 

'Set lasers to
maximum bend captain'.


A friendly Bacterion
Mothership
pops in to say hello.. again

The
'windscreen-wiper' bendy lasers in action against
some weird bio-organic suns.. yesterday.

An evil Bacterion
war-machine fails completely to hit your ship due
to the slight flaw of having a blimmin' great gap
in its lasers

Dispatching a boss
is just like the 4th of July, in your room, on
your telly..

Beware the brain!
Well in this case, like previous Gradius games it
doesn't actually DO anything..

A nice example of
the directional Type II options lasers in action
against a persistent Mothership

The good old
bio-organic level in homage to Salamander,
except in this one the walls move in and try to
squish you

A level which in
fact I have never seen, thus a caption which is
rather pointless. Sorry.

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ONCE
MORE INTO THE BACTERION FRAY, DEAR FRIENDS..
Konami's
last stab at the Gradius
franchise was to all intents and purposes a
rather soulless and unambitious attempt to
re-hash and re-package the classic Gradius
formula on new generation hardware. And that's
exactly what it did, namely give us graphically
tarted up versions of levels we'd already played
through in the first three games, with absolutely
no new innovations to counter that sinking
feeling of deja vu most players felt on
attempting to play it. Gradius IV was an
ill-conceived exercise in player frustration,
highlighting the dated nature of a power-up/restart
system that now seemed even more unfair
than ever. Dying in shooters is never much fun,
but Gradius IV rubbed it in your face, dumping
you back half a level then stripping you of all
power-ups and speed, and leaving your ship with
the defensive attributes of a house brick, a
practically impossible situation to recover from
on later levels. Debuting as it did only a couple
of years after the definitive 2D Gradius game -
the Playstation-only Gradius Gaiden - fans were aware that the
series had actually devolved, leaving IV looking
like a rather pointless footnote in the Gradius
canon.
So what makes a game like Gradius Gaiden
great and one like Gradius IV
er.. not? Well Gaiden has a lovely feel to it,
some superb weaponry - some familiar, some brand
spanking new - spread across four different
selectable ships, great and inventive level
designs which were densely challenging but still
gave you the necessary 'space' to get through
unscathed, and some of the best 2D art direction
ever seen in a shooter. Gradius IV, with its
fancy textured polygon pseudo-sprites had far
less character, your ship was particularly bland,
its levels were over-crowded and 'fiddly'.. it
was just too hard to be enjoyable.
Enter Treasure, famed Japanese
purveyors of the 'alternative' video-game. Now I
don't profess to liking everything these guys
ever produced, and I know a lot of people were
never that happy with concepts like the
'colour-changing' system in Ikaruga, complaining that it
actually got in the way of the fun aspects like
actually blowing stuff up. Well all those people
now at least have something to be
thankful for. Because it's official. Treasure
have made Gradius cool again.
INCREASING YOUR OPTIONS
When you first fire up a game and enter the now
famous Gradius 'weapon array'
select screen, along with the iconic and familiar
weapon systems such as tailguns,
doubles, lasers
and shields you'll notice an
initially bewildering array of options for
your..er.. Options aka Multiples.
Unlike in previous Gradii they
are now fully configurable to the degree that you
can not only choose their attributes during the
pre-game weapon select screen but also have a
certain degree of control over them during the
game itself via the R1 button
(more on that later.) Let's see what they are
then:
Option Type I -
FREEZE - Closest to the
original multiple system. Follows the
main ship but can be locked in position
with R1. Fires a Pulse Laser.
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Option
Type II - DIRECTION
- This is probably the most radical new
option system. Can fire in multiple
directions and can be aimed in 360
degrees around the ship with R1. Fires a
continuous laser stream.
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Option
Type III - SPACING
- Can be spread out above or below the
main ship at various intervals. Fires a
Pulse Laser.
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Option
Type IV - ROTATE
- These options just spin around your
ship in a defensive manner. Fires a
continuous laser stream.
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The Option systems
are all quite radically different. The closest to
the 'classic' Gradius option system is Type
I, which is basically your bog-standard
'follow-and-forget' multiple formation of Gradii
of old, with the updated ability to 'lock'
multiples in a particular position relative to
your ship by holding down the R1 button, very
useful when applied to boss 'cores' if you string
