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Article - The Shmup Review Issue (A Fav of Mine)

The  main focus of this article is not  to nitpick the scores of certain  shmup reviews, or to discourage the  general gaming media from reviewing  shmups, or to be an elitist jerk. If  I am an elitist jerk, I’m sorry,  it’s not intentional …

Also,  I think I should point out that  there are shmup reviews and articles  that I do like within the general  gaming press, such as Eurogamer’s  review of Ketsui Deathtiny or  Pushsquare’s review of Battle Garegga Rev  2016, so I’m not saying these  criticisms apply to every shmup review.

The  purpose of this article is to  discuss some of the problems I see with  how shmups are currently being  discussed and reviewed within the  general gaming media, as well as point  out the alarming fact that the  general gaming media doesn’t seem to  even bother covering shmups at  all. Part of that is probably due to  shmups being such a niche genre  and all, but I also think another  problem is that the general gaming  media doesn’t even know how to review  shmups in the first place. They  don’t know what to look for, they don’t  know what makes a shmup  appealing, what separates one shmup from  another, and just the basic  structure of what a shmup review might even  look like.

For  the purpose of this article, I am  going to need to highlight some  shmup reviews that I have read and what  I think could be improved about  them. When I do this, I’m not trying to  attack the writers of these  articles or put people down and stuff like  that. I definitely don’t  want to discourage people in the press and  smaller websites from  writing about shmups. On the contrary, I want to  see the general gaming  media cover these awesome games. I don’t think  you need to be some  highly accomplished player to have a valid review of  a shmup, but I do  think you need to at least know what you should be  looking for. So with  this article, I’m going to outline ideas for how  reviewers can  approach the genre, as well as go over some of my pet  peeves with a lot  of the reviews I am reading.  Yeah … ok, I am being an  elitist jerk,  but at least one with good intentions.

To  start off, I have to point out my  biggest pet peeve and a distinction  shmup reviewers need to start  making, this being the difference between  reviewing an original release  of a shmup versus a port. This is an  issue with many game genres, not  just shmups, but it’s a big problem  with shmup reviews because ports are  actually important. Most gamers,  especially those approaching the genre  for the first time, are not  going to have their experience with the  original arcade version of  these games. Instead, their initial  experience will be with the ports  that are available to them. However,  if a reviewer does not give  consideration to the porting aspects of the  game, this is leaving out a  huge chunk of information and really doesn’t  make sense. Here is a  strong example of what I am talking about, this  is a review of Strikers  1945 II on the Nintendo Switch by Nintendo Life:

http://www.nintendolife.com/reviews/switch-eshop/strikers_1945_ii

Again,  I’m not trying to slam  Nintendo Life, I do think their reviews are  well-written. The problem  with the review is that it does not comment  on any porting aspects of  the game, other than it can be rotated (which  is good) and that it’s a  shame there are no online leaderboards  (again, a good point). However,  since the majority of the review is  about the original gameplay of  Strikers II (which is my favorite Psikyo  game, by the way), the final  score is a 9/10. Strikers II with high  quality emulation or on a PCB  certainly deserves that score, but the  lazy work Zerodiv put into this  port absolutely does not (I’d give the  port a 1/10). Not only does  Strikers II on Switch lack any sort of  extra tools like stage select,  replay, or save-states (all possible on  CPU emulation), but the review  also misses the game’s critical flaw —  the insane amount of input lag.

Input  Lag Database

https://web.archive.org/web/20200925110535/https://electricunderground.io/shmup-input-lag-database/

According to my input lag tests, Strikers II on Nintendo Switch is 7 frames of lag with the Pro controller in wireless mode and 8 frames  with it plugged into the dock. I’ve never seen an input lag  reading so  high and this makes the game not even worth playing, even  casually.

So even if you are  willing to just  pay for a barebones experience, the port still is not  worth your money,  at least in my opinion. The lag is just too high to  be a fun time. The  thing is, I do understand that precisely testing for  input lag is a very  technical process, especially on the Switch, so  I’m not saying this has  to be done by every reviewer. However, what I  am saying is that, when a  reviewer wants to review a shmup port, input  lag needs to be taken into  consideration in one way or another, even if  it’s just a feel test  compared to other shmups on the platform. And  now that I have created a  lag database (with more entries on the way),  reviewers will have  something they can reference when they are at least  trying to feel the  lag between the various releases. This is critical  information that is  not reflected in the review by Nintendo Life  (again, this isn’t just to  single out this review, most reviews are  like this).

