With the release of Gradius III on the PS4, this currently sets the Arcade Archives Gradius count to four; seven if you're a stickler about adding Super Cobra, Scramble, and Life Force. It's also chronologically the most recent by original release date, and you think that, logically, it would be the most advanced and impressive of the bunch. In few ways, yes, and in many regards, no. Konami's flagship horizontal shoot 'em up series has various memorable aspects, but two defining features, the first of which is a power-up selection bar. With every power-up obtained, the highlighter will shift to the right until it reaches an ability you want to activate; odd, but it does add an extra bit of tension to hectic situations. The other feature is its difficulty, as the series is not afraid to hound players with grueling enemy placement and projectiles, forcing twitch skills in stress-inducing encounters.
Having said that, the developers apparently thought each new Gradius title should be harder than the last, and this sequel is no exception. Unfortunately, this also makes the arcade version of Gradius III one of the most unbearable experiences in the series. Usually, the first stage in a game is a "gateway" designed to let players learn mechanics, how enemies move and attack, and understand distinct traits. This game, however, presumes you know how to play a Gradius game, and not only that, its starting stage is structurally-designed as if you're playing the second or third stage of a previous title. So you have a scenario where, in the first stage's desert surroundings, enemies are speedily moving along the ceiling, floor, center, and from behind with projectiles. If you die even once mid-way through here, you might as well perform a reset.
In prior titles, you spawn from checkpoints after losing a life, along with being deprived of all power-ups obtained. In the original Gradius, the game is designed in such a way that you actually have a chance to recover from your loss and beat the stage. The second game is somewhat similar until the final stages, where checkpoint placements feel more like punishments, putting you right in the middle of enemies already attacking your ship, making it near impossible to survive. This third game, for some inane reason, has decided to honor the asinine checkpoint placement of its immediate predecessor. So if you die in this title, you better hope it's at the start of each stage where they hand out power-ups; anywhere else is going to surround your depowered, slow Vic Viper with swift enemies. It's normally game over at that point.
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Featured community review by dementedhut (January 18, 2021)
Now if only I had the foresight to submit this OutRun review a day earlier... |
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