Project Sylpheed Review
Reach for the Stars.
Version tested: Xbox 360
Facedown on the carpet, arms locked straight down the body, torso a furious exclamation point knocked horizontal. Blood vessels throb as we wail in hot indignation and disbelief: Eurogamer's not had a videogame tantrum like this in many, many years. The cat pauses in the doorway. She cocks her head, eyes the scuffed controller lying near her paws, then moves on, disinterested. Stupid, ignorant, non-space fighter pilot cat.
It was the fourth attempt at the second stage of the sixth level you see, which, in itself bodes well for Project Sylpheed. Games that punch you hard in the face with a Game Over screen three times in a row yet can still convince you to hit the start button just one more time are few and far between these days.
Lead character Katana's ship, the Rhino 3 and his three idiot, short-sighted supporting squadron comrades had been hiding out in the buckle of an asteroid belt because, let's face it, there's literally no-where better and/or else to hide in science fiction space stories. Just beyond their position, the fat, useless, capitalised mothership ACROPOLIS, the one you're inevitably asked to protect in every single level of this sixteen stage narrative black hole of a space shoot-em up, was hanging aimlessly in infinity when the enemy squadron streaked past.
Engines thrusters winked to life and we all tore out from our hiding place, dog-fighting thumbs raw. Friendly ships trail blue smoke lines behind, enemy ships trail red and the vapour trails cross aggressively as if scrawled by some kind of bickering air display team.

Achievements are almost universally hard won requiring you to excel at levels rather than simply finish them.
Holding the L-bumper activates the homing missile system, bleeping every time it adds a new in range target to the queue. Twenty-two bleeps later (the maximum number of target locks for this middle-of-the-range weapon) and its memory is full. Unclick the bumper and the missile cradles blowpipe their load out into the starry blackness. The missiles inert their way 20 metres ahead of your cock-pit view while their trackers calculate the angles. They hold their breath for a few seconds then KAPOW off in different directions. A cat's cradle of smoke lines, red, white and blue crisscross all around.
It would probably be beautiful if it weren't for the timer, now red, counting down with three minutes to go in the top right corner of the screen. The OB counter (which lists how many objective targets are still left to take out before the stage is complete) is reading one. The left analogue stick heaves the view around to face the final target which the sleek HUD indicates as being 1500 metres away. A double click of the right trigger and the boosters bark to life, rumbling the 360 pad with ghoulish violence as stars skid into tidy diagonal streaks. Thirty seconds and 600 meters to go.

Jean Michel Jarre's space burial was really rather spectacular.
It's a gunship, lumbering and heavy. A double click of the L-trigger cuts the engines and the Rhino 3 silently ducks 50 metres down before abruptly pulling up to face the underbelly of this final target. Midi violins rise and fall to match the drama. 15 seconds and fingers are contorted across the pad in an effort to maximise the damage dealt in the time remaining. Holding the R-bumper fires off the heavy machine gun, a continual drone of shield-chipping space bullets which tear into their hull. The L-Bumper, thanks to a weapon switch initiated with the X-button, now controls rockets suitable for taking down larger ships. We're aiming at the spinning pod on their underside, the shield generator. Exploding this will haul victory a minute closer in a single second.
Pressing up on the D-pad orders Katana's squadron mates to form up and focus their attention on the same target but there's just not enough time left. An idea: hold down the Y-button to trigger the special move power bar, which fills at inversely proportional expense to our shield gauge. As this reaches level 2 there are five seconds remaining. Release the button and the screen turns red as all of the ship's shield defence systems congregate at the Rhino's nose. White light and shallow breathing as we smash through the enemy's target's hull: 3 seconds, 2 and did-I-do-it-did-I-do-it?, 1.
Mission Failed. Eurogamer now has carpet burn on its forehead.
While born from the same lineage, Project Sylpheed is not much like the retro games with which it (bar one letter) shares its name. It's best described as Ace Combat in space, a cheap critical shorthand for which we make no apologies as it's almost exactly correct. From the bonkers anime story through to the disorientating, multi-directional control and pad-rattling physics the two games are remarkably close, bar colour scheme, models and, well, gravity and oxygen.
While players who downloaded and tried the 360 Marketplace demo over the last fortnight would be forgiven for thinking the game lacked depth and focus, the full version quickly reveals itself to be, at once, engagingly arcadey and surprisingly deep. It's certainly necessary to work your way through the comprehensive set of training missions which ably teach players how to read the initially baffling HUD, the complex 3D radar, how to resupply from tankers, radio team mates orders as well as some of the aforementioned more advanced techniques. The game provides a huge amount of control to the player but, despite these control complexities, it won't be long before you're speeding around, dissecting your HUD's display in an instant in order to efficiently complete levels to the astonishment of any uninitiated onlookers.
The menu presentation is Phantasy Star-style dated and the average (but skippable) FMV sequences, which tell the tiresome and obvious story off-putting. But where it counts, behind the wheel of a nippy space fighter plane, the game is pretty and exhilarating, offering a white knuckle ride of repetitive but irresistible objectives.

