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ikaruga review entry


treas·ure  n.
1. Accumulated or stored wealth in the form of money, jewels, or other
valuables.
2. Valuable or precious possessions of any kind.
3. One considered especially precious or valuable.

Almost always used in a good connotation, the word "treasure" immediately stirs up feelings of happiness and excitement in those who hear it, whether it's people thinking of all the money they could use to get out of their dead-end job or those remembering old stories of pirates and exploring.

To hardcore gamers, though, the definition is different but no less enthralling. Treasure has become virtually synonymous with high quality experiences that are truly made for gamers by gamers, ones that brazenly reject financial gain in favor of a truly awesome game that people will enjoy, not slog through or simply watch unfold. It's an impressive pedigree that, some would say, matches or even exceeds Nintendo's own.

So naturally, the latest game from the esteemed development house is bound to generate excitement in anyone who cares. Does Ikaruga, released on
April 15, 2003, have these characteristics of a truly great game?

Graphics

It goes without saying that Ikaruga is not a game that anyone, anywhere would buy for its graphics, and for good reason: the gameplay is obviously the main focus.

At first glance, Ikaruga appears to be graphically neutral. There is nothing in particular that anyone could point to and say, "This really takes away from the look," or "They could have easily made this look better." By the same token, though, there is also nothing that will cause onlookers to exclaim, "This game looks absolutely amazing!" or simply "Holy ----!" The ship and enemy models in particular are well crafted but could stand to have more detail and animation instead of just flying in and firing. (Note that these complaints do not apply to any of the end level bosses. These behemoths are truly a sight to see, with breath-takingly fluid animation and impressive design. Their form is not only aesthetically pleasing but pertinent to the gameplay as well.)

The developers took a similar approach to the backgrounds. While they are more impressive than the character models, the landscapes that you see flying by are not something to write home about. However, they do an excellent job of adding to the epic feeling of the game. Those who are able to take their eyes off the action for a second and look past will get the feeling that they are flying over a vast mountain range or industrial factory. One minor complaint is that there was a lack of interaction with your environments. Being able to weave about an obtrusive beam or explode objects in the background to take out enemies would have added a lot to the presentation of the game. In the end, though, backgrounds shouldn't be about an impressive draw distance or interactivity; they should be trying to give the player the feeling that they are truly in that location. In this respect, Ikaruga succeeds wonderfully.

While the graphics may not be the best technically, the pre-determined movements and waves of enemies are downright hypnotic. Similarly to Tetris and Dance Dance Revolution, you will see scenes from the gameplay when you close your eyes at night. The way that the bluish-white melts into the reddish-black is mesmerizing but never so much so that your attention will be forced to waver from the gameplay. That last bit neatly summarizes Ikaruga's graphics and nearly everything else about the game: perfectly suited to the gameplay and little else.

Sound

Let's be clear on something: nobody cares about sound effects. The highest compliment that can be given is that they're well suited to the game, and this definitely applies to Ikaruga as well. The sound of fire coming out of your own ship or the explosion of enemy ships, while incessant, never gets conspicuous or old.

The music, though, is a much more interesting subject. While you won't find these compositions stuck in your head for days on end or catch yourself humming them loudly to yourself during lunch break, they complement the action on the screen perfectly. The tempo increases when more enemies are present (though this is preset and not interactive like in games like The Legend of Zelda: The Wind Waker or Star Wars Rogue Leader: Rogue Squadron II), and when a boss appears, the music is there helping you feel intimidated yet determined. Simply put: the music works, but it's not as impressive when placed separately.

Gameplay

Ah yes, gameplay ... the meat and potatoes of any great game. Unlike some games, which succeed by engrossing the player in layers of complexity and strategy, Ikaruga is about one thing: shooting. Okay, it gets little more complicated than that, but not by much.

If you are already familiar with Ikaruga's gameplay, there is no need to read the following paragraph.

Anyone who's ever played Space Invaders (or any kinetic video game, for that matter) should feel immediately at home here. The objective of the game is to get from the start point to the end point without dying on a constantly scrolling screen. Of course, it's not quite that easy in execution. Unlike most space shooters, which give you a gun and a collection of power-ups, Ikaruga starts and stays with shooting and one key innovation ... polarity. Every enemy in the game is centered around either a dark or light polarity, and your ship can change its own polarity at will. Doing so offers several advantages. For one thing, fire of one color will be twice as effective against a ship of the other. (This is particularly helpful on bosses, but it can also be a liability against normal enemies since you will be susceptible to their fire.) In addition, you will absorb enemy shots of your own polarity. Doing so will charge up your special meter. Depending on how many slots are full, you can fire a certain number of homing lasers at your adversaries. Controls are simple: one button for shooting, another for changing polarity, and the last for releasing a series of homing shots.

While simple in theory, the concept of polarity in an action shooter raises a variety of strategic questions that would never come up in any other game. Should you risk facing an onslaught of opposing fire to defeat this enemy faster or play it safe and slow? Should I defeat this enemy now or idle for a bit while charging my special meter? Is it worth repeatedly switching polarities constantly against these assorted enemies or should I try to stay one color and use my dodging skills?