Overall, I feel this  issue is  important for reviewers to keep in mind because these games  were  designed in a low-lag environment (at least most of them, anyway),   adding a bunch of lag changes the way these games can be played.

Admittedly,  I do have a bit of an  obsession when it comes to identifying input  delay in shmups, so maybe  this is less of an issue for some players.  Still though, this is just  the tip of the iceberg when it comes to the  amount of information that  is generally absent from most shmup reviews.

Another aspect of shmup ports  that is  often glossed over are the interface options and control  options. To  the average gamer who just plays yoko (horizontal) on a  16:9 monitor,  maybe these features seem like fluff. However, for a  certain group of  shmup players, myself included, these features are  important for quality  of life. For example, Crimzon Clover on PC not  only has rotation  options, but it also has screen stretching and  adjustment. For an STG  player who uses special equipment like the  Extron Emotia or even TATE  VGA monitors at 720p 4:3 aspect ratio, not  being able to adjust the  screen on the fly means extra time tweaking  settings between games,  which becomes a huge hassle. Plus there are  games that simply do not  support various resolutions and are pretty  much unplayable on CRT  *cough* Shikhondo Soul Eater.   These types of features may seem obvious to most shmup players, but   I’ve noticed more and more releases that have been omitting them   all-together. Not only does the PC port of Shikondo refuse to play in   lower resolutions, but it also doesn’t even have rotation or button   config options in the console ports.

A vital feature that is often not discussed in shmup reviews are practice options. Practice options,   for lack of a better term, are features within a port that allow a   player to learn the game faster and more efficiently. Stuff like stage   select, boss select, practice mode, functioning checkpoints, save   states, rewind — basically any feature that allows you to bypass   redundant gameplay that you have already learned. To me this is a vital   aspect of a port and another area where many games fall short and few   reviewers comment on the issue. To be clear, I think all shmup releases,   whether ports or not, should have comprehensive practice options, but   it is especially problematic in ports because of emulation. Yes,   emulation, the forbidden dark art of the gaming media. Apparently it’s   taboo to talk about playing on emulators in the gaming press, even   though companies like Nintendo, Capcom, Sony, and many more are   completely willing to abuse it for $$$, but anyway (keep an eye out for a   future article about this). Comprehensive emulation has excellent   practice options available, so again, if I want to play and learn   Strikers II, I would be able to use save states in an emulator to hone   my skills.

The best way to  practice and learn  shmups is a huge topic and not one that I will get  into in this article.  However, it cannot be denied that many players,  myself included, really  appreciate having useful practice features  available to maximise our  time. Practice features are a huge selling  point. This is something that  CAVE and M2 recognize with their ports.  Zerodiv, on the other hand, is  asking players to not only wrestle with  insane input lag, but also  invest much more time than necessary  repeating redundant gameplay. And  yes, I do recognize that expecting  every developer to match M2’s high  standard is unrealistic, but that  doesn’t mean players should just smile  and accept bare minimum effort  as well. Some sort of care needs to be  given to these ports, with at  least a stage and boss select feature at  minimum. In my opinion, ports  like Strikers 1945 II on Switch are  harmful because they are laggy,  barren, and reinforce the notion that  the genre is impossibly hard.  From the perspective of a newcomer who  doesn’t know he’s battling all  this lag, it comes off like people who  are able to clear shmups are  inhuman sevants with machine reflexes. How  else are they dodging what’s  on screen? Ports should strive to demystify  the process of learning  the game by giving players the tools they need  to learn, rather than  adding extra barriers like bad interface and high  input lag.

Along  that same line, I think more  attention needs to be given towards modes  and arrangements with shmup  releases. It is time we talk about shmup  releases and ports  realistically, rather than idealistically.  Realistically, when a shmup  port is released, it is often just a rom  dump on an inefficient emulator  with no extra features. Zerodiv Psikyo  ports are a good example of  this. For many reviewers in the gaming  press, who do not discuss the  dark arts, they feel that reviewing this  dumped rom is the same thing as  reviewing the original arcade release,  when it is not. Obviously, I’m  not discouraging players from buying  official shmup releases, even if  they are subpar. I really want to see  this vicious cycle of bad porting  creating less sales → which then  creates even worse ports → which  creates horrible sales → to the point  where shmups aren’t even being  developed ↺ come to an end. This cycle  needs to be stopped somehow.

