another of RTF's heartening qualities
is that it's not afraid to be hard. At the default middle difficulty
setting (of five) they'll be mopping you off the walls with a sponge
at regular intervals, and the game's uncompromising challenge is
reinforced by the fact that you get just seven credits initially.
(Though after the first time round, the number gets generously
bumped up to 14, which should be enough to take you through the
seven main stages after a little practice at normal difficulty, and the
lower two settings are easy enough to be accessible to the rampantly
drunk or just plain terrible player - at "Baby" level, for example,
the enemies are less well-armoured and you get to keep all your
weaponry when you die, though the tradeoff is that you don't get an
ending sequence when you beat the last stage.)
"Ah... ah... ah... ACHOO!"
It's also not afraid to be slow-paced
(though it switches adroitly between intricate, mazy stages that you
have to pick your way through inch-by-inch and frantic all-out dogfighting, and also between levels featuring mostly organic
enemies and then big metal robot ones), or to
suffer from quite frequent slowdown, or have music so insignificant
(certainly in the earlier stages) that without going back and checking I couldn't actually tell you
with any certainty that there was any.
Its only real concessions to the
modern age are the impressive graphics (while the screenshots on
this page make Final look very much like the earlier 2D games, it's
actually very 3D visually, though the gameplay is still strictly in
the flat plane), the huge array of unlockables and, above all, the
phenomenal lighting effects. Firing the "DOSE" superweapon (which
charges with every bullet or enemy absorbed by your Force, and which
you'll be lucky if you get to fire once every two stages) in the
middle of the giant-battleship stage unleashed the most
extraordinarily beautiful pyrotechnic display this side of Tempest
X3's secret "Trippy Mode", and almost brought a tear to this old
writer's eye. Combined with what can only properly be described as
the game's choreography, the overall artistic effect of the
game is, for
want of a less inappropriate-sounding term, practically balletic.
(Fittingly, the codename for mankind's final mission against the
Bydo is Operation Last Dance.)
But what really matters about R-Type
Final, and what its developers have thankfully spent most of their
time concerning themselves with, is the gameplay. This is a
thoughtful, studied and painstaking refinement of the 17-year
heritage of the R-Type series, expanding it massively in depth terms
while evolving it only slightly, because if ever a game's core play
dynamic wasn't broke and didn't need fixing, it was R-Type's. If
this is truly to be the series' headstone, it's an exquisite
memorial carved from the finest black marble, with the inscription
picked out in diamond dust. For less than £20, go and pay your respects.
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