It also makes the game especially difficult. With the unprecedented amount of fire on the screen at any given time, having to worry about switching polarities is not something that you want to have to worry about. And yet you will, or you will die. This ultimatum that Ikaruga presents you with is quite refreshing in an industry full of tutorials that walk you through the gameplay like a doting mother, fearing that any discomfort will send you, the player, running. While it may scare off some, those who remain and submit themselves to the game will be rewarded with a level of intensity not often reached in video games.

So the game is simple. And challenging. And intense. And rewarding. But is it fun? The answer is a hesitant yes. While other games that focus on pure entertainment (Mario Kart springs to mind) are in no danger of competition, Ikaruga manages to deliver some fine times, especially with another player.

The level design simply must be mentioned. With only five stages, you can tell that Treasure spent months perfecting every last detail within the levels. Everything moves in completely logical yet random ways so that you can always figure out where you should be but will also have some difficulty getting there. Even greater testimony to the unparalleled level design is found in the fact that there are dozens of ways to complete any level. You can make it through the entire game without firing a single shot if you please. You are also able to hit absolutely every enemy that the game throws your way. It may seem impossible at times, but you know in the back of your mind that it never is. With all the concentration that you're putting into simply staying alive, it's easy to overlook the perfect level design, but it's worth it just to take a step back and marvel at how hard it must have been to design and yet how easy Treasure made it look.

Multi-player in Ikaruga is a two-edged sword. On one hand, it's significantly more entertaining and less frustrating than playing by yourself. On the other, it's significantly more entertaining and less frustrating than playing by yourself. While the second sentence may sound absurd, there will be players who buy Ikaruga for a challenge, not for fun. Small mistakes are much more common when there is another entity adding to the confusion, and sharing tiny spaces makes for more than a few deaths. Most importantly, though, is the fact that the levels were simply designed with one player in mind. It's hard to continually top yourself when another character is breaking your chains.

Which brings me to what will undoubtedly keep hardcore gamers playing long after the credits have rolled on Hard difficulty: chaining. By hitting three enemies of the same polarity in a row, the game registers a chain. Continue to do this (for example, hit three black, six white, three black, three white, fifteen black, nine white, etc.), and you will be able to rack up some truly massive scores and rankings. Trying to beat yourself (and, thanks to an included Internet ranking mode, everyone else) is an activity that should help your couch develop a pleasant groove (as if it hasn't already).

When all is said and done, the simplistic yet entertaining shooting is what will start you playing, the intensity and difficulty will grab you, and the never ending task of topping your own score is what will keep you around.

Replay Value

Ikaruga is five levels long. Therefore, it's a short game. There's no getting around that, and it's impossible not to knock off a few points for the lack of levels. Adding another difficulty or an extra level or two as incentive for completing a task should have been a priority.

Instead, we get other phenomenal extras. They're not quite as exciting as new levels, but they are reason enough to keep you playing. By meeting certain requirements or simply playing for a set amount of time, you can unlock art galleries, gameplay modes, and videos. The latter in particular is exciting; by completing levels without using a continue, the game opens videos that show you how to perfectly complete the levels in any number of ways, ranging from efficiency to pacifism to just plain showing off. These videos are all in slow motion so you can adopt the game's technique more easily.

The aforementioned multi-player mode is a great addition, but it can be frustrating if you and your partner are not at equal skill levels. Playing with someone who is either much better or much worse at you can be demoralizing for obvious reasons. That said, it's still a blast to take on the game with a friend, but don't expect it to rival Super Smash Bros. Melee at a gaming session with many people.

Even without all these extras, though, the task of topping your last high score is reason enough to keep all but the most A.D.D.-riddled of gamers playing for weeks to come. The game gives you goals to reach and then makes you expect to reach them. Not everyone will, but those who put in the time and effort to do so will be rewarded with an unbeatable sense of satisfaction.

Closing Comments

In the end, Ikaruga is pure gameplay. No intrusive storyline, no lengthy cutscenes, no confusing instructions, plainly no nonsense. While this is the game's greatest attribute, it is also what could end up holding it back from true greatness. Five years from now, nobody (save for a select few) will remember this game as one of their favorites. Instead, they will pick games that gave them memories. This game gives great satisfaction, an unbeatable sense of accomplishment, and tons of extras to extend replay value, but it doesn't give you any memories that you didn't make on your own. It's fitting that this double-edged sword should be from a game such as this, one that intended to do this from the start. You can't fault the developers for making this decision as any other would have ultimately detracted from the game, but it's hard to take the game at face value and accept it as one of your favorites of all time. However, you shouldn't let that stop you from purchasing Ikaruga. It has some of the best gameplay ever featured on any console, and all it wants from you is to sit down, shut up, and play by its rules. In the end, isn't that exactly what a game like this should be?


Rating 
Overall

9.0

Jonathan Heldt - Reader


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