them all in a line to concentrate firepower. If
you are anything like me you might end up
sticking with the first one you get the hang of,
which in my case was Option Type II.
This system lets you sweep a continuous stream of
'bendy' lasers across the screen through 360
degrees when holding down R1, cutting
through 'popcorn' enemies like the proverbial
knife through Golden Churn. Extremely satisfying
and visually appealing as this is however it's
really quite un-Gradius-y if you think about it,
removing a lot of the skill from the good old
traditional method of actually aiming at enemy
targets with your forward firing lasers and
bombs. Plus it can get fiddly when trying to
pilot the Vic Viper through
narrow passages at the same time as attempting to
rotate your directional fire at targets, kind of
like patting your head and rubbing your stomach
at the same time. The last two option systems are
possibly the least useful of the four. Type
III can be spread out above or below
your ship at various intervals should you so
desire to have your firepower strung out in this
way across the screen. Type IV
gives you spinny options that circle your ship in
a slightly dizzying manner, presumably to act as
a defensive ring against oncoming enemies, though
I can't confess to actually ever using them much.
Especially as given, for instance, the remarkable
propensity for screen-wide destruction available
to you through Type II's 360 degree directional
firing arc, the less than astounding ability on
pressing R1 to make them spin in the opposite
direction comes as rather an anti-climax.
DESTROY THEM ALL
Right so you've got your weapons and multiples
sorted. Let's have a look at the rest of the game
shall we? The first thing you'll notice is how
amazingly good everything looks compared to Gradius
IV. The first level, a stunning orbital
vista visually echoing Treasure's magnum-opus Ikaruga,
pulls of the feat of containing some of the
finest imagery yet seen in a traditional
shoot'emup, while still managing to look like a
Gradius game. Detailed futuristic gun-turret
encrusted scrolling backgrounds? Check. Pesky
laser spitting Mothership sub-bosses? Check.
Gorgeous incandescent scarlet flaming suns a la Vulcan Venture? Check. Large, improbable
multi-pronged boss graciously flaunting its
shootable core and with ill-measured defense
system leaving just enough small gaps for you to
survive? Check, most definitely.. And it all
looks so damn fine superimposed as it is over
impressive, swirling polygon backgrounds. The Vic
Viper has never looked as good as it
does here. Indeed throughout the whole lovingly
crafted package it's obvious Treasure love and
cherish Gradius as much as we do. Gradius V also
boasts a rousing soundtrack by composer Hitoshi
Sakimoto, of Radiant Silvergun
and Final Fantasy Tactics fame, which highly
sucessfully distills and remixes elements of the
famous tunes of old into something distinctly
epic and more contemporary.
It's on losing a life, however, that the game
reveals a subtle but extremely important change
from previous games. Instead of robbing you of
all your collected power-ups and then plonking
you back several screen to a 'restart
point', your new 'life' respawns where
you died, and your Options remain on screen where
they can be grabbed during a brief period of
immunity. You do still lose your weapons such as
lasers, missiles etc, and your speed, but your
all-important chums Multiples A-through-X
depending on how many you managed to grab before
your unfortunate demise are there for the taking.
Gradius V wants you to favour the Option as the
preferred vehicle of your victory over the Bacterion
scum, with your other weapon systems being
relegated to almost secondary importance. It's
therefore a better strategy to collect, along
with your first basic speed up
(although the main ship starting speed in this
game has been tweaked to not actually be as all
crippling after dying than it used to be) as many
Option power-ups as soon as you possibly can. The
other stuff can wait.
Re-spawning with invincibility and the ability
to grab ex-power up items left onscreen is of
course not a new idea, Raiden for
example has done it for years, as did this game's
half-sibling Salamander 2, but
it's the first
time we have seen it in Gradius. Hard-core
Gradius fans might bemoan it saying it takes away
a lot of the challenge, and indeed the bane of
this system, players re-spawning then 'sitting'
on a boss and causing it maximum damage while
invincible, only to escape to safety just as they
are about to become mortal, is tempting later in
the game, but I'd say this is a good trade-off
for the restart point frustration hell of Gradius
IV. Plus if you really should desire, you can
always turn it off and revert back the the
restart system of old.
SHOOT THE CORE
The other important change here is that of the
reduced 'hit-box' on the Vic
Viper- it will now only be destroyed by collision
with the central body of the ship and cockpit.
