It's difficult to put into words just
what a heart-warming piece of
software this is. Irem have chucked
the kitchen sink, all the crockery
and most of the tiling and pipes into
it, and come up with a monster of a
game which will keep you occupied for
weeks, but is instantly accessible
and offers something to do even if
you just want to dip into it for half
an hour at a time. It's all-new, yet
contains enough little nods and
references to the previous games that
it feels like a properly-connected
evolution of what's gone before. It's
lovely.
In addition to the basic main game,
which we'll come to shortly, there's
a whole bunch of extra stuff tucked
away in R-Type Final - in fact, in a
lot of ways it's kinda like a Gran
Turismo take on the
scrolling shmup. There are over 100
differently-weaponed ships to collect
and use, each of which can be further
customised with variations on the
trademark R-Type weaponry like the Force
energy shield and the Bit
support drones (as well as painted
your favourite colours). You can swap
fighters from your "garage"
between stages to choose the one best
suited to a particular level, or if
you're hardcore/purist you can stick
with a single ship for the whole game
and learn its strengths and
strategies inside-out.
As well as extra craft, there's all
manner of "gallery"
material to collect too, from simple
artwork to technical and historical
data about the sinister Bydo
enemy, and it's rare that you'll have
a game without unlocking something or
other new to look at or play with.
There's also a score attack mode
pitting you against individual
stages, there are different routes to
take through the game - uncovering
new levels depending which way you go
- and finally there's a bizarre
"AI Battle"
tournament game, where you go
head-to-head with other R-series
fighters (either against the CPU or
another human), programming in your
ship's attack and defence strategies
in advance, then just sit back and
watch the outcome.
But it's the main game that really
matters, and it's the main game where
R-Type Final really shines.
After
a low-key first stage with only a few
baddies and some gloomy dark grey
scenery, things start to open up in
the swampy second level, with
underwater sections, giant plant
enemies and a really odd boss
resembling a boxing punchbag. But
it's in Stage Three
that R-Type Final bursts into
glorious life, with perhaps the
single most impressive level seen in
any scrolling shmup to date.
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"Ah... ah... ah...
ACHOO!"
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"Sorry mate, you're not
coming into the club
with heavy assault weaponry.
Rules."
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It's the classic
R-Type "giant
spaceship"
stage, with a gigantic boss
craft bearing a noticeable
resemblance to the one from
the very first game, but with
all manner of extra stuff
bolted onto it. As the
stunningly-rendered monster
ship cruises low at night
over a busy city (cars in the
streets below diligently obey
traffic lights even as the
titanic life-or-death
struggle is played out just a
couple of hundred feet
overhead), you have to fly
all around it, destroying the
superstructure, defence ships
and general debris, while
avoiding both secondary
dangers like engine exhausts
and tractor beams, and the
gun emplacements which
bristle from every inch of
its surface. It's a massive
task, and you'll get your
arse handed to you in a
gift-wrapped box many times
as you learn the ship's
movements (there are never
any moments where you get
killed by something you
couldn't possibly have dealt
with, but your chances do
improve a lot after a few
practice runs).
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R-Type
Final brings us the ultimate
incarnation of the
infamous mothership boss.When
will he learn eh?

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The feeling of finally
dispatching this behemoth
into oblivion is sheer
cathartic joy, and from then
on R-Type Final
is on Easy Street. The next
level is another beauty, an
inventive assault from the
inside on a Bydo-infested
tower-block research lab,
culminating in a boss that...
well, let's not spoil all the
surprises for you. Suffice to
say that you're not done
meeting old friends and their
descendants yet, by a long
chalk. (Incidentally, the
very last boss has one very
small irritating aspect which
isn't really in keeping with
the game's spirit, so here's
a small hint for it: keep a
very close eye on your Beam
weapon's charge
bar.)
Another of RTF's heartening
qualities is that it's not
afraid to be hard. At the
default middle difficulty
setting (of five) they'll be
mopping you off the walls
with a sponge at regular
intervals, and the game's
uncompromising challenge is
reinforced by the fact that
you get just seven credits
initially. (Though after the
first time round, the number
gets generously bumped up to
14, which should be enough to
take you through the seven
main stages after a little
practice at normal
difficulty, and the lower two
settings are easy enough to
be accessible to the
rampantly drunk or just plain
terrible player - at "Baby"
level, for example, the
enemies are less
well-armoured and you get to
keep all your weaponry when
you die, though the tradeoff
is that you don't get an
ending sequence when you beat
the last stage.)
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It's also not afraid to be slow-paced
(though it switches adroitly between
intricate, mazy stages
that you have to pick your way
through inch-by-inch and frantic all-out
dogfighting, and also
between levels featuring mostly
organic enemies and then big
metal robot ones),
or to suffer from quite frequent
slowdown, or have music so
insignificant (certainly in the
earlier stages) that without going
back and checking I couldn't actually
tell you with any certainty that
there was any.
Its only real concessions to the
modern age are the impressive
graphics (while the screenshots on
this page make Final look very much
like the earlier 2D games, it's
actually very 3D visually, though the
gameplay is still strictly in the
flat plane), the huge array of
unlockables and, above all, the
phenomenal lighting effects. Firing
the "DOSE"
superweapon (which charges with every
bullet or enemy absorbed by your
Force, and which you'll be lucky if
you get to fire once every two
stages) in the middle of the
giant-battleship stage unleashed the
most extraordinarily beautiful
pyrotechnic display this side of Tempest
X3's secret "Trippy
Mode", and almost brought a tear
to this old writer's eye. Combined
with what can only properly be
described as the game's choreography,
the overall artistic effect of the
game is, for want of a less
inappropriate-sounding term,
practically balletic. (Fittingly, the
codename for mankind's final mission
against the Bydo is Operation
Last Dance.)
But what really matters about R-Type
Final, and what its developers have
thankfully spent most of their time
concerning themselves with, is the
gameplay. This is a thoughtful,
studied and painstaking refinement of
the 17-year heritage
of the R-Type series,
expanding it massively in depth terms
while evolving it only slightly,
because if ever a game's core play
dynamic wasn't broke and didn't need
fixing, it was R-Type's. If this is
truly to be the series' headstone,
it's an exquisite memorial carved
from the finest black marble, with
the inscription picked out in diamond
dust. For less than £20, go and pay
your respects.
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Score
out of Five:
   1/2
Stuart
Campbell
WoS
| Ahhh..
R-Type Final. The game that actually
got me off my arse to go out and
finally buy a PS2. The first truly
excellent shoot'emup for the system
and still its best
horizontal-scrolling shooter, just
pipping Gradius V due to it's
incredible depth and lasting appeal.
Plus its gorgeous luminescent visuals
and trippy explosions and particle
effects put a huge lunatic grin on my
face every time I play it. The
passion shown here in the design and
development of R-Type Final is
astounding. Did Irem really have to
put 101 different collectable
fighters into the game? No they
didn't but they did because they knew
we'd love them for it. Thanks Irem
and goodbye R-Type.. it's been a wild
and crazy ride. So long and thanks
for all the fish. And the side-pods. Mike |
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