In retrospect, Psikyo is
probably the best Dreamcast developer next to AM2. Yes, I know that
is a saying a lot, but consider their repertoire on DC alone - both
Giga Wings, Mars Matrix, the brilliant beat-em-up/shooter Cannon
Spike, and Gunbird 2. With a strong following having developed from
their previous releases, Psikyo unleashes Zero Gunner II on the 'shmup
populace (a cult that has an unfortunately dwindling following with
the current crop of 128-bitters). So how does ZGII fare when held to
the standard Psikyo's previous releases have set? Read on.
Like most shooters, Zero
Gunner II offers very little in the way of plot. You're out to stop
some cyborgs from world domination (I assume) across seven levels of
bullet-riddled mayhem. The player mans one of three well-equipped
helicopters (Apache, Hokum, and Comanche) and takes to the skies.
Zero Gunner II is one of
the first serious attempts at genre innovation in some time. It, for
all intents and purposes, functions like any other shooter, only you
can rotate the helicopter 360 degrees to shoot from any direction.
This is a significant step for the dying shooter genre, as the
player is no longer limited to shooting from a pre-determined
vantage point. Other than this, Zero Gunner II is not much different
from Mars Matrix or Giga Wing 2... which is a good thing, mind you.
In ZG II you collect
light-blue (or turquoise) energy crystals that increase points.
Larger crystals increase the copter's range of fire. The more enemy
ships/cyborgs you exterminate, the more crystals litter the screen.
In a move intended to eliminate the chore of flying around the
screen collecting small objects, the crystals fly towards the copter
from all directions, most of the time.
In Psikyo's latest,
they've taken the bullet-swarm concept seemingly perfected in Giga
Wing 2 to new extremes. This isn't readily apparent in the initial
levels, but after the fourth stage enemies really begin to 'test'
you. Bullets encase the screen with bright-orange at incredible
speeds and if even one hits your copter, you lose all your weapon
upgrades and revert to a single stream of fire. The game is, thus, a
challenge suitable for every self-proclaimed 'expert' at the genre,
even those that found Gunbird 2 a breeze. And even if you beat the
first six levels with ease (because they're really no harder than
Cannon Spike's initial six), you still have the final level AND
seven more night-time stages to complete. The night-stages are
incredibly hard, as every enemy explodes with more shrapnel.
Zero Gunner II is not
free of faults, however. It is very limited in the weaponry
department, offering only one special attack per ship and only one
type of weapon, with upgradeable range. It pales in comparison to
Mars Matrix or Raiden Fighters in this regard, though making up for
itself with the superb replay value that the seven night-time stages
offer.
There are degrees of
sensitivity for each of the three copters in this sequel. While the
Hokum and Apache rotate normally, the Comanche is a bit more
sensitive to each rotation, and thus turns faster. This causes some
control problems for that particular copter, although the other two
control fluidly. It's also preferable to use the Hokum or Apache for
their superior weaponry. Controls, otherwise, have no flaws. The
ability to rotate is executed surprisingly well.
While Zero Gunner II is a
mostly-3D shooter, it operates on a flat axis with no vertical
movement, so it is really more of a 2D shooter at heart. While the
ship itself is small, everything else is well-detailed. Enemies are
characteristically tremendous, and litter the screen with weapons
fire. The last few levels are a spectacle to behold; that is, if you
pause the game. Otherwise, you're too pre-occupied with dodging
bullets to sit back and appreciate the masterpiece.
Sound is instantly
recognizable if you've played Cannon Spike before. The train level
appears to actually borrow its music from Cannon Spike - the
composers definitely delve in similar styles; perhaps its all done
by the same person/people. Whatever the case may be, the music fits
the action in Zero Gunner II. Each level is well-paced with intense
and exciting music. Aside from a few explosions and bombs, there
isn't much in the way of background aural effects. Realistically,
though, it's an unimportant factor.
An amazing shooter with
nice replay value, Zero Gunner II is a worthy import for any shooter
fan and probably the first 3D shooter that I can respect (while
Cannon Spike DID come out before ZG2, it is more of a beat-em-up/shooter).