Radiant Silvergun: great game or overrated?
Jan 21, 2011 10:43:17 GMT -5
Post by justjustin on Jan 21, 2011 10:43:17 GMT -5
I think it's a fine game with great production values and it's fun thanks to its creative and challenging bosses and tense moments here and there, but I can't stand the scoring system. I have no problem with rigid scoring systems, but having to be so dependent on a system so dead simple as matching colors kills most of the game for me, and is the main reason why I have only played it a couple times.
A while ago I used to think Radiant Silvergun was a poor game because it forced you to play it the "right way," as deviating from its scoring system would lead to quick failure. That's not the case at all. There's a "right way" for pretty much every shooter ever made, the difference is its so easy to pick it out in Silvergun, even down to which weapons to use against which bosses (you get score bonuses for using the correct one!). You only have to play the game for a few minutes to see how it all works. The "right way" in most other shooters, even ones made 20 years ago, is less apparent and takes more figuring out than Silvergun's. It took me a good three months of on and off playing to get through Toaplan's Tatsujin on a credit, and my style of play at the beginning compared to the end was like night and day, there was that much to learn and that much room to build some sort of skill. Cave shooters have the most complex scoring mechanics to date in the genre, and they are very deeply tied to success-- it is very rigid-- but many people don't realize this because they credit feed or don't spend enough time to see how the game and its scoring system (which are the same thing) work together. Silvergun doesn't have that depth, but its unique style makes up for it. I wouldn't want to replay it as much as other shooters-- there's just not much there for me to spend time on-- but it's still a good game. I especially love the soundtrack by Sakimoto.
Although it might seem like Ikaruga trims down the system to two colors, I think it has a lot more depth than Silvergun's. The patterns in levels are tougher and the color switching really mixes things up. You might know exactly what you have to do, but figuring it out is extremely challenging.
A while ago I used to think Radiant Silvergun was a poor game because it forced you to play it the "right way," as deviating from its scoring system would lead to quick failure. That's not the case at all. There's a "right way" for pretty much every shooter ever made, the difference is its so easy to pick it out in Silvergun, even down to which weapons to use against which bosses (you get score bonuses for using the correct one!). You only have to play the game for a few minutes to see how it all works. The "right way" in most other shooters, even ones made 20 years ago, is less apparent and takes more figuring out than Silvergun's. It took me a good three months of on and off playing to get through Toaplan's Tatsujin on a credit, and my style of play at the beginning compared to the end was like night and day, there was that much to learn and that much room to build some sort of skill. Cave shooters have the most complex scoring mechanics to date in the genre, and they are very deeply tied to success-- it is very rigid-- but many people don't realize this because they credit feed or don't spend enough time to see how the game and its scoring system (which are the same thing) work together. Silvergun doesn't have that depth, but its unique style makes up for it. I wouldn't want to replay it as much as other shooters-- there's just not much there for me to spend time on-- but it's still a good game. I especially love the soundtrack by Sakimoto.
Although it might seem like Ikaruga trims down the system to two colors, I think it has a lot more depth than Silvergun's. The patterns in levels are tougher and the color switching really mixes things up. You might know exactly what you have to do, but figuring it out is extremely challenging.