DoDonPachi Resurrection: Deluxe Edition Review
Cave story.
Version tested: Xbox 360
In a games industry that is shifting in scope, shape and structure with more speed and significance than ever before, few would have expected a company like Cave to be flourishing. The diminutive Shinjuku-based developer's primary business was founded in the arcades, crafting shoot-'em-ups defined by screen-filling showers of bullets that look, to all but the aficionado, to be entirely unnavigable. The amusement arcade was arguably the first fatality in the industry's evolution. Cave's output is, then, a niche within a shrinking niche and for any business fuelled by the small change in arcade-goers' pockets, that is an alarming proposition.
And yet, by being flexible in embracing Apple's iOS devices, the developer has managed to expand its audience and adapt to the new landscape of games in a way that Japanese studios many times its size are still struggling to. This is not the first time that Western players have met DoDonPachi Resurrection - originally released in the arcades as Do-Don-Pachi Dai-Fukkatsu (which translates rather wonderfully as Angry Leader Bee Great Resurrection). Last year, Cave released a re-crafted version of this, the fifth entry in the company's best-known shmup series, onto Apple's handheld devices, where it received renewed acclaim.
This version of the game, however, is truer to the arcade original, allowing players who don't have the cash, contacts or hardware necessary to buy the original PCB to experience a near-perfect port of one of the most desirable arcade boards around. It's also a dip back into the console middle-ground for the developer - away from the coal face of Tokyo arcades and the remote, newly-formed smartphone plains - allowing home players to experience the game without having to compromise on control or fly halfway around the world to do so.
For newcomers to Cave games, or indeed the bullet curtain/bullet hell avenue of the arcade shoot-'em-up in general, this style of game can seem literally impenetrable at first, thanks to the sheet of bullets that cascades down the screen. In truth, your ship isn't as susceptible to the barrage of death as might first appear, as only the cockpit at the centre of the craft, five pixels by five, is vulnerable to enemy bullets or contact.
Destroying multiple enemies at once will cause your combo gauge to decrease at a slower rate than if you kill all enemies at once.
The much larger sprite that represents your vehicle is primarily there to allow you to monitor the position of your vulnerable core from the corner of your eye as you focus on perceiving a route through the onslaught. The benefit to this design approach is that it allows the coders and artists to orchestrate screen-filling pyrotechnic displays that make you feel a little like Neo, dodging bullets with prescient coolness - at least, until you misjudge your position or lose your flow for a moment, and the screen judders to a standstill to mark your failure.
The DonPachi series is the latest fruit of the Raiden family tree, taking a military theme and injecting it with a fantastical, science-fiction flair and a futuristic Tokyo setting. The tanks and planes you face are pumped with mechanical steroids: physically impractical monstrosities that cast tall shadows over the trembling earth beneath. Smaller 'grunt' planes disintegrate on touch, your lasers cutting through squadrons like a knife through delicious butter, while the hulking mid-bosses absorb your fire until they finally break apart at the seams.
In contrast to its predecessor, which had you choosing dolls to pilot your spacecraft, this sequel has you fighting these characters as the end-of-level bosses. Each is a giant transforming mecha girl, with her own patterns and shapes, and learning the optimum way in which to take each down can become an obsessive pursuit.
Indeed, while the game can be pumped full of credits as you work to reach the end, the best and most rewarding way to play DoDonPachi Resurrection (and indeed any arcade shmup) is to use just one credit and see how far you can progress. You have two aims in doing so. Firstly, to reach for a one-credit run, in which you make it through the game with just the clutch of lives that your virtual 50 Yen coin bought you. Secondly, to see how high a score you can build in doing so (your score is reset if you commit the implied sin of using a continue).
The community generally agrees that the best set-up for scoring a one-credit completion is by using a type B or C ship for Strong style.
The scoring in Resurrection is more elegant than in previous DonPachi titles, a conscious change brought about by lead programmer Tsuneki Ikeda. It works in a straightforward manner familiar across many arcade game genres: chaining. The aim is to kill lots of enemies in quick succession. Each time you kill an enemy a timer triggers. Kill another before it runs out and the Combo Gauge fills and another hit is added to your chain. The higher the chain, the more points you earn for each kill, the aim for score attack players then being to create an unbroken chain of kills across each of the game's five core stages.
