R-Type Final
If there's one game I never wanted to be titled as 'final' it was R-Type. Easily one of my favorite Shoot-em Ups of all time, R-Type was a big enough property that it really should have continued as a series beyond it's final release on the PlayStation 2; with the exception of R-Type Command series on the PSP, which is a different game completely.
At a time when most shoot-em-ups were raster-graphics with, at best, multiplaning backgrounds, it was nice to see something that took the power of the PS2 and apply it to a simpler game like this. It's not the first time, Einhander on the PS1 was the first I'd ever seen and the results were fantastic. It meant you could create exciting environments for the games to take place in, like flying through wrecked starships in space or overtop and through a city skyline, or even feature camera angle shifts for boss fights or to just change things up. New elements like this were similar to when developers finally started using 3D game engines for their side-scrolling platformers to change things up as well which then added a new depth to the worlds they took place in.
R-Type always featured really exciting worlds and these really modular, sharp looking ship designs. Even if they weren't as detailed back in 1987's standing arcade cabinet when R-Type was first released. Final featured a story similar to R-Type Command in which you are part of Operation Last Dance, a military strike against the Bydo in order to wipe out what remains of them; the Bydo of course, being the enemy force from every R-Type game. An organic force that started as a bioweapon which backfired after being abandoned in space and became Earth's greatest threat.
I've always loved the overall feel of the R-Type games; the pacing, difficulty, game mechanics, the designs and the worlds you travel through. R-Type even managed to squeeze a half-decent story into the game, which is quite the accomplishment considering you do nothing but shoot the entire game.
Final was also pretty expansive for a shoot-em-up. It featured over a hundred different ship combinations you could use and over 50 different weapon combos. R-Type uses a system where craft can pick up a pod which can either attach to the front or back of your ship, firing in respective directions; or it can float freely, each variation allowing some strategy to various levels and bosses.
R-Type, like Einhander, is one of those games I desperately want to see in glorious high-definition. Both of which leave me pretty surprised that they haven't been treated as they should. Especially so with R-Type which saw an HD remaster which is distributed with both R-Type 1 and R-Type 2. Which I highly recommend if you've had interest in the series in the past. Anyway, hopefully, as was the case in the past (Resident Evil 1), my writing about this now will mean the coincidental HD release in the near future!
At a time when most shoot-em-ups were raster-graphics with, at best, multiplaning backgrounds, it was nice to see something that took the power of the PS2 and apply it to a simpler game like this. It's not the first time, Einhander on the PS1 was the first I'd ever seen and the results were fantastic. It meant you could create exciting environments for the games to take place in, like flying through wrecked starships in space or overtop and through a city skyline, or even feature camera angle shifts for boss fights or to just change things up. New elements like this were similar to when developers finally started using 3D game engines for their side-scrolling platformers to change things up as well which then added a new depth to the worlds they took place in.
R-Type always featured really exciting worlds and these really modular, sharp looking ship designs. Even if they weren't as detailed back in 1987's standing arcade cabinet when R-Type was first released. Final featured a story similar to R-Type Command in which you are part of Operation Last Dance, a military strike against the Bydo in order to wipe out what remains of them; the Bydo of course, being the enemy force from every R-Type game. An organic force that started as a bioweapon which backfired after being abandoned in space and became Earth's greatest threat.
I've always loved the overall feel of the R-Type games; the pacing, difficulty, game mechanics, the designs and the worlds you travel through. R-Type even managed to squeeze a half-decent story into the game, which is quite the accomplishment considering you do nothing but shoot the entire game.
Final was also pretty expansive for a shoot-em-up. It featured over a hundred different ship combinations you could use and over 50 different weapon combos. R-Type uses a system where craft can pick up a pod which can either attach to the front or back of your ship, firing in respective directions; or it can float freely, each variation allowing some strategy to various levels and bosses.
R-Type, like Einhander, is one of those games I desperately want to see in glorious high-definition. Both of which leave me pretty surprised that they haven't been treated as they should. Especially so with R-Type which saw an HD remaster which is distributed with both R-Type 1 and R-Type 2. Which I highly recommend if you've had interest in the series in the past. Anyway, hopefully, as was the case in the past (Resident Evil 1), my writing about this now will mean the coincidental HD release in the near future!
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