Developer Treasure is a hot commodity these days, and their track record shows why. Astro Boy: Omega Factor for the GBA is among the best the system has to offer, and with games like Ikaruga (GC, DreamCast) and Gunstar Heroes (Genesis) under their belts, Treasure definitely has shown they have an understanding of 2D twitch gaming that is surpassed by none, and paralleled by few. Gradius V, Treasure’s latest, is a modern take on Konami’s classic series. Now there are some that say the shooter genre is dying (if not dead already). They say that the genre has nothing new left to offer, and that these 2D games can’t succeed in a 3D world, but the genre seems to be experiencing a Renaissance as of late. Games like R-Type Final, and Treasure’s own Ikaruga have not only been amazing, they’ve sold decently, and have done quite a bit to rejuvenate the genre, so it looks like Shooters may have regained their footing. Gradius V is the newest example of why the Shooter genre ages like fine wine, and if this is what we’re offered by the final gasps of "a dying genre," rest assured we’re in for an exciting ride.
"For anybody who loves this genre, Gradius V is a religious experience."
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Right as the game opens fans will be able to tell it’s a Treasure game; the opening stretch gives it away, and the background is visually styled in a similar way to Ikaruga’s. However, you can also tell right away it’s a member of the Gradius family, since every Gradius opens the same: rows of enemies come at you alternating from top to bottom, and then random ships mix in with them until you hit the actual stage. Actually, it’s more like the stage hits you, and it hits you hard. Gradius V comes out with all cylinders firing and never slows down. This game will bombard you with waves upon waves of bloodthirsty enemies who seem to be bent on nothing else but your complete and utter destruction. And just when you think you’ve cleared an area, and you’re thinking you’ll have a second to breathe (say, after what you thought was a boss battle), the game will test not just your reflexes, but your stamina and your ability to take a digital beating by making you fight another boss-like enemy.
But what a beautiful beating you’ll receive. Visually Gradius V blows away every other entry in the Shooter genre ever, and it seems to do that with each new installment that comes out. The backgrounds aren’t heavily detailed, but are definitely smooth and not distracting. The enemies are for the most part simply drawn (and mostly aren’t animated since all they need to do is turn in circles or fly in lines), but they’re crisp and hi-res at the same time. What really stands out are the stage-specific enemies, like the opening level’s planet creatures. They’re animated in such a way that they look as though they’re radiantly flowing across themselves, which is truly an awesome sight. I’m also surprised to report that there has rarely been any slowdown as far as I can tell, which is impressive considering how much action really does happen on the screen at one time. You’ll be dropping boat loads of missiles, plus firing five lasers just by yourself. Mix in explosions, bullets flying in alarming numbers, and lots of enemy movement, and you’d think you’d have the proper recipe for a very slow game, but it runs smoothly for the most part. The opening CG movie is almost awe-inspiring, but its a little overdrawn, and mostly unremarkable. The voicing through the whole title is boring (it sounds like it came straight from House of the Dead III) and the average sound effects dont do much either. However the music more than makes up for the rest of the sound department’s failings, inspiring the proper mood for the proper situations. Ethereal or pulse-pounding, it fits right every time.
So on the surface it seems Treasure did little to shake up the core of what makes a Gradius game what it is. The game uses the same power-up system found in all of the previous entries, and offers four ship types for those people who like options, and each type will affect how you play the game. The power-up bar on the bottom of the screen is the same, listing 6 choices. You’ll first be offered a Speed Boost. Next comes Missiles, and after that depending on your ship type, you’ll be offered a reverse shot, or an angled shot. After that you’ll have the option to upgrade to Lasers, but you’ll lose your reverse/angled shot if you do.
" ...if this is what we’re offered by the final gasps of a ’dying genre,’ we’re in for an exciting ride"
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Available next are Multiples (which I’ll explain in a minute), and after that you’ll have the option of a Force Field. After a few hours of play, you’ll get an edit mode that enables you to mix and match your power-up options. You can get these upgrades by picking up the icons dropped by enemies. For example, if you pick up one, you can use it for a Speed Boost, but if you don’t use it and pick up two more, you’ll be able to upgrade to the reverse/angled shot. Some areas are better suited to different power-ups, so you’ll always have the option to switch it up. There’s also a blue power-up that clears the screen of enemies.
That’s not to say Treasure didn’t innovate; they took the concept of the Multiples, and really expanded upon their importance. Multiples, for those who don’t know, are small orange orbs, which follow your ships every move, similar to the Ninja Shadows in Ninja Gaiden II: The Dark Sword of Chaos for the NES (I’m showing my age now). They increase your fire power, by shooting which ever main gun you have, and missiles if you have them, in addition to your ship. You can have a maximum number of four at one time, and they are integral to success. However, Treasure added with each ship type a specific way the Multiples are controlled. You can freeze them where you want to, or you can have them stacked above and below you, or you can have them rotate around you, ect. It’s a really good way to use the Multiples, and maybe it doesn’t sound innovative, but it adds so many new strategies. If you die the Multiples don’t just disappear like in previous entries, they wait around to be recollected, which helps immensely, since dying usually leaves you next to powerless. However if you’re too good and don’t die enough, ships come to steal your multiples away from you. Like I said before, Gradius V is out for your blood, plain and simple.
"Gradius V is out for your blood, plain and simple."
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Also worth noting is the inclusion of a two player co-op mode. I’ve read in multiple places that they consider the co-op mode easier, but those multiple places are very wrong. The co-op mode is extremely difficult, mostly due to the further distraction of another ship and it’s fire power taking up room on the screen in addition to your own. If both players are fully equipped (which would rarely happen), six lasers and six missiles dropping can easily fill a screen (the four multiple limit holds in co-op as well). Also making it difficult, is the fact that extra lives and continues come from a shared pool. If your friend is at a lower skill level, you’re likely to get irritated they keep dying, and using up your lives, and vice versa. That’s not to say the co-op isn’t fun, it’s a blast taking on armies of ships with your friend, it’s just something that’s more fun when you have unlimited continues. That’s right, you can unlock unlimited continues after 15 hours of game play, but it doesn’t necessarily make the game any easier, since when you die you lose all your power-ups but your multiples.
Gradius V is easily the most beautiful ass whipping I’ve ever received. It’s one of the rare games that keeps me coming back for more, even when I’m not sure how much more I can handle. While maybe not the most innovative shooter around, Gradius V is almost certainly the best Shooter to have come out in years, and maybe the best Shooter to have come out ever. It offers little for those who aren’t already fans, but for anybody who loves this genre, Gradius V is a religious experience.