Review: Sine Mora lights up the PS Vita as one of the year's best downloadable games
3 December 2012
Excerpt: Another reviewer checked out Sine Mora for the PlayStation 3 a few days ago, and they came away with about the same level of awe that I did – Digital Reality, pairing up with Grasshopper Manufacture, managed to reinvigorate the long-standing "shmup" genre with a fresh twist of its own, adding the ability to slow time in certain spots to the player's advantage.
Review: Sine Mora delivers bullet hell bliss, moody themes, and sick dieselpunk style to PS3
29 November 2012
Excerpt: Over the past several years we’ve seen a number of great shoot ‘em up games. It’s obvious that the genre isn’t dead, and developers continue to turn out rewarding takes on this classic style of gameplay. That said, no 2D shooter in recent memory attempts to take as many risks as Sine Mora . The project, which was developed by Digital Reality and Grasshopper Manufacture, ultimately succeeds, and it’s because most of those risks pay off.
Excerpt: Admittedly, when we received the low-down on Sine Mora, we smirked a little. The marketing embellishments of both “diesel-punk shoot em up” and “casual friendly” seemed like a stretch. And while it’s no genre trailblazer, it’s a game that weds one of Japan’s zaniest and most creative game developers with a Western team that’s created a gameplay homage to one of the most niche genres around.
Pros: Unique presentation, Fun and challenging, Memorable boss fights
Cons: Incoherent story mode, Some cheap environmental deaths, Don’t believe the “casual” label
Summary: I’m torn by " Sine Mora ". It looks stunning and the core gameplay and controls are really tight, but it’s just too hard and asks too much of the player. For the casual shooter fan, it’s impossible to get past the first few levels, and that makes the goodwill you get from the style worthless, as you won’t be able to see the rest of the game.
Summary: “Five more seconds, five more seconds—c’mon, just five mor—ARGH!” A rigidly strict shooter set amidst a fluctuating cloud of random power-ups and chameleon-like bullets, Sine Mora is at once infuriating and addictive. A jumbled story with more heart than coherency forms the foundation for a Story Mode ostensibly for genre newcomers but ends up exasperating in its ‘gotcha!’ tricks and dependency on luck.
Conclusion: Sine Mora is not only a breath of fresh air from a developmental perspective, adding new ideas to a old, yet ofter over-used genre, but it’s also fun. Few games nowadays manage to look good, play well, and still offer a level of enjoyment on par with games that haven’t existed since the Nintendo 64 era, but Sine Mora manages it. And for 1200 MP on the XBLA, I can’t recommend it enough.
Excerpt: Sine Mora is a divided product of strong component parts and ideas that don’t always live up to their full potential. It plays like an entry-level shmup with the desire to capture whatever segment of the audience ignores the typified “bullet hell” entries and traditional shmups. It presents an alluring art style by way of Grasshopper Manufacture and an uncharacteristically muted soundtrack from one of the industry’s finest – if not the finest – composer in Akira Yamaoka.
Excerpt: The 2D shooter genre has been around for a long time. It became popular with simple mechanics, easy-to-learn controls, and over the top attacks. Digital Reality and Grasshopper Manufacture have decided to revisit the classic shoot 'em up genre with Sine Mora, showing us that even an old dog-fighter can learn new tricks.