Shooting down enemies and using certain weapons in certain situations fills the Hyper meter. Each time this is filled the player is granted a Hyper power-up that , when triggered, drastically increases your weapon fire, provides temporary invulnerability and causes your chain combo to increase at a rapid rate. However, triggering Hyper also has the detrimental effect of increasing the speed of enemy fire and increasing the difficulty of the game until you defeat the end-of-stage boss immediately ahead of you.
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You have three ships to choose from: A-type (rapid, narrow shot), B-type (moderate speed, mid-range sweeping shot), or C-type (slow, wide shot) and, once you've chosen your craft, three subsequent play-styles to choose between. Strong Style, which is best for beginners, grants you an auto-bomb that detonates automatically when the player's ship is about to be destroyed. Bomb Style, meanwhile, allows skilled players to rub up against enemy vehicles in order to more rapidly increase the Hyper meter. Also, your ship's main weapon is less powerful than in Strong Style, making the game tougher to complete, but making chaining together enemies easier for score-attack players. Finally, Power Style grants you a far more powerful weapon that allows fast building of the Hyper meter, but makes chaining much harder.
This cat's cradle of positives and negatives infuses every decision you make with significance, turning what's ostensibly a simple dodging game into something far more nuanced and supple. And therein lies the key to DoDonPachi Resurrection's appeal. For players willing to develop their palate and get to grips with this deep and flexible experience, the rabbit hole runs deep. Those who simply throw virtual coins at the game to reach the end credits in a single sitting will walk away wondering what all the fuss is about.
Regardless, that Cave continues to flourish in a shifting industry and to evolve a sub-genre they helped define, is testament to the studio's strategic nous - in-game and out. DoDonPachi Resurrection shows just how much poorer we would be without them.
8 / 10
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Comments (34) Latest comment 6 months ago
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My copy turned up this week (lost in a sea of new releases right now), as I'm always one for supporting niche titles such as this. However RSG and other such publishers should understand that their biggest supporters are often those who pay full price, day one for their releases - but many of those will be left with a sour taste as a result of this additional charging structure, for bare-bones content that they feel should have been there in the first place, instead of it being gouged out of them.
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Of course I'd still prefer it the way Deathsmiles was sold - a nice deluxe edition incl. the soundtrack. But then again I'd rather have a 'regular' release with DLC then no release at all because RSG are not selling enough copies. I definitely don't want to get back to the days where games like this were sold for 100+ after two weeks because they were already out of print.
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I'm not a huge bullet hell shmup fan but even I adore this game. The Black Label content makes things even better, it's even more over the top and a great soundtrack to match. I agree it was a shame it couldn't of been included on the disk like Deathsmiles but I'm happy to support both Cave and Rising Star for this release, it's very cheap when you consider the JP alternative. £25 is a bargain.
Stunning game all round. Thank you Cave and Rising Star for bringing it to us and nice review Simon Parkin, I'd of given it a 9/10 but understand the reasons for the 8/10.
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Altough RSG's pedigree in bringing over niche foreign titles is assured, I don't think we as gamers/consumers should remain complacent about the way DLC is handled like this. People queue up with virtual flaming pitchforks to bemoan the tactics of bigger publishers for the heavy hitting games... but I don't accept that because titles such as Dodonpachi are a rarity we should feel blessed of their existence, and not raise questions in a similar fashion.
Personally, I feel that all of the Cave shooters should have been delivered via XBLA - it just makes more sense. File sizes aren't huge, and with a lower price point the sales may have vastly improved over disc releases that sadly end up 'on sale' within a week.
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*BLACK LABEL*
- Ship selection changed: Players now select the fighter type, then the style (Bomb, Power, or Strong). The style now corresponds to easy, medium, and hard difficulty respectively. Then, player can select whether to utilize auto-bomb or not.