What I  am getting at is that  reviewers need to raise their standards. Shmup  reviewers need to start  asking for more and taking note when features  are missing. After all, if  Zerodiv only get praise for their barebone  ports, why would they bother  to improve them? In their eyes maybe they  thought they were doing a  good job. However, if reviews start  commenting on the missing features  (the lack of practice mode, the lack  of additional content, the bad  input lag, lack of replay mode) then it  is more likely the standard of  these releases will improve.

This  same criticism holds true for  original shmup releases. While I’m less  harsh on new shmups overall, I  still think these are features that  should be at least considered.  Again, I’m not saying that all new  shmups need to release with all these  robust features or they aren’t  worth the money — definitely not. What I  am getting at is that these  features should be something they strive  for and are at least aware of.  A full blown practice mode is a lot of  extra work for the developer,  but I do think that having at least a  stage select and maybe some sort  of checkpoint system should be a  standard expectation. Here is a great  example of what I am talking  about. This is a review of an indie shmup  called Space Moth DX, the  review is by Game Spew (sorry Game Spew, I’m  going to get after you a  little bit).

https://www.gamespew.com/2016/04/space-moth-dx-review/

My  thoughts on this article is that,  even though it is harsh, it is harsh  for all the wrong reasons. I think  this review fails to see many of  the merits of Space Moth DX (see, I can  be nice), and tosses around  some odd criticisms (at least in the eyes  of a shmup player). So what I  will do is critique the critiques of this  article (shmupception), then  offer up my own take on the game. At the  end I’ll put up a bullet  point list of the stuff I think should be noted  in a review.

To  start off, the review mentions the  two difficulty modes, but does not  comment on the differences between  the two. Having played a good deal  of Space Moth DX, I can’t help but  feel that the reviewer actually did  not play in DX mode very much. The  reason why I say this is because, in  his summary of the game’s score, he  comments, “Due to confusing design  decisions and a lack of  pulse-pounding action[,] it [the game] loses  control fast.” This  criticism may hold up in arcade mode, but if you  are playing DX mode for  score, the game has plenty of action on screen,  especially in the later  stages. What makes this even more odd is that  he also complains about  there being too many bullets on screen, “It[,]  however[,] makes it all  the more frustrating as you fly through these  gorgeously drawn levels  only to be fixated on the massive amount of  purple colored orbs on  screen like some sort of kaleidoscope of  horror.” Space Moth doesn’t  seem to be able to win either way.

Another  criticism that confuses me is  his description of the weapon system.  The reviewer writes: “without any  power-ups in the entire game there  isn’t any sense of progression.  There are only three weapons available  to you from the onset of the  game: a laser, a rapid shot, and a bomb  attack, leaving little  variation.” What was this reviewer expecting  exactly? A 6-button Radiant  Silvergun weapon system? Probably so, as he  does reference Treasure in  the review. So for those of you who are not  aware, the removal of power  up items has been a recent trend in shmup  releases, this is not a new  thing. There are pros and cons to this  design decision, but I think it  works well with the level design of  Space Moth DX. I can’t see chasing a  bunch of power up items in the  later stages of the game being an  exciting experience. Of course, a  review is able to comment on this  design decision, but I think it is  pretty unfair to use it as an overall  criticism of the game, especially  since it is probably the correct  choice in terms of how the level  design works.

I have saved my  biggest criticism of  the review for last. I think the most concerning  part of this review has  to do with its take on the continue system that  Space Moth uses. The  review reads:

[I]t  uses save states at the  beginning of each level as a concession,  reloading everything you had at  the beginning of the level if you are  caught in a fail state. In the  early moments of the game it feels fair,  giving rise to tension the  further in a level you get. However[,]  later in the game when enemy  attacks begin to get far more  complicated[,] it feels more like a way to  arbitrarily extend the  playtime.

