Crazy German name, check. Story that
can justify you fighting any kind of mechanical or biological enemy,
check. One vs. thousands theming, check. Pre-flight checklist complete, must be a shoot-em-up!
Starting up Soldner-X, I could
immediately tell it was made by Eastasiasoft and Sidequest studios,
the same people that made Rainbow Moon. It shares some assets with
that game, including a few fonts. The style is also similar, with
many of the enemies having a very sprite-like appearance despite not
actually being sprites (or maybe they are HD sprites, I dunno). I think it is because they have some small
bits of animation to them that loops, much like a classic sprite.
Soldner also features multiple pop-up tutorials to teach you it's
many systems, just like Rainbow Moon. And by that I mean that they are the exact same boxes.
Soldner is one of the hardest 2d
space-ship shooters I've ever played, and I feel like I am pretty
good at them. I can hold my own in Ikaruga, Philosoma, R-Type, and quite a few others. Soldner has been carefully designed to put it on par with games
like that as far as difficulty goes. I started playing on normal
mode. After about 5 attempts, I pushed the difficulty down to easy.
Then I went down to very easy. Even with earning a few extra
continues along the way, I think it took me a few tries to beat the
game on very easy, which is where I recommend everyone should start.
Then I went back to easy and was able to beat that in a few tries. I
never beat normal mode. This all took 27 tries and over 20 hours (estimated).
Soldner sets itself apart from your
typical shooter mechanics with a few neat systems and ideas. One of
the most noticeable is the chain system. Killing enemies with the
same weapon builds up a chain meter. Once full, you gain a chain
level if you switch to another weapon. Completeing multiple chains in
a row releases power-ups. You need power-ups bad, so following this
chain system is really important to keeping a good flow of power-ups
coming your way. This system is easy to follow even for a beginner
because there is a helpful chime that tells you when to switch
weapons. This system really gives Soldner a different feel than other
shooters, and since there are so many shooters in the world, you need
something different to hold your attention. There are a few odd
quirks to this system though. If you want to keep using the same
weapon and still build your chain meter, you can simply switch to a
different weapon when the meter is filled and then switch right back
to the first weapon. This is tempered by the fact that your weapons
overheat if used too much. It's also weird that when you gain a chain
level that will release a power-up, you don't automatically start a
new chain, you have to switch weapons to manually release the
power-up and get the new chain started. This can mess up the flow a
bit if you forget to do it.
Soldner is also different than other
shooters in that it has a lot of different power-ups, including some
very clever ones, such as weapon protection, which keeps your weapons
powered-up in your next life if you die. This is really important as
getting downgraded from throwing out hundreds of bullets to a
pea-shooter is frustrating and can lead to a chain of deaths. It's
reminiscent of the way you could keep weapons powered up in Philosoma
by manipulating what weapon you had equipped when you died. There is
also an armor piercing shot power-up that makes you do normal damage
to heavily armored enemies that take very little damage from your
normal shots, a cool-down power-up that stops your weapons from
over-heating, and bad power-ups that give you de-buffs, including a
particularly evil one that kills you outright if you pick it up!
Soldner has another great mechanic
giving it a unique feel: beserking. When your health gets low, you
enter beserk mode. You take half damage and deal out double damage.
This makes most deaths very dramatic as you become extremely powerful
right before you die. This often allows you to finish off a mini-boss
or blast through a difficult section and is a tremendously great
idea. It would fit right into almost any video game. I'd love to see
the same thing in more games as it is really fun. One more thing,
Soldner also shows you how much damage you are doing in the form of
RPG style hit point numbers bouncing off enemies as your shots hit
them. Genius, I love seeing that in a shooter setting for the first
time.
The Soldner X fighter has 6 weapon
systems it can use. You always have the standard rapid-fire shot and
the lightning shot, which can hit multiple enemies at once but does
less damage. You can also pick up a few more powerful weapons in some
levels. Rather than overheating, these weapons have limited ammo. You
can get a very-short range flamethrower that does massive damage and
a powerful laser shot that arcs in an interesteing firing pattern.
You can also hold one traditional bomb, which blows up in a wide
radius (but which does not destroy bullets like many bomb weapons
do), and up to five rockets. If you equip your rockets, holding down
fire causes them to lock onto the enemy on-screen with the most hp.
Releasing fire launches the rocket, which then heat-seeks it's way
around the screen to the target. If it hits, it does massive
bomb-like damage. Some enemies are equipped with these rockets too
though....
The game constantly encourages you to
find hidden keys in its levels, promising some kind of cool unlock if
you find a majority of them. These are carried by enemies or hiding
in destructible objects and out of the way spots. I won't spoil what
you unlock, but I'll say that it is very, very worth getting.
So those are a few of the things that
make Soldner X different. Beyond that, it is a very standard
horizontally-scrolling shooter. The d-pad is move, X is fire, square
is use bomb, and L1 and R1 cycle through your weapons. The enemy
design and backgrounds also include a lot of things you have seen in
other shooters. Some enemies, especially the more civillian and
military looking enemies, look almost exactly like some designs from
R-Type and Philosoma to me. There are a few really cool and unique
designs among the more standard stuff. A few bosses stand out in
particular as being either unique or a nice homage to some famous
bosses from other games. The Soldner X fighter that you control is a
great design too. The story, which is told by some terribly written
mid-level text over nice art pieces, is almost exactly the same are
R-Type (an evil force in space is corrupting everything).
Surprisingly, the ending to the story is quite good.
Soldner's music is also quite good. It
too seems to be homaging some famous shooter music. One amazing track
sounds very similar to a track from the game Phalanx (which is hidden
on the disc with the PS1 game Zero Divide). And if I remember right,
the Phalanx level with that track has you shooting down asteroids
just like the Soldner level does.
My only real complaint is the presence of some cheap deaths when you re-spawn into solid objects. You have a few seconds of intangibility when you re-spawn, but it's still easy to get stuck inside an object and instantly die during some crowded sections. This is really frustrating as you need every life you can get. It's also hard to succeed when you re-spawn without a lot of firepower in a really hard section. This can cause multiple deaths in a row. The game will often drop you some free power-ups if this happens, but not enough to get you back to full strength if you were really powered-up before.
My only real complaint is the presence of some cheap deaths when you re-spawn into solid objects. You have a few seconds of intangibility when you re-spawn, but it's still easy to get stuck inside an object and instantly die during some crowded sections. This is really frustrating as you need every life you can get. It's also hard to succeed when you re-spawn without a lot of firepower in a really hard section. This can cause multiple deaths in a row. The game will often drop you some free power-ups if this happens, but not enough to get you back to full strength if you were really powered-up before.
Soldner looks very much like a
standard shooter, but actually playing it gives you a different feel
than most games because of all the unique features built into the
game. Standard features, such as enemy patterns and boss fights, are
also superbly designed. Enemies move in quite dastardly ways to try
to get hits on you, and boss fights are slug-fests against dynamic
foes with some interesting attacks and patterns. Soldner stays fun
whether you are fighting hundreds of tiny ships, dodging mines,
taking on a trio of mini-bosses and their entourage, or navigating
deadly cave walls or asteroid fields. A lot of tiny tweaks to the
standard formula make for a great game, tier 3. Just don't expect to
be able to beat it on normal mode without putting in a few dozen
hours. It's disturbing to think that there are 3 difficulty levels
above normal....
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