Excerpt: What was I supposed to think? Can you imagine the ambivalence I felt when I heard a new R-Type game was coming out, but it was to be the last? Even as I excitedly started up the game, I thought to myself: This is the end. “This last song is dedicated to all the lovers…” For the uninitiated, R-Type is a series of games dating back to the late 1980s, which, from its inception, was always completely indifferent about being different.
Conclusion: And blowing things up is a big, big part of the R-Type Final experience. The controls handle much like that of the game’s predecessors, as players are able to adjust the speed of their ship, select between rapid fire and a high-powered shot that needs to be charged before firing (up to three levels depending on your ship), and, of course, using your ship’s force orb.
Excerpt: There is at least some truth to the cliche that you can't teach an old dog new tricks. However, just because the dog in question can't learn something new doesn't mean he can't take what he already knows and do it a little better. R-Type is one of the venerable "old dogs" of the space shooter genre (known lovingly as "shmups" by the hardcore fans), a franchise that's been around seemingly forever.
Excerpt: I write this having spent (wasted? spent? wasted? spent?) an entire sunny August Saturday playing R-Type Final . During this time the game has made me seethe with anger, curse the developers, and even question my very interest in gaming itself. Yet once I had completed it (after God knows how many continues), I headed straight back to the first stage just to unlock the secret levels and finish it all over again for the extra endings.
Excerpt: R-Type Final is one of those games that you either love or hate. For me, I love to love its 100+ fully customizable ships. On the other hand, replay value, aside from playing through the game with new ships, is scarce. Again, though with five difficulty settings, ranging from baby (very easy) to R-Typer (expert), it is hard to not up the ante.
Excerpt: R-Type Final adapts a 3D world to a 2D gameplay style, and it does it rather well. It allows the camera to move freely to different angles while maintaining that 'flat' feeling of flying from the left side of the screen to the right. The visuals are pretty stunning, with enemies, lasers and explosions flying around the screen nonstop.
Excerpt: But though years had gone by and the desires of the general public had passed into new things, smaller companies came to realize that maybe there were just enough gamers who remembered and loved the old ways that games could be made for them without it being a financial black hole. That though maybe the sales charts wouldn't be set ablaze by the rapid climb of their game to the number one spot, enough fans would go to the trouble of acquiring it to make it a worthwhile...
Excerpt: There are only two reasons, as far as I can tell, for anyone to not like R-Type Final . One is simply not liking shooters. That's okay. It's clearly indicative of some kind of deep moral failing on your part, but it's okay. The other is that you might object to how it plays, or, specifically, how you die. One of the characteristics of the R-Type series, all the way back to the beginning, is that it doesn't subscribe to the "rack 'em up" school of shooter logic.
Excerpt: Plenty of reviews for R-Type Final will doubtlessly open up with fond recollections of how the earlier games in the series whisked old-school gamers off to a realm where the traditional side-scrolling 2D shooters meant outrageous difficulty levels, patterned boss fights, and wildly imaginative locales. I'm not going to do that, since I've already done so in countless news stories and relayed press blasts about the status of R-Type Final leading up to the game's release.