- Ships can now fire both laser and shot simultaneously.
- Score counter's number letter sizes increase every 5th digit for easier viewing
- Added Red Mode, a small long bar at top right (or top middle when playing with two players) which increases if you shoot both laser and shot simultaneously. When it passes a certain threshold, the bar in the meter turns red, and the game becomes much more difficult while it is in the red. The bar will reset when the player dies, or reduced after hyper ends / player does not shoot both laser and shot.
- Hyper meter now increase very slowly unless you turn the "Red Mode" bar red. In addition, Hyper power itself runs out much faster after use.
- Hypers can now be "collected" for the Power style. Continue to increase the Hyper meter and it will stock up like a bomb when the meter is filled.
- Activating the hyper now shows the current "rank" of the Hyper effectiveness with blocking bullets temporarily.
- The bee bonus items in the stages function differently.
- Hibachi (true final boss) now can appear in the first loop if certain requirements are met. In addition, the difficulty / durability of both the final boss Taisabachi, now renamed Supreme Weapon of Extreme Hellish Annihilation - Golden Disaster (Gokumetsu-Gokuriku Shikou-Heiki Gooruden Dizasutaa) and the true final boss have increased dramatically.
- Hit combos are now calculated differently. Namely, the hit combo does not go up as fast unless you turn the "Red Mode" bar red.
All the music has been replaced.
*1.51*
- 3 buttons instead of 4, just like Daioujou. Bomb button doubles as hyper button.
- Hyper mode time has been reduced.
- Kill enemies with laser and you get more points than with shot.
- When the autobomb triggers, all of your bomb stock depletes (similar to Ketsui DS)
- Combo doesn't cut off when you use bombs.
- Bombs increase when some as of yet unknown requirement is reached.
- Stage layouts, enemy positions, and other aspects of the game system are exactly the same as ver 1.5
- seems you have to destroy a boss while in hyper mode, otherwise you don't get the star items to collect afterward
- Use a lot of hypers, and it will go to the 2nd loop patterns
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Thank you for buying the game.
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They did release the initial print with a 1.51 code and a boxed released version of Black Label with the Ketsuipatchi mode which is amazing and missing from the DLC.
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PS2:
DoDonPachi Daioujou
Mushihimesama
Espgaluda
Ibara
360:
Mushihime Sama Futari
Espgaluda 2
Death Smiles
Pink Sweets & MuchiMuchi Pork
... and soon this game.
CAVE rocks bigtime!
/ Ken
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So basically the PAL version is stuck in gaming limbo until someone else buys the license from them.
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Any chance that we'll get more Cave games is more than enough reason to throw a little extra cash their way.
Might encourage Treasure too as I wouldn't say no to Gradius V as a arcade release or someone get Irem to fire R-Type Final up there.
oh and Espgaluda 2 please next if you don't mind.
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For the record, I bought both the BL and 1.51 DLC this morning. BL is loads of fun (albeit a relentless bullet-fest!), but I do find it a shame that some players might not even realise that it's there. Here's hoping that folks take a look in the DLC option on the menu screen, and do a bit of online investigation as to what the modes entail - because frankly, XBL's unhelpful text stating nothing more than 'experience this mode' is far from being a stellar sales pitch...
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Pure old school brilliance I implore everyone to just buy it.
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1) Even a mediocre Cave game demolishes anything else on the market
2) Arrange A is actually a very good game mode, and is included on the disc
3) The DLC Black Label mode is one of Cave's best games. It's wildly different from 1.5 and really gets you in that shooter zen state
All of this is based on the Japanese version of the game, but not much should have changed with this release. If you have any interest at all in the genre, you'd be a fool to miss out on this and the Black Label version, not to mention Mushi Futari (this title's Black Label is Cave's best game, imo), Espgaluda II, Muchi Pork/Pink Sweets, Deathsmiles and the upcoming PAL Akai Katana release.
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Thank you for releasing these games region free. If you ever want to try releasing a Battle Garegga / Armed Police Batrider / Battle Bakraid disc...
I kid. Thanks for supporting great games.
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