So that's you. But what about the bad guys? If you've
played any of the other Donpachi games,
you'll know what to expect here - from the very
beginning, as you cross a multi-lane highway lined end to
end with tanks, you're faced with practically a solid
wall of enemies, through which you have to cut a swathe
with your powerful weapons. The huge torrents of bullets
also start off early, with a few enemies vaguely aiming
in your direction, but most simply spewing out preset
geometric patterns of fire which instantly fill up large
amounts of screen area with flowering death.
Because DDP3 focuses unusually strongly on straight-ahead
fire, most of the time you'll have to be trying to sweep
methodically across the screen from side to side with
your beam laser, a process that'll leave
very little alive in its wake. The game's main challenge
at this stage is to learn its patterns and get into its
rhythm, so that you're always at the correct side when
the next wave of enemies arrives. This both ensures that
they don't get to unleash hundreds of bullets before you
can kill them, and that you're always blowing stuff away
in quick succession to keep your combo counter
high.
Woo look.. it's just
like Star Wars and everything..
The first two
levels are brutally tough, but manageable. Again unlike Raiden,
there are never really any breathing-spaces where
nothing's shooting at you and you can blink and relax for
a moment and quickly gather your wits (in fairness, the
nature of the scoring system needs it to be this way),
but there's the occasional moment where the barrage lets
up enough to let you get your ship back into the middle
of the screen and give yourself some manoeuvring options.
You'll still get plastered initially, but after a little
practice and with judicious use of a smart bomb now and
again, you'll be able to make it at least as far as the
scary second boss on your first credit. Stage
3, however, ramps the difficulty up savagely,
and most ordinary players will simply have no chance from
there on. Weirdly, and almost uniquely among modern
shmups, the enemy onslaught in DDP3 is
so incredibly ferocious that after Stage 2,
the bosses are in fact the easiest part of the levels,
and provide the closest thing on offer to a welcome
break.

The
level 1 boss arrives in town.

The
sad thing is, of course, that it's different to
see what DDP3 could lose by
making itself a little more accessible. The shmup
ultra-fanboys sneer at using more than one credit
to finish these games anyway, so a
limited-but-incrementing credits system wouldn't
upset them any. Having to earn a glimpse
at the later levels rather than blithely
continuing through them is going to encourage
less hardcore players to play shmups properly,
increasing the chances of them developing a
liking for the genre and therefore buying more
shmups in the future. And for wusses who just
want to see all the graphics they've paid for,
there's always No Bullets mode.
This is a feature DDP3 does share with
Raiden 3, and seems to be a fairly new and
interesting innovation in the field. No Bullets
mode does exactly what it says - takes you
through the whole game, with all the scenery and
enemies of the normal mode, but with the crucial
difference that none of the baddies are allowed
to shoot at you. Which is a really novel idea,
and useful if you just want to learn where
enemies are going to appear and practice
maximising your combo scores, but if you think
about it is a rather morally-dubious notion - in
No Bullets mode, DDP3 is less a shmup, more a
genocidal warcrimes simulator.
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The sharp
difficulty hike on the third level is a
standard coin-op trait, of course, and
it's here that DDP3 really betrays its
arcade roots. There's none of the
structural sophistication of Gradius
V or Raiden 3
here, no incrementing credits system to
reward players for persistence or skill.
You're on Free Play from
the start, so if you take one look at
Stage 3 and think "I'll never beat
that", you can just use the infinite
continues to buy your way right to the
end of the game, in which case the whole
thing will be over 20 minutes after you
took the plastic wrapping off the box.
It's odd that, with such a
tried-and-tested system available for
extending the play life of this type of
game, so many choose not to bother with
it, and invariably suffer in reviews as a
result. It's easy to say that players
should just have the discipline to resist
using infinite credits, but when the
difficulty is this forbidding it's hardly
a surprise that most people aren't
prepared to even try to achieve the
superhuman skill required to do things
the hard way. DDP3 doesn't even offer a
traditional Score Attack
mode in compensation (there is a
fantastically complex, deeply
customisable "Simulation
Mode" which performs a
similar task, but in a terribly
convoluted and unfocused way), and the
general impression the game gives is that
it isn't the least bit interested in
appealing to anyone but the most diehard
shooter buffs.
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And so concludes our brief look at just one
of the many directions the shmup has evolved in over the
last few years. Notionally, to the casual eye, Dodonpachi
Dai-Ou-Jou and Raiden 3 are in
essence the same game, but they're really as different as
Outrun 2 and Gran Turismo 4,
which both merely happen to be loosely about cars.
There's a whole wide world of incredible variation within
the genre, which is largely done a great disservice by
the gaming media, and the fact that publishers like Sony
actively try to prevent games like this being
brought to the West is criminal. Sadly, DDP3
isn't one of the shmups that either has had or is about
to have a budget-priced Western release, but there are
(belatedly) enough out there now for even total novices
to start investigating the treasures of this
mostly-ignored gaming niche.

Try Psyvariar,
try XII Stag, try R-Type Final (widely available in bargain bins
and secondhand shelves nationwide - your reporter saw it
in his local MVC for £4.99 brand new
this week), try (obviously) Gradius V,
try Mobile Light Force 2 (aka Shikigami
no Shiro), try Castle Of Shikigami 2,
and try Raiden 3 and Giga Wing
Generations and Dragon
Blaze and
Homura when they come out here in a few weeks. None of
them should set you back more than a tenner or so. (Don't
try the PAL releases of Strikers 1945, Gunbird
2 or Steel Dragon Ex, which are
crippled by either the unforgivable lack of high-score
saving or, in the latter case, the sort of appalling 50Hz
bordered PAL conversion we all hoped we'd seen the last
of in about 1996.) Every one of them - and even flawed
games like DDP3 - will bring you the sort of breathless,
old-school adrenaline rush that made you like videogames
in the first place but thought they didn't do any more.
But beyond that initial thrill, they'll also pay back
every minute of effort you invest in them, in spades.
Or, y'know, just buy 50 Cent: Bulletproof, and damn us
all to Hell.
Score
out of Five:
  
Stuart
Campbell
WoS
Another
'Campbell Special' and much appreciated here it
is too.. thanks Stuart. The PS2 has now
officially taken over the crown of 'shoot'emup
fans console of choice' from the Saturn now that
it has four excellent Cave conversions (This
game, Mushihime-sama,
ESPGaluda and Ibara)
as well as a whole host of other great games
mentioned by Stuart above. So if you haven't yet
done so, what are you waiting for? Get yourself
an import-capable machine and start importing
shmups! Mike
B
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