I have to remind  myself not to be  rude, but I think the review is not fairly assessing  the continuation  system of Space Moth. The description of the system is  accurate, but I  disagree completely about it “arbitrarily extend[ing]  the playtime.” The  game itself, in its How to Play  section, actually explains that this continue system is designed to   encourage players to help learn the game, but not be able to credit spam   their way through. Space Moth is designed to encourage players to get a   1cc clear. Not only that, but it also provides the tools that a player   needs to get there. So here is my alternate review of Space Moth DX, I   hope that it might be a useful template for the types of things   reviewers might be able to watch for.

My Example Review of Space Moth DX

Space  Moth DX is an excellent example  of an indie shmup made with the player  in mind. While the game is not  flawless with its presentation and  execution, it is a demonstration of a  shmup with its priorities in the  right place and shows a development  team with a lot of potential.  Visually, the graphics and aesthetic are  an obvious homage to  Mushihimesama, but with a fun take that focuses  exclusively on the bug  concept. The quality of the sprites is simplistic  and most of the  animation in the enemies seems limited. The game could  greatly benefit  by improving the sprite and animation quality of the  visuals, but the  game is still fun to look at and has charm. The Space  Moth player  sprite, in particular, is a great piece of design and is my  favorite  aspect of the presentation. I also think it is clever how the  wings are  used as the grazing area and the hitbox in the center of the  sprite  looks very natural. The graze animation is clear and the fire  aura for  close damage is a nice touch. Since this is an indie shmup with  a small  team, I can forgive the weaker visuals, but they do hold the  game back  from broader appeal. If I was a tester for this game, I would  say the  most immediate and obvious fix is the death animations of the  enemies.  The blood splat animation is too quick and simplistic, it needs  to be a  bit more dynamic and last longer to be satisfying.

The  sound design of Space Moth DX is  similar to the visuals. It works, its  serviceable, but maybe a little  too simplistic. Really, I don’t need  to go on and on about the  presentation and sound of this game, because  this seems more like a  passion project than a game aiming for a big  commercial release (which  isn’t a bad thing). However, as I said  earlier, if the game’s  presentation were ramped up more, it would  really help improve player  engagement and encourage players to spend  more time with Space Moth DX.

With  that out of the way, this is  where the rest of the review takes a  positive turn. Space Moth DX was  obviously created by people passionate  about the genre, and the design  choices the team made reflect this.  First off, I have to praise the How to Play  section of the game. I’ve actually written an entire article about the   issue of indie shmups communicating their scoring and game design to  the  player directly, and this section of the game checks all the boxes.  The  How to Play  section  explains the weapon system, it explains the scoring system, it  even  explains the continue system (as I mentioned earlier). It also  hints at  the existence of a TLB (True Last Boss) and explains how to  unlock it  (thank you!). More indie shmups need to do something like this  in one  form or another.

Then there are  the usual but  important interface options, music volume, sound volume,  control config,  screen rotation, etc. Sadly there is no on-the-fly  screen adjust like  Crimzon Clover, but the game was able to recognize  my monitor’s odd  resolution without trouble and I did get to play full  screen TATE  without any sort of equipment adjusting. The music  adjustment is also a  nice feature because you are able to mute the  game’s music and listen to  your own if you feel like it. Sadly there is  no replay feature present,  but at least the game is very low on system  requirements so running an  OBS capture shouldn’t be much of a problem.

Input  lag wise, the controls feel  extremely responsive. I did not do a  formal test, but from feel the game  is among the most responsive shmups  I have played on PC, probably on  par with ZeroRanger. The game is  definitely more responsive than the  steam port of Mushihimesama. Input  lag is not a concern at all. The  ability to turn v-sync on or off only  helps to improve the game in this  regard.

Another  impressive feature of Space  Moth DX is its inclusion of a practice  mode. This is not a feature that  is common among indie shmups, so that  is a big plus in terms of  improving the games playability, especially  for those going for a TLB  clear on DX mode. Speaking of DX mode, Space  Moth has two difficulty  options, Normal and DX. Normal is a little too  easy for my taste, but I  can see it being a great introductory  difficulty for new players, so I  think it is definitely a worthwhile  inclusion. DX mode is the more  challenging and fun mode. I wouldn’t say  DX mode is as challenging as  something like Mushihimesama normal mode,  but it’s pretty close to that  ballpark.

It  would be great if the game  included an additional mode beyond just  these two, maybe a score attack  or something similar. Still though, I  did notice that there is an  unlockable second character, though I’m not  sure what that may be or how  it functions. It could add a good deal of  variety to the gameplay. At  the time of this review, I have not  unlocked this second character, but  will update this review with my  findings if I do.

