It has recently come to my attention that a number of my favorite indie shmups are actually being localized, so my next reviews will be all about them.
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ALLTYNEX 2nd.
Developer: Siter Skain
Release Date: 2010 (JP) 2013? (Other)
Platform: PC
Genre: Vertical Shmup
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ALLTYNEX 2nd is actually a remake of a game originally created for the Fujitsu FM Towns computer system back in 1996 by the developers who would eventually form the indie dev team known as Siter Skain, creator of a well-regarded trio of shmups that take place in the same timeline. The releases for Windows are notable for the fact that the games were actually released in reverse chronological story order, meaning that Kamui (1999) is actually the last chapter while ALLTYNEX 2nd is technically the first. Overall, the games are considered to be a peek into what might have happened if Rayforce/Layer Section had become the dominant shmup paradigm instead of the manic bullet-hell style shooters pioneered by Cave's Donpachi series and carried on by a bevy of other teams. The Windows trio of shmups created by Siter Skain are considered some of the best vertical shmups ever made for any platform.
The story, while thin, is as follows. In 2152, ALLTYNEX, the massive supercomputer that was used to aid in the management of Earth's military, political, and even cultural affairs suddenly went haywire. Armies of unmanned warships and other fighting machines launched an attack so ferocious that 85% of humanity was destroyed in the first 72 hours. While some managed to escape to the outer edge of the Solar System, the harsh conditions meant that it was only a matter of time until the free humans went extinct, so the survivors built a new fleet equipped with powerful new fighters to strike back against ALLTYNEX and make one last, desperate attempt to liberate Earth from the clutches of the rogue computer.
One of the ways in which Siter Skain games are distinguished from most shmups is that the player has a number of options with which to say no to bullet patterns in some fashion. The player's fighter does have a number of tools- first, the fighter can actually soak a hit before being in danger of being destroyed, and taking a hit does nullify almost all other shots that are on the screen. As far as offense goes, the player has two basic attacks- a normal shot whose power increases over time and with destroying enemies, and a powerful, short-ranged sword attack that destroys most kinds of bullets and automatically targets the nearest enemy, but has a short delay between "combos", and it slows down the fighter while sword mode is active. These buttons can be used in combination, and the result depends on which button was being held first. If the sword button is hit while the shot button is being held, the ship fires a homing laser that penetrates enemies and can destroy multiple weak targets in one go, and if the shot button is hit while the sword button is held first, the fighter fires a powerful beam that tears through most bullet patterns but renders the fighter very difficult to maneuver. Combination attacks deplete weapon power, meaning that overusing these weapons can leave you not only vulnerable when you need them most, but will also dramatically reduce the power of your primary shot, making even weak enemies able to withstand the gunfire of your ship far more than is comfortable. Playing the balancing act between your various tools is at least as important to the game as actually dodging shot patterns, and while the bosses are generally challenging, your craft never feels underpowered for the job. The game tends to rely more on tricky patterns or situations rather than sheer volume of fire, in any case, and the bosses have uniformly excellent design, with each boss having at least two distinct phases.
The scoring system itself is tied into the proper use of your tools, as well. The normal shot and homing lasers give you ever-increasing bonus points for chaining the destruction of multiple enemies in a short period of time, and every time you trigger one of these bonuses, your multiplier increases, and this multiplier is applied to the point value of any enemy destroyed with the sword or megabeam, so the game rewards you with high scores and lives for using your various tools correctly. As such, the difficulty remains a bit more reasonable than in many manic shooters, and the game places no conditions on achieving the game's true ending.
Considering that the game's story is not delivered at any point during the game, only at the beginning and end, there isn't much to review on that front- however, there is a bit of a twist delivered in gameplay and during the ending which serves as a tie-in with RefleX, the chronologically second chapter in the story.
Aesthetic-wise, the game is quite competent. Siter Skain did an excellent job of translating sprites from the previous version of the game into full 3D models, and while the graphics aren't amazingly stellar, the presentation of the game and the quality of the basic design does make up for it. The soundtrack is very good indeed, and as is the case in many indie shmups, each boss does have their own theme music to accompany their battle. The game also takes the course of not having a beak in-between levels, with no bonus or loading screen. Each section of the game flows into the next, creating the impression of one, continuous level.
ALLTYNEX 2nd is a rather unfortunately under-known gem in the world of shmups, but it does provide its own experience in that it makes all of the player's possible tools available to them right from the get-go, and success depends equally on using those tools properly as it does on the player's twitch dodging skills, to the point that intelligent use of the former can help lessen the need for the latter. Demo can be found
here.------------
Sample game video, not by me.