Holding down both triggers will automatically match the speed of the craft you're pursuing, an ingenious move that makes high speed dog-fighting a joy.
The game's arcade roots are clear from the off. Each of the sixteen levels can be played through multiple times, with a high score leaderboard (local only) showing your best grade and the number of points earned on each. Points are awarded for the number of enemies you've taken down, the weight of those enemies (!?) and the time in which you finished the mission. Points are deducted for friendly fire and for using too many restarts. An alphabetical grade is awarded for each level with a meta-grade for the whole campaign calculated from these individual stats providing ample reason to go back and improve your scores.
Points earned are used to invest in new technology which provides more powerful weaponry to enable you to upgrade your ship and attain higher grades in an upward spiral of progression. Additionally each level has multiple unspecified sub-objectives which, if completed alongside the main objectives, earn extra points and speed up your craft's development.
Project Sylpheed is surprisingly tough, requiring repeated attempts at some levels not only to destroy all of the targets in a level, but also to do it within the strict time limits imposed upon you. As some levels are split into multiple stages, with no opportunity to save in between each section, this can cause the acute frustration described above as you feel compelled to keep pushing on until you complete the final section or else lose all of your hard-earned progress. Likewise, the dearth of online options (there are no online leaderboards and certainly no online Crimson Skies-style dog-fighting matches) ensure the package is far less than it could have been. Nevertheless, the core game is, given a little time and concentration, excellent, if repetitive. Since Sony seems to have long left the Colony Wars series for dead and Nintendo likewise with Rogue Squadron, this game ably fills a gaping whole in one of gaming's most pure and heady genres.
7 / 10
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Comments (54) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I just wanted to comment on the whole 'Space fighter pilot Cat' thing, seeing one of those in real life would be amazing, it would cute but at the same time extremely deadly....
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those BASTARDS!!! i just want to strangle them, watch their faces contort and turn blue!!!
AGHHHHHHHH!!!
/stomps to water cooler
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No multiplayer dogfights!!??
What a waste.
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Timelimits are a cheap/poor way of making things hard
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Also, time limits were for old coin ops, as a way to stop people playing forever on one credit - its really long long past their time now... Death to time limits!
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...Oh...
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Hmm. Interesting. This was my thoughts almost exactly.
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Wing Commander still rules.
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OK. Just quickly: I presume you mean that only high-scoring games (as in, really high-scoring games) should have thorough/ in-depth critical analysis? Surely finding out why a game is broken, or doesn’t work as well as it could, or is a poor example of the genre or in what ways it fails in its goals is just as interesting and important as reading gushing praise?
If a critic/ outlet only gives rigorous attention or justification to games he/ she/ it thinks are brilliant, these great accolades are completely devalued and undermined.
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umm, conflict freespace?? that game is ancient and it had a button to do just that. most useful feature in a space sim ever
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Xbox Live Download, full-price DVD purchase, whatever - I DON'T CARE!
Having played the Project Sylpheed demo, I know it would work well - there are enough buttons on the 360 pad to do it justice.
It NEEDS to be done.
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You definitely need to do the tutorials though before playing the demo as there is actually a lot of depth to the controls and HUD.
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BOOOOOOORIIIING!
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(C'mon, you *knew* I'd return after the review surely!)
Great review Simon Parkin. I also agree with some of the others here :-o in that it read more like an 8/10, but a 7's understandable given no MP features and the limited-appeal genre.
Hell, I may even shed a tear. (whilst buying two copies just for the sheer heck of it)
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Yup you're totally on the money my friend. Wing Commander *so* rules compared to Sylpheed:
[link url=http://www.youtube.com/watch?v=qifV0kl5PdM&mode=r elated&search=
]http://ww w.youtube.com/watch?v=qifV0kl5P...[/link]
no 'meh factor' there! *blink blink
Here's something i just *know* ur gonna dig:
[link url=http://www.raildriver.com/prod ucts/raildriver.php?gclid=CLCpj6-S_4wCFR1BggodOyKMDQ
]http://ww w.raildriver.com/products/raild...[/link]
go nuts! (you'll have to take off your vinyl Matrix coat before you play though - might get a tad sweaty under there..)
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How many reviews can you read of Motorstorm and CoD with aliens ?
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Climb every mountain
REACH!!
Reach for the moon
REACH!!
Try to get higher..
And your dreams will all come true
So REACH for the stars.. climb ever mountain higher
and reach for the stars.. follow your hearts desire
etc etc...
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a next gen version, with an online mode worth of crimson skies would go down well
i think theres a big market anyway
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Get a life.
Some reviews need more words to describe why they arent quite worth 8 or 9 scores. Whereas a 9/10 might just need a few paragraphs telling you that its bloody ace (etc).
Translation : Why on hell do you care exactly? Grow up.
Sheesh.
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Oh come on..
Do people really think this sort of nonsense?
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Whooo - someone's not been to astronomy class.
Time limits are ar$e, particularly 2-3 minute ones. Driver always tickled/infuriated me with "get across the city in 5 minutes". I can't get out of my *drive* in 15 minutes.
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The time limits didn't give me much trouble usually. You have 15-20 minutes for each stage, 10 minutes in just a handful. If you are doing badly it's a case of bringing out different weapons and prioritising your targets. (Hint: Go for the carriers. You really don't need those extra enemy fighters in the field.)
The controls are mostly customisable. The only complaint I have is that you can't assign the manoeuvre that aligns you to the