This is actually quite noticeable during the
rotating 'laser attack' pattern of the first boss
when you'll see your ship's nose-cone quite
happily taking up the same space a great hulking
laser beam. Again purists will argue against such
a feature but as I'm getting old and my eyes (and
motor neurones) aren't really up to pixel perfect
maneuvering any more it gets a thumbs up from me.
It's almost as if Konami/Treasure knows that
Gradius fans are getting on a bit now.. bless
'em. Lastly, Gradius V has finally implemented
the ability to 'roll-over' your
ship speed ie activate enough speed levels and
your counter resets to the default speed. This
might seem very minor but its something I've been
wanting to see in Gradius for years - I remember
all too well the frustration of upping my ship's
velocity in order to survive the fast laser
attacks of many a Gradius boss, only to smack
un-heroically into the scenery at the start of
the next stage because my ship was too fast and
there wasn't a damned thing I could do about it.
Another change for the greater good then.
The kind folks at Treasure have also given us a
number of other welcome features. One of the best
is the high-score save system which now saves
your initial credit's score should you choose to
use continues, ignoring the scores on subsequent
credits, meaning all scores entered are
comparable in starting from round one and not
some later stage in the game. Initially the game
gives you a paltry 3 continues (credits) but this
increases with play (I'm currently on 7 and
admittedly still haven't completed the game).
Also here are stage select options allowing you
to instantly jump to and practice any level you
have yet reached, with infinite continues,
although the game ends when you finish that
stage. There is now a score attack mode providing
verifiable passwords for high score competitions
and five levels of difficulty from 'very
easy' to 'very hard',
with the game keeping track of high-scores for
each seperate setting. Later you can unlock a 'Weapon
Edit' mode which does exactly what it
says on the tin, namely edit and experiment with
different weapon and Option set-ups till the cows
come home.
YOU NEED MORE PRACTICE
Ultimatetely Gradius V is a much
more forgiving game than its predecessors, which
is not to say it's soft, it just wants you to
actually have a good time playing it. You do get
auto-fire now and the separate main fire and
missile buttons of the older games are now mapped
to one button, relegating the need to hammer or
hold down two buttons at the same time to the
annals of history. It may at first appear to be
one of the easier games in the series, and in
fact veteran Gradius campaigners might well want
to crank the difficulty setting from 'normal to
'hard' but for us mere mortals who want to
actually see a decent chunk of the game's eight
levels this should be perfectly fine. The game
has a well-judged difficulty curve with
the fairly straightforward introductory nature of
the first couple of levels culminating in an
unexpected 'boss-rush' paying
homage to several familiar faces from earlier Gradius and Salamander games. Bosses here though don't
aim to eradicate you in a matter of seconds with
attacks impossible to evade unless you knew they
were coming (as in Gradius IV) but give you a
fair chance by usually warning you in advance, so
if you die it's generally your own stupid fault.
And if you do die, not having to face the
inevitable slog back to the point of your death
sans power-ups is very welcome indeed. Later
levels up the difficulty considerably, and
include tricky uppy-downy vertically scrolling
bits, but still seem eminently beatable, given
time and practice of course. And the extra level
control you can exert over your Options leads to
a renewed appreciation of the little buggers,
especially when stacking a full compliment of Type
I multiples into an impenetrable line of
laser death against a boss or synchronously
arcing an array of pulsating Type II 'windscreen-wipers-of-doom'
across the screen with one deft flick of the
D-pad.
This could well be the very last Gradius game
ever as although critically acclaimed and given
the luxury of a Western release in North America
and Europe as well as Japan, Gradius V's sales
were apparently not up to Konami's expectations,
a situation probably not helped by the strange
decision by Treasure not to release the game in
arcades due to 'time constraints'. If so I would
probably say that it's a fitting finale to a
much-loved classic series but I've used this
cliche far too much previously on 'Destroy all
Monsters!' so I won't. Gradius V
is a majestic game (if falling ever so slightly
below the ridiculously deep and feature-packed R-Type Final in terms of long-lasting
appeal among PS2 shooters) and I love it dearly
but I'm not sure I love it quite as much as my
old mate Gradius Gaiden.
Score
out of Five:
   
Mike B

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