The top-down, vertical-scrolling
shooter is not dead. Indeed it may never die. It has, however, become a niche genre of
gaming, resigned to pleasing die hard fans and perhaps a few stragglers. But if the makers
of these games are hoping to change this, releasing stinkers like Capcoms Giga Wing
2 isnt going to help.
So
far as I can tell, all college creative writing workshops share one rule: something
positive can be said about even the worst of submissions, and a constructive critique
should begin on that note. This leads to the joke where, after a long silence, during
which the class contemplates a particularly ripe piece of writing, someone finally pipes
up with "I like the font this is written in." Well, I like Giga Wing 2s
font. That is to say, the graphics have obviously been created on a next generation
system. The backgrounds, the ships, the cannon fire, everything is rendered vividly in 3D.
There are even inspiring moments, as when your ship flies over a body of water that
reflects the sky. (It isnt often that you get to see the sky from this perspective.)
Then,
maybe ten seconds into the game, all of this goes straight to hell. As the screen is
flooded with the relentless onslaught of enemy fighters, mid- and end-level bosses, and
the dozens of shots they fire, you can kiss your 60fps goodbye. Adding to the clutter and
slowdown, the programmers decided eliminate all notions of convincing depth and movement
as well. Lets face it, all games of this sort have problems with depth. How exactly
does an aircraft, flying at the same height and firing on the same plane hit both air and
land targets? Well, in a fun and otherwise logical game we dont care. However, to
spice up the simple vertical scrolling, Giga Wing 2 includes areas where your fighter
ascends or descends into different levels within the background. This would be neat if
done to move the story, say, in cut-scenes. But this game does it mid-action so that
everything on the screenyour fighter, enemy fighters, even cannon fire and
bombsascends and descends evenly at the same pace, moving around exactly as they
would otherwise. Having the action and setting independent of one another in this way not
only makes the game look absurd, it invokes a sense of vertigo in the player that detracts
from the game play.
I
also must address a worn out trend that Capcom just refuses to let go. Every time the
player of one of their games encounters a boss or decides to pull off a special move or,
in the case of Giga Wing 2, detonate a bomb, these guys think that the screen has to erupt
into a big, swirling acid trip. This was sort of cool once, but anymore it is just the
graphical equivalent of being hit in the face with a sledgehammerpainful,
disorienting, and just plain overkill. Is anyone still impressed by Capcoms
Technicolor Dreamcoat?
I
could not possibly exaggerate the amount of clutter this game throws at you. It is so much
that there is no way to make heads or tails of it, to discern where you are, what is in
the air, or what is on the ground. Games of this genre thrive on reactionary,
panic-stricken game play. But the good ones also allow for good reflexes and a certain
amount of skill. No such luck in Giga Wing 2the barrage of enemy aircraft and their
scattershot are just too thick. Often there isnt enough space anywhere on the screen
to squeeze your fighter through (go ahead, stop the game and measureI did). The game
counters this by including screen-sweeping bombs and a device called "reflect
force." At the start of the game you can choose to wield either a reflect barrier or
a reflect laser. Reflect barrier ricochets enemy fire back in the direction from which it
came, and reflect laser absorbs enemy fire, then targets the enemies and fires them all
back at once. During the game, when the gauge is full enough, you can hold down the A
button and your reflect force of choice will work its magic. Essentially, the game play is
reduced to this: weave around and have fun until the action gets too thick, then rely on
the bombs or reflect force, your virtual deus ex machina, to clear the screen for you, and
then repeat. And after you cant help but die three times, continue. Continues are
infinite and each time you use one, all gauges and ammunition are refilledit
actually benefits you to die. Once you throw away skill and reflexes and play this
game as it is set up, it suddenly moves from seemingly impossible to incredibly easy. So
easy and so short, in fact, that you can beat it in less than twenty minutes. I kid you
not.
Giga
Wing 2 tries to expand this time a little by including five different playable characters
and allowing up to four players to play at once. Well, yeah, each character has a
different fighter, different bomb effects, and subtle strengths and weaknesses, but none
of this is exciting enough to give it true replay value. Even if you play it through with
each character, you only end up with around an hour of playing time. And as far as the
multiplayer thing goes, if the disorientation and slowdown are bad on single player, guess
what happens when you add three more?
Admittedly, I am one of the stragglers I mentioned in the introduction. For me, these
shooters peeked with the 16-bit revolution. And yet there is that stand-up of 1942 at the
skating rink that never fails to seduce me with its simple, addictive, quarter-gobbling
goodness. However, I am not about to go easy on Giga Wing 2 just because I think a few
loyalists will be more forgiving of its overwhelming faults than I. This game is terrible.
With less than twenty minutes of playing time, it doesnt even earn its $19.99 price
tag. I wouldnt recommend it at rental price. If someone tries to give you
this game, I suggest you back away slowly and then run like hell.