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).