The scoring  system in Space Moth DX  is interesting, it has a good amount of depth  without being overly  complicated. There are four different systems in  place, that I am aware  of: a graze system, a medal system, the draining  system, and the boss  “Skill Shot” (or something like that). The graze  system functions how  expected, you gain extra points by touching enemy  bullets with your  sprite outside the hitbox, except there is no hyper  meter attached or  anything. From what I’ve gathered grazing just nets  more points, but  doesn’t have any further systems beyond that. I would  say that grazing  bullets is a nice way to pick up extra points, but not  a core focus like  in Danmaku Unlimited 3. The medal system is  extremely similar to the  bee medals in Dodonpachi, where they increase  in value as you pick them  up, but lose value if you miss one. You also  uncover the items (they are  not actually medals) by hitting them with  the top of the laser like in  DDP. The draining system is the primary  scoring mechanic, I would say.  How it works is that you shoot larger  enemies with your rapid shot until  they turn black. Once they turn  black, their attack pattern changes and  you gain bonus points for  killing them with laser. The effect is that  you have this pseudo  chaining system that feels somewhat similar to  Ketsui, but not exactly.  It’s a clever system and I think it’s a solid  mechanic.

The  biggest issue I have with the  draining system is that it often forces  the player to use rapid shot,  which isn’t a bad thing except that the  ship default speed is too fast  to be suited to navigating the dense  bullet patterns of the later  stages. I think a simple solution to this  problem would have been the  addition of a slow button, like what is  used in Touhou and Danmaku  Unlimited 3.

The final scoring mechanic, the boss skill shot,   is one where if you kill the stage end boss with only two seconds left   on the boss timer, you get a score bonus. This is a fun risk reward   because you will lose your boss bonus if you are too late with the kill   This is also an interesting mechanic because it prevents you from speed   killing and will have to wait through more cycles than you would play   through otherwise. Again, the only flaw with this idea is that slow   movement is attached to the laser, which means you will end up having to   dodge some really tricky patterns using only default speed. Yes, I   think it’s fair to say that a slow button is needed for this game. I’m   surprised this was overlooked, as the rest of the gameplay design seems   cohesive and well planned.

Before  wrapping this review up, I  would like to comment on the level design.  For the humble shmup that it  is, I think the level design is really  solid, especially for DX mode.  The enemy variety is more limited than a  CAVE release, but definitely  varied enough to give each stage its own  feel.The enemy layouts are not  as nuanced as the best danmaku, but I  think they are still well done and  steer clear from the dangerous  euroshmup territory.

In the end, I  think Space Moth DX is a  game that shows a lot of promise, but not  quite reaching the levels of a  premium indie shmup like Blue Revolver  or ZeroRanger (yes, that is a  term I made up, but I’m going to keep  using it). However, Space Moth DX  is still a quality STG and it’s one  that I enjoy picking up and playing  from time to time, which is not  something I do with most indie shmups.  Something about this game speaks  to me and you definitely have to admire  its spirit and attention to  details that many other releases miss out  on. Plus the game is not very  expensive ($5 when I bought it), so it’s  definitely worth its weight  in that regard.

I rate this game  a 7/10. The three  points I took off are two for presentation and sound  design, and one for  the lack of a slow button or some other way to  control your ship and  drain enemies during thick bullet patterns. This  control problem seems  like an oversight to me, but if I’m missing  something about the controls  I’m willing to return and revise my score.

So  there you have it, hopefully this  article and the example review make  sense and convey what I am getting  at and how shmup reviews could be  improved for the future. Yes I realize  I come off as an elitist  know-it-all in this article, but I think it’ll  be worth it. I do  believe that this shmup review issue is harmful to  the community. If we  had more reviews, more reviews that comment on what  needs to be  commented on, and more people who feel comfortable making  reviews now  that they know what to look for, then I think that will go a  long way. I  am aware that I have probably missed an important aspect of  reviewing a  shmup somewhere along the line, so if something like that  comes to my  attention I’ll come back and include it in this article.

Thanks for reading and below will be some bullet points if you want to check them out.

Cheers!

Mark MSX

Basic STG Review Quick Guide

*Of course you can cover a lot more, but I think this a solid foundation to look at if you don’t know where to start.


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