Number:230
Year:1992
Publisher:Taito
Developer:Taito
Genre:FPS
Difficulty:2/5
Time:2 hours 30 minutes
Won:Yes (100W/73L)
An arcade FPS. Not as a metaphor. A FPS on arcade hardware, that plays like one of those computer FPS. Made in Japan even. That's such a winning combination that I assumed going in that there was something wrong with the game. You have this game that does all these important things that anyone should be waving around games media. This isn't the usual ugly things I champion, this is just as attractive as the big boys, yet possibly more advanced. What gives?
Also, I have to point this out, this has nothing to do with the Gunbuster anime. People in Japan just liked naming things Gunbuster. The anime seems to be a space opera, while this is more of a cyberpunk thing. I haven't watched the Gunbuster anime, so I could be mistaken. It'd hardly be the first game to be a weird adaptation.
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If you move the cursor too far to the right or left, you get to see the heatmap, then skeleton of the characters. I don't understand the purpose of it. |
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Putting "warm up" in quotations makes it sound a lot worse than it probably is supposed to sound. |
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How polite of an arcade game. |
Oddly, it's this subtle shift in control that feels off. Most of the other arrow movement with cursor aiming kind of games come off as more smooth experiences. Something about this one seems odder than the more odd titles. I'm going to attribute this to being just close enough to what the usual method is that my brain stops trying to parse it as something different and my desire for a standard modern FPS kicks in. I also noticed that turning is very slow, which may have something to do with my issue. I'm also really not sure how two players was supposed to work out, only one gets control of walking, but turning seems like it could be tricky.
Back to the boss, he shoots flying rockets that you can shoot down, and occasionally pops out a drone you can also shoot down. He is the opposite of complex; If this is new to you he's easy, if you aren't he's a joke. Taito really wasn't screwing around with making this easy for players.
And then we have the second stage. This guy's on a hoverbike, not that you would know it by the way he stays in place waiting for you to catch up. Everyone is actually flying, including the player characters. I don't know why. This level seems designed to help you get used to movement...which is kind of helpful knowing that the game is a bit weird. The boss has one trick up his sleeve though, he drops a set of four mines which you will hit if you don't shoot all four.
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I suppose that's one way to put it... |
The third stage has a boss which shoots projectiles that you can't shoot, instead, you have to dodge. He just goes around in a figure 8 pattern. There's also a person hiding in the corner and another person who if you get close to, attacks you. Basically just a random jump scare for no apparent reason. There's no explanation for it, they pop up here and in one of the variations on stage four.
It's at this point that the game feels weird. You get a choice of two targets, one cheaper than the other, and usually weaker. This continues on until the final stage. I'm not entirely sure why considering that a complete game of this feels incredibly short. I'm through about a third of the stages of one game, even if the later ones are longer. The difficulty hasn't spiked yet, the closest thing to a problem has been that you can't heal, your health only comes back if you die and put another quarter in.
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On each level where minor enemies pop up, there are doors that they come out of, so you're never truly out of them. |
I'm going to repeat a point I made earlier. Every level is basically just you going around in a circle shooting at the boss and his underlings...outside of the first which is the boss going around in a circle and you shooting at him. This connects into an interesting design choice. There's an invisible fog of about 4/5 tiles, can't tell which. If the boss is outside of your vision the game will outright tell you in which direction he's in. It might sound like hand-holding, but you don't really have a chance of finding him otherwise.
While this game is never going to win any awards for graphics, I do like the scope of destruction effects it has. Not just your usual scenery objects, but on enemies themselves. As they get torn apart by your shots, they gradually reveal more of their cyborg skeleton. Sometimes limbs get shot off, which affects their damage output...not always in your favor. Oh, and there was a timer which I guess kills you if it runs out. I never remember it running out.
As I close this out, a thought occurs to me. Three out of the four main characters have an ending that shows as much dissatisfaction with the establishment as with the antagonists. If you believe the level where we fight the crazy Gunbusters, they're cyborgs too. The guy who gives us our contracts is a creepy guy who is hooked into some weird machine. This game might not be treating it's story with much focus, but even so, it does feel like it's asking if what we're doing is truly for the good of the city.
With that, let's get to the rating.
Weapons:
Because you get two weapons per character, the game feels limiting in the moment. It doesn't play out like Hexen, it plays out like a flight sim. And because there are no specific targets like there would be in a flight sim, some weapons are of less utility than others. 2/10
Enemies:
On one hand, there are a number of interesting enemies, on the other, there is a lot of fodder. Sort of balances it all out. 4/10
Non-Enemies:
None.
Levels:
Every level is basically the same and the only real difference is the occasional gimmick fight or switch between rooms. 2/10
Player Agency:
Even in contrast to most early mouse aim games, this is awkward. Because this technically isn't mouse aiming, but a light gun and a joystick. Except that this game uses a specific light gun, there's a second button on the trigger which uses the secondary. Outside of original hardware, you're never seeing that, so awkward mouse aiming it shall likely remain for us who don't have the money and space for a 30-year-old arcade cabinet. 7/10
Interactivity:
There are plenty of destructible objects, but not much else. 2/10
Atmosphere:
This is one of those block-based FPS games where after my session, no matter how I played, I felt like I had been at it for forever. Considering this one is about 30 minutes long, that's impressive. 1/10
Graphics:
Linework is nice, but shading is incredibly simple. Just simple pillow shading. Animation is all but ignored, since the characters are designed in such a way that animation is unnecessary. Oh, and the raycasting is often awkward with scenery objects moving in incredibly illogical ways. 4/10
Story:
I'm probably overthinking it, but there is some ambiguity in an otherwise ignored story. 2/10
Sound/Music:
Nothing objectionable, but none of it is very interesting or meaty. Which might be MAME, since I had to put my speakers at max to hear the game. 4/10
That's 28. On the high end, but I'm satisfied with where it ended up.
It's not really a mystery why this didn't take off. Even if you're just a semi-good light gun player, this isn't going to cost you much more than the $4 I would have spent to beat this. Another $4 to play the other paths and suddenly you've seen all there is to see. This just doesn't have a whole heck of a lot going for it, and judging by its rankings in arcade revenue at the time, most people felt the same way.
Instead, the reason to play it, today at least, is because this game is an incredible oddity. While it suffers from the same design philosophies that made the VOTOMS FPS awful a few years ago, it's still interesting. Mouse aiming almost like what we expect today, on an arcade system. It doesn't matter if it is good or not, what matters is that it did what it did. To give the game a lot of credit, we're still arguing about the Build Engine's implementation of mouse aiming, and that was one of the two engines responsible for bringing it together as we know it.
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