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Now, Noiz2sa might not be the best place for, ahem, teh n00bs to introduce themselves to shooters. For some reason, newcomers to games have difficulty seeing that kind of basic, pure gaming experience as anything special, especially when they perceive its visuals to be bland. Look at how Rez bombed at retail - you can put some of the blame for that on the increasing ineptitude of Sega's marketing department, of course, but a greater part of the blame has to rest with the visual design of the game itself. It spoke to me as a gamer, because it harks back to the days of green-on-black wireframe games (the original Star Wars arcade cab, for example), but I can understand why it leaves some people who don't have that sense of history cold. It also worked well as an example of how videogames can push artistic boundaries, but the very fact that it was a video game meant that those who should have been interested in that aspect of it instead dismissed it out of hand.
And if there's one title that Noiz2sa shares a design aesthetic with, it's Rez.
Which is why I point you now to another of Kenta Cho's little pieces of genius, TUMIKI Fighters.
The world of TF is one made up of a child's bulding bricks. Your aeroplane, enemy fighters, the backgrounds, all share this in common. It's more than just a visual thing, though, and provides the twist that makes the game unique.
Shoot the first enemy. Its front half drops off. Nothing particularly strange there, apart from the words "Catch me!" that suddenly appear. Sure enough, move your 'plane into the part as it falls and they become joined. Destroy the aft-scection of the enemy and that, too, can be added to your own. This can be done with every single enemy you see, eventually providing you with an avatar that can, providing you make it through unharmed, fill the entire screen.
The point of all this? Well, first of all every captured enemy part adds its firepower to your own. Secondly, for every second or so that you manage to keep hold of an enemy part (they disappear when shot) you receive bonus points, the number of points dependant on the size of the part.
The bigger your 'plane, the easier it is for the enemies to hit. Pressing and holding a second button will hide all the additional parts you've gained, preventing them from being damaged, but at a cost. Firstly, the amount of bonus points you gain from extra parts is reduced when they're hidden. Secondly, your movement is slightly restricted (something which, after a little bit of play, you can use to your advantage, as it allows you to attack enemies from above or below). Thirdly, while extra parts act as a shield around your plane (the hit box of which is the one orange square in the centre), when they're hidden they no longer do this. Fourthly, while this button is held you can't add any other parts to your craft, meaning that you have to risk getting some of them shot off if you want to catch a new piece.
It's a very clever mechanic, constantly tempting you with larger and more powerful pieces. The fact that extra bits mean not just more power, but also more points, is the killer.
If Noiz2sa didn't grab you, give this a whirl instead. It's a horizontal scroller, demonstrates an appealing sense of humour (while a lot of shmups give the player of an impending boss encounter with sirens and a large red flashing "WARNING! WARNING! HUGE ENEMY ON RADAR!" notice, TF's bouncy building blocks form the words "WARNING! A HUGE TOY IS APPROACHING!") and just feels altogether more open to knockabout play. The music and sound effects, as in all of Kenta Cho's titles, fit the action perfectly. |
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