Deathsmiles Review

Rictus Grin.

Version tested: Xbox 360

It started with Defender. Eugene Jarvis' dastardly shoot-'em-up was the first videogame to wear its difficulty on its sleeve, just as players would wear its mastery as a badge of honour following its October 1980 release. Defender divided gamers into two camps: those who played games for pleasure and those who played games for prestige. Soon after its release, it was taking 150 million quarters a week across the US from those hoping to bask in cathode ray kudos.

It's a tradition that Cave, Shinjuku's premier boutique shoot-'em-up developer, picked up 15 years later. The company's work with the Donpachi series established its own devilish sub-genre, 'bullet hell'. For years, Cave's precise, inimitable games have challenged the best arcade players to pick their way through squalls of pixel chaos. Those who manage to do so in a single credit are gods among men; their high scores are numerical read-outs of prescient hand-eye co-ordination and the ability to plot a route to victory through a curtain of pandemonium.

More recently, with the decline of the arcade, Cave has been attempting to find ways to serve a less twitch-proficient audience, both by way of its iPhone ports and this, the first of the company's arcade titles to be released in Europe in a box. Deathsmiles, which debuted in arcades in 2007, is a horizontal shoot 'em up that manages to serve both types of player that Defender split apart: those who play the game for pleasure and those who play it for prestige.

Its solution is simple. Each of the game's eight stages can be completed at one of three 'ranks', difficulty levels that can be adjusted on the fly as you move between levels. For those who want to play simply to make it to the credits in one piece, the challenge can be reduced to make the game suitably accommodating. But lowering the difficulty level of a stage also reduces the amount of points on offer, ensuring that those players who want to play for the awe and respect of their peers are provided with a suitable challenge.

Increasing the difficulty of a stage results in more than just speeding up bullets and heightening their density on screen. Entire enemy attack patterns are modified depending on which 'rank' you select, giving the game a very different feel as you slide between difficulties. Of course, with infinite continues and just eight relatively short stages, if you're to draw true value from the package, you're going to have to start to care about score attack, and it's here that Cave's pedigree shines through.

Unusually for a contemporary shoot-'em-up, there are two fire buttons, one for attacking to your character's right and one for attacking to her left. In contrast to Gradius, the stage design encourages you to use the entirety of the screen, darting forward to dodge around obstacles, or retreating from bosses. As such, enemies come at you from all directions.

As has become standard in Cave shooters, if you tap the fire button you'll shoot weak bullets but will be able to move at speed, while holding the button down will fire a more powerful shot but at the cost of manoeuvrability. Hold down both the left and right attack buttons at once and a circle will encase your character, who then auto-fires at any enemy that falls within its circumference.

The key to growing more powerful and attaining high scores is in collecting the gems that enemies drop. Catch these before they hit the ground and they will be banked. Collect 1000 gems and you'll be able to activate 'Power Up' mode, in which your character enters a heightened state of ability and your score becomes subject to dizzying multipliers. While in Power Up mode your gem counter reels back down to zero, the speed at which it empties dependent on the weapon you are using, and the key to stratospheric scores is in shooting down as much as you can while in this state.

All of the game's stages are open from the beginning, and you are free to choose the order in which you tackle them. As it can take more than a single stage to collect the required 1000 gems for Power Up mode, strategy is to be found in selecting the order of levels (and their respective difficulty level) in order that you reach Power Up state in the optimum location.

The combination of all these factors makes the spread of potential high scores gigantic, and much of the game's long-term appeal is in refining a meta-strategy in order to squeeze as many points as possible from your route. Of course, if you choose to use a continue your score is reset to zero, so the only way to play the game properly is to use a single credit, and forge your way a little further with each attempt.

Visually, Deathsmiles has the look of a Sega Saturn title, with slight waxy character sprites overlaid on jagged backgrounds. But the option to stretch the screen dimensions to fit widescreen TVs is welcome; the benefit of being able to see the action more clearly outweighs the reduction of resolution as you zoom in. The loli-goth styling is born of Japanese cliché, but the theme does give rise to some fantastic enemy designs, especially with regard to the boss characters, such as Whroom, a giant sorcerer tree who bookends the forest stage.

For Cave enthusiasts, this is a comprehensive package, offering no less than six versions of the game from the original arcade board version through to the Mega Black Label – a version previously only playable at special Cave events in Japan, which introduces a fifth playable character and a new playable area.

Perhaps of most interest is Version 1.1, in which you are also given control of your character's familiar, an R-Type orb-like creature that follows you around on screen firing its own stream of bullets. The differences between the modes are subtle, and most will be happy to focus their attention on the Xbox 360 area of the game. But Cave is to be applauded for sheer comprehensiveness.

