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The traditional Japanese 2D shooter is very much like Elvis Presley. Everyone
claims it to be dead, yet sightings of it luckily refuse to die, as proven by
Border Down and Psyvariar 2. Both also have swarms of dedicated fans, and both
are argued to be timeless. The differences between them are distinct though.
Shooters sadly will never have attractive women flock to them, and unlike Elvis
they now thankfully are actually setting foot in the UK and the many lands of
PAL TV.
Riding high on a wave of budget Japanese PS2 titles being localised for release
in Europe and particularly France, XII Stag is a highly affordable and unabashed
old fashioned blast-em-up. Adhering to its shmup lineage, Stag follows the paths
of one-credit survival and high score multipliers whilst injecting something a
little fresh into the cocktail: the high score multiplier can only be increased
by attacking enemies from either the sides (activated by wiggling the joystick
rapidly left and right or alternatively by a singly button press) and rear
attacks which are initiated automatically should any craft venture to close to
your tail pipe.
The system can be more easily adapted to than that of the first Psyvariar with
its need to seek enemy projectiles in order to level up, playing more similarly
to DoDonPachi with focus firmly on survival and scoring, from here it also takes
its visual cue. Whilst 2D games can be shown to be still fully alive, they all
too often end up using low resolution pseudo 3D renders or polygons, such as
Shikigami and Psyvariar, which somewhat hurts the point of creating a game in
the flat plane, since it forsakes hand drawn artistry for machine created
imagery. Like mana for the hungry, Stag takes a distinctly high resolution,
sprite based approach, with some of the smoothest sprite visuals this side of
SNK.
The player can choose to either ignore the score-multiplier in order to
bullet-weave with the hope of achieving the holy grail of shooters, the
one-credit-clear, or alternatively, gamers can focus on positioning themselves
amidst the deadly attack patterns of enemies to try and squeeze a precious few
extra hundred-thousand onto the score tally. Scores are reset if players
continue, so while a fine balancing act is needed, gamers can play to suit their
own style. This also translates to the levels themselves, with some needing a
different approach to others. Stage two lends itself better to symmetrical
side-attack points hoarding while stage three is best completed with avoidance
by dodging through the bright flames that fill the sky. Coupled with this
freedom is an adaptive gameplay system that changes to suit the player's skill,
comparable to titles like Border Down. Do well on certain areas and later
sections will have an entirely different fleet of opponents or much bigger,
juicier bosses. All of this of course helping to boost scoring whilst also
increasing chances of meeting the reaper. Such design adds much replayability to
proceedings, and ensures that repeated levels rarely become boring. This also
helps weaker players who would normally struggle at first, though with Stag's
gameplay being simpler than that of its more complex brethren, anyone dedicated
is unlikely to have serious problems.
There are further smaller touches that all give the impression of an older style
of gameplay. Power ups are released on a score basis, with “Barrier Bombs” for
example being relinquished by the fighter that helped push the players score
over a certain amount. This helps cast the mind back to the days of Defender and
having to judge if using a power bomb will increase pointage enough so that
another is awarded. Enemy positioning is pattern derived with only occasional
projectiles taking into account player position. While memorisation is the order
of the day, patterns are formed in a way that gives an easy advantage when using
the side attack feature.
For leader-board junkies though, the real draw is going to be the massive
scoring possibilities on offer. The multiplier can be maxed up to twelve (hence
the title), with there being two level check-points before the boss which helps
to gauge very well the progress made through the game. Scores for each check
point are recorded to memory card and after each stage are tallied on a graph,
the current against the overall best. Extended play helps build a “TOP” graph
derived from the best scores on each level and gives some genuine goals to
players wanting to better themselves.
XII Stag comes tantalisingly close to being a game that actually does nothing
blatantly wrong. Well balanced and adaptive difficulty, long term play
potential, high quality aesthetics, a smart front end, highly configurable and
even a Two-Player option is on offer, all bolstered by a very nice price tag. So
it’s sad that whilst it manages to flawlessly button every small button on a
many buttoned shirt, it came to the party without any trousers. For a game so
focussed on scores and graphs, none of them can be accessed without starting a
new game, achieving very significant progress and then dying. This is an
unforgivable omission that smacks of stupidity and will hamper those wanting to
keep tabs on personal development.
Which is basically all there is to XII Stag. Being a budget titles it is
unsurprisingly lacking any extra bells or whistles, being merely a shooter that
achieves what it sets out to do, albeit with a glaring flaw. Simply dotting
every “i” and crossing every “t” though does not guarantee excellence nor
greatness, and so XII Stag is left being a game suited only for converts to the
genre or those with limited cash who need a gaming fix. Exactly who it was aimed
at then.
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