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Mobile Light Force 2
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May 08, 2003
Platform: Sony Playstation 2
Developer:
Alfa Systems
Publisher:
XS Games Reviewed by:
Jnk2K2 |
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Gameplay: [9] Graphics: [7] Audio: [7] Replay: [7]
Overall: [7.8] |
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Burgeoning developer XS Games has been releasing shooters over the
last few months on PSX and PS2 to almost no success (which sucks,
but whataya gonna do?). Along with the PSX port of Sol Divide are
ports of the original Gunbird (yay!) and this game, Shikigami no
Shiro, renamed Mobile Light Force 2 for American shores (which is
confusing since Gunbird was renamed Mobile Light Force when the two
games are unrelated). Setting aside the name discrepancy, the two
games are absolutely excellent. Gunbird is obviously a kick-ass
shooter, but Shikigami no Shiro (I will henceforth use the game's
Japanese and American names interchangeably) holds it's own as well.
Here's moi review...
In releasing Shikigami no Shiro stateside, XS Games butchered the
game somewhat. All of the animated cutscenes from the Japanese
version were sacrificed, leaving North American gamers with nothing
but a shooter and some music suggestive of themes. Although it is
unfortunate, there is a good reason for it. The plot centers around
a sadistic killer not unlike Japan's own Tsutomu Miyazaki that
carves his victims neatly with a knife over a 20 hour period, while
they're alive. Kind of grim - make that very grim, and definitely
unsuitable for an audience that is quick to strike on any game that
tackles mature themes. It's a shame that the entire gaming populace
has to suffer because of a certain few groups that refuse to accept
games as an artistic medium not unlike film, that appeals to
everyone, not just kids.
One slight innovation in Shikigami no Shiro is the Tension
statistic, which awards points based on your character's proximity
to the enemy. There are eight levels of "tension" in all. Whenever
you destroy an enemy, a message will appear right above them stating
how close you were to the enemy when it was destroyed. The closeness
is then multiplied by the typical number of points for that enemy.
Shikigami no Shiro pits one from six selectable characters (Kuga
Koutaru, Yuuki Sato, Hyuga Gennojo, Fumiko Ozet Vanstein, Kim De
Jon, and some mysterious character without a name) against hordes of
enemies that encase the screen in energy beams. The playing field
(which is framed by two vertical borders that give it that
arcade-shooter look) can get so chaotic that the player is forced to
waste a Bomber just to clear the screen. This overwhelming excess of
fire is, of course, a problem with many shooters and not just Mobile
Light Force 2.
Shikigami no Shiro offers three types of attack - a regular stream
shot (that increases in power and range as levels increase), the
Mobile Light Force 2 Attack, and the obvious Bomber/screen-clearing
super attack. The MLF 2 attack is almost like a second super, only
it's power is somewhat weaker and it does not clear the screen or
shield your character. One of my favorite MLF 2 attacks is a
guided-bombing from a secondary character, that the player can
direct, which inflicts a nice amount of damage on any enemy. The
Bombers are extremely useful most of the time, although unlike the
other two attack types these are limited to, at most, five per life.
Certain Bombers can even kill a boss with full-life in one shot,
which is cheap, but thankfully you can't have more than two of those
per life.
Collecting certain amounts of coins (dubbed "Items") in Mobile Light
Force 2 levels up your character. Higher levels bring a wider range
and increased power for the player's basic attack and a slight
increase in the other two. Incurring damage (thus costing one life)
sets you back a level, and using a continue resets the character to
Level 1. Overall, it's a noble idea that should be adopted by future
shooters.
Enemies range from robotic ballet dancers to green skulls, all of
which shoot some kind of energy beam/projectile/bullet at the
character. The bosses mostly suck, with a few exceptions. The boss
in the Dock level casts an electric net around the player that
morphs into several different shapes. This field cuts the amount of
screen you can access in half, which makes for a tough and memorable
boss fight.
The gameplay in Mobile Light Force 2 is a mix between bullet-savvy
madness of a Giga Wing or Mars Matrix and the more modest Raiden
Fighters or Silpheed. When it does get frantic, however, there is
still a good chance you can escape without losing a life. The
character on-screen is really small, and because of a slight
leniency offered by inaccurate collision detection, you can usually
squeeze through little spaces between bullets and emerge unscathed.
MLF 2 doesn't break ground visually. The graphics are a bare-bones
combination of 2D and 3D. Certain objects are 2D (enemies, your
character, every bullet on-screen) and others are 3D (the
background, some enemies, bosses). From a technical standpoint, it's
somewhat mediocre (it could easily be done on Dreamcast). But the
visuals are serviceable, if unspectacular. Those chaotic moments
where the screen is littered with bullets tend to look mighty
impressive. The problem is, whenever that happens it takes a
significant toll on the speed of the game. I don't mind basic
graphics, but slowdown irritates me, especially when it's on a
powerful console.
In the course of it's five levels, which are each separated into
three sub-levels, MLF 2 provides the player with an excellent
gameplay experience that tests their reflexes quite well. Although
it cannot be compared to more hardcore shooters like Zero Gunner 2
or Mars Matrix, it's still a pretty good shooter. Get it while it
lasts - in other words, get it now, as the game is in low supply and
has probably been discontinued by the time you read this.
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