Despite the size of the character sprite, only the glowing core at her centre is vulnerable to enemy attacks.

For the US release of the game, some slowdown was removed, much to the chagrin of die-hard fans who were now unable to compare scores attained on the Xbox 360 version with those attained on the arcade boards. This has supposedly been put back for this release, meaning that the European version of Deathsmiles is the most faithful to the original available.

As with the American version of the game, Europeans have been given their own set of leaderboards to plug into, so there's no competition to be had with Japan or the US' best players. Publisher Rising Star says this is to provide a fair start to European players, but for our top players the lack of global competition will no doubt be a disappointment.

Regardless, this is a superb horizontal shoot 'em up delivered in a sterling package. It has all of the score-attack appeal of Bulletstorm in a far more dense and concentrated form. Those able to see past the idiosyncratic, somewhat stale visuals to perceive the zeros and ones ticking away beneath the surface will discover one of Cave's finest achievements: a game that lowers the barrier to accessibility without compromising its ultimate depth, a new Defender of the shoot-'em-up faithful.

8 / 10

Read the Eurogamer.net scoring policy

Comments (38) Latest comment 1 year ago

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  • Shane86 #1 1 year ago

    I think this would sell better as an XBLA game
  • HokutoNoKen #2 1 year ago

    Deluxe edition already pre-ordered :)

    / Ken
  • Shane86 #3 1 year ago

    @HappyHaunt yeah but what are the chances of your local GAME/Gamestop actually stocking this? At least it would be promoted properly if it was on xbox live, the vast majority of its sales are going to be from online stores, from a small niche of gamers who have heard of it.
  • Beano #4 1 year ago

    "Yep I'd much rather pay 1600 points and not have a box, not have the free soundtrack, box art or manual! "

    Or it could have been released as both a download game and as a retail disk like some PS3 releases. A retail disc with all the extras/soundtrack but cost a bit more, and a cheaper XBLA release with the game only.

    Anyway, ordered this from shopto and should arrive within a few days - looks and sound like a great game :)

    EDIT: I'm just gad it's finally being released in Europe. Now, where is Raiden Fighters Aces??
    Edited by Beano at 18/02/11 @ 09:20
  • Toothball #5 1 year ago

    I want to play games like this more often, but I can never get very far with them. They tend to be better than I am. Maybe I'll get it for the shelf so it looks like I can play it.
  • roquey Verified Lead Quality Assurance Tester and Compliance Specialist, Universally Speaking #6 1 year ago

    moaning about a game being in a box when its less than half the price of most titles? are you one of these people that are never happy? one game 6 slightly different modes. your getting your moneys worth on this one.
  • mkreku #7 1 year ago

    I think I spend $100 in quarters just to reach the third level in R-Type.. once! I don't think this game is for me :p
  • Alestes #8 1 year ago

    It would have been nice to see this on PSN too.
  • Beano #9 1 year ago

  • Cheapshot #10 1 year ago

    Why do Cave never release their games on PS3? I've only got a TE stick for my PS3, shmups just aren't the same on pad. :(

    Great review, nice to see Eurogamer giving Cave shooters a lotta much deserved love.

  • Caimbeul #11 1 year ago

    Cool but the problem i have with these types of games is that they are often so intense that all you can focus on (in order not to die in 10 seconds or less) is your character/sprite and the seething mass of bullets. You and you end up missing any of the visuals because you are focused elswhere.
  • Trafford #12 1 year ago

  • stepneg #13 1 year ago

    Should be waiting for me when I get home tonight thanks to shopto and for under 20 quid you can't go wrong, everyone should get this!
  • MojoDex #14 1 year ago

    18 quid in most places. go buy it then cave will give us more love!
  • Brodie #15 1 year ago

    Only £15.99 at Gameplay. Really can't get better than that...
  • Bernkastel #16 1 year ago

    Nice review. My copy is on its way as we speak. Can't wait!
    Edited by Bernkastel at 18/02/11 @ 11:31
  • WillyWongler #17 1 year ago

    To the people who are concerned about price and availability. It's available in store at HMV under the 2 for £30 offer. So £19.99 if you get it alone and effectively £15 if you pick up another game in the offer (Deadly Premonition for example is also another niche title in the offer).

    Bargain either way.
  • kitsuneyo #18 1 year ago

    One of those games I would love to play and enjoy, but I just know I'll be terrible at.
  • TOOTR #19 1 year ago

    16.99 and free delivery on amazon uk
  • FabricatedLunatic #20 1 year ago

    The adjustable difficulty levels make Deathsmiles a genuinely accessible shooter. I played through the first couple of stages on the lowest difficulty level and it was plain sailing, so there's definitely scope here for those who aren't so good at this type of game. Give it a try. Worst case scenario is that five years down the line it'll be worth 2-3 times what you paid for it.
  • Sonic_D #21 1 year ago

    Ah man, too many games that take ages to master to play. Currently trying to beat the challenge rooms in Vanquish, Super Meat Boy needs some attention and Rock Band 3 requires another year of work at least on protar. Oh and of course MvsC3 arrived today!

    I will wait a month or two and then pick this up.
  • Rack #22 1 year ago

    Much as I may want to quibble about having to faff around with discs, how reintroducing slowdown makes the game worse and makes scores incomparable with the US version or that really they could have extended the screen a bit to the left and right to accomodate widescreen tellys this is still a proper Cave shooter on a console. Gotta get it if only to encourage more of this sort of thing.
  • Retroid #23 1 year ago

    My copy arrived this morning.

    Oh yes. Lovely stuff.
  • KDR_11k #24 1 year ago

    But is it FUN when you aren't going for a highscore?
  • dwalker109 #25 1 year ago

    Just been off to find a copy. Me and my mate cleared Game Loughborough out of BOTH of their copies :p - this is the sort of game I quite like to buy without actually doing it in public, but hey ho whatcha gonna do.

    (I jest, of course...)
    Edited by dwalker109 at 18/02/11 @ 14:33
  • dagas #26 1 year ago

    I like crazy Japanese games, but this is not my genre. I have Ikaruga and I've only managed to complete the first level.
  • Scimarad #27 1 year ago

    I was getting a bit of a Gynoug/Wings of Wor vibe from this.
  • ozzzy189 #28 1 year ago

    this is miles better than ikaruga, and as easy or as hard as you want it to be.great game- please support this type before they're relegated to indie games and xbla to be buried !!!
  • oerhoert #29 1 year ago

    <em>"But is it FUN when you aren't going for a highscore?"</em>

    Irrelevant question?

    Is this free-roaming action game FUN if you're not exploring? Is this shooter FUN if you're a pacifist?
  • Arrr9 #30 1 year ago

    Thanks Cave, been waiting ages to get my hands on this and am loving it. Only thing is, its hard to get my head round playing a horizontal scroller as vertical seems to have been the (albeit limited) trend for a while now.
  • vadge1 #31 1 year ago

    hopefully playing this tomorrow can't wait:)
  • MattEdWithCheese #32 1 year ago

    @doomed _soul89 "it's not even close to worth 60 bucks"

    didn't realize how bad the exchange rate was...

    that, or you ignored all previous comments related to the price and the zavvi banner at the top of the page.
  • TrevHead #33 1 year ago

    A good review and it was nice that you went into detail about the scoring and the slowdown which is very important in a game such as this.

    BTW for anyone wondering if this game will still be fun to play even if you dont play for score, the answer is yes
    Non scorer can just play for suvival, your aim to to beat it by not using a single continue (called a 1CreditClear / 1CC) Try playing for 1CC in easy mode to start with untill you get skill at the game. (however playing for score can make playing for suvival much easier or harder depending on the game IE extends and rank)

    However any hardcore shmupper will tell you that just credit feeding your endless supply of continues until you see the ending is a major no no as that will kill any enjoyment of the game. SET YOURELF AN SET AMOUNT OF CREDITS TO PLAY WITH, AND MAKE SURE YOU STICK TO IT. RESTARTING FROM THE BEGINNING WHEN YOU RUN OUT. Shmups and other arcade games that only have 30-60 minutes of playtime are not ment to just played once like other games but repeatedly played with the player getting alittle bit further as his skill increases
  • lucky_jim #34 1 year ago

    It's coming to iOS devices in the spring, according to Toucharcade. Buy both!
  • KDR_11k #35 1 year ago

    Hand counting credits feels pretty wonky, Afterburner Climax did that nicely by having you unlock higher credit counts (by dying more often).
  • ozzzy189 #36 1 year ago

    But you need to credit feed to learn the game, polish off the cheevos for the different characters, and then concentrate on getting good and going for the 1cc. Just my thoughts.
  • TrevHead #37 1 year ago

    True using a credit or 2 to get to the last stage is reasonable for 1CC pratice but anyone finding themselves pumping credits like there was no tommorro should take that as a hint that they arnt skilled enough to play that stage yet.
  • dwalker109 #38 1 year ago

    I actually find the "unlimited credits" approach far more enjoyable. Games like this used to entertain me for one hour, until the frustration sets in. Nowadays, I'll play through many, many times, picking up achievements and practising for the eventual 1cc. Great game.