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Untitled Document
Imagine a place where giant flying battleships created from grand pianos and flutes
exist in a fully explorable, aerial-based world. Where gunners dive out from the
glare of the Sun while you engage in dog fighting against hundreds of brightly
coloured enemy pilots. All of this dressed up in a truly original artistic style.
Where is such a place, you may ask? In one the current generation's most remarkable
- yet mostly unheard of - games.
Skygunner puts you in the role of one of three "gunners", selectable
from the start, with secret unlockable characters available later. Your mission
is, in a conflagration of vast and brightly lit explosions, to destroy legions
of enemy fighter pilots across several diverse levels. This is certainly no
linear shoot-em-up though, with freedom to fly anywhere in the given level,
and take on any of the fighters you wish using a multitude of different weapons.
While arguably short (there are only five main levels), the fact that you can
complete each of them with the different characters means the game's size is
effectively multiplied threefold. Each character has their own very specific
tasks to complete, and while you play, your two co-pilots will busy themselves
with their own duties. For example, you could be shooting down fleets of oncoming
fighters whilst a comrade sets about distracting the hero’s main rival,
Rivale, thereby leaving the third to take out the engines on a giant, immobile
battleship. This type of play mechanic makes each play-through very different
depending on character selected.
The game’s AI is functional whilst never excessively testing, yet manages
to pull a few unexpected surprises out of its hat. The enemies will make mistakes
just as you do; they will break off attack patterns when you lock onto them,
fly away in panic and, should you prove too elusive, they will go after your
co-pilots. Thankfully, unlike so many other games that offer computer assistance,
your co-pilots are actually useful, and never do anything idiotic such as fire
on you or get in the way. As long as you pull your weight they'll perform their
job with flying colours.
It's important to understand that all of the above action takes place in a
fully realised world, with its own history and culture, vaguely reminiscent
of the painstaking attention to detail found in Panzer Dragoon - everything
being fully fleshed out. What with the giant airships and quaint little villages
below, it's something more akin to early 20th than 21st century, the atmosphere
created having a distinct ‘Steampunk’ quality to it.
The character design deserves special note since, while everyone has an out-of-proportion
‘Super Deformed’ look, it has to some degree forsaken Japanese anime
styling. This shouldn't be something to discourage import fans though, since
the art direction has clearly been very tight and well thought-out. It seems
to be styled more on hundred year-old French comics, with delicate lines and
a relaxed attitude. Even the characters' names are derived from the French language.
All of which has been lovingly
hand-drawn, the booklet being full of sepia-coloured artwork, painstakingly
recreated in 3D for the game. Whilst not cell shaded, the graphics and styling
still retain that old comic book feel. To the keen eyed player, there are plenty
of little touches to observe as well. Each time you finish firing off a barrage
of machine gun fire from your antique craft, the weapons release their load
of spent shells. After shooting down an enemy pilot, you see them floating down
via parachute complete with scarf and airman goggles. This attention to detail
really makes the visuals a joy to behold.
The audio, too, can be praised. From the start of the game, along with a beautifully
hand-rendered cartoon intro, there is an entire Japanese song, complete with
lyrics. The in-game music is perfectly suited to the style of the game as well,
with delicate piano and pipe pieces sitting alongside full-blown orchestral
music for the large dogfights. Sound effects can't be faulted either, with loud
machine gun fire and explosions perfectly recreated. The English voice acting
(for a change) is also quite good, with each character helping to immerse you
in their fictional world, though for purists there is the option of voice over
with subtitles. Add to that finer touches like radio contact and the enemy threatening
revenge as he plunges into the sea, and you have a game where the audio can
match the visuals.
The specially designed game engine allows for complete free roaming flight,
and a large amount of intense action on screen at any one time. Whilst there
is some slow-down at times, it can be argued that this was intentional and aids
in the chaining of combos. Regardless, there is a "uniform processor"
mode that enables you to play at a set frame-rate, removing the slowdown. Thanks
to the extremely friendly lock-on, you should never end up being confused about
exactly what you're supposed to be doing or who you should be shooting down.
Control-wise, it feels very comfortable, with different options available, including
auto-rolling and levelling.
The only real problem that can be raised against Sky Gunner is that, due the
complexity offered by such a free-roaming environment, the game can occasionally
be too difficult, especially if you are looking for just a quick blast. A single
level can take up to twenty minutes to complete. The scoring system can also
take some getting used to. Making long chains takes a great deal of practice
and patience. The occasional slowdown also might turn some people off, with
the "variable processor" option not available from the start.
Beautifully created albeit slightly flawed, filled with some truly stunning
gameplay moments and set pieces, it is a game shamefully overlooked by many,
and is certainly worthy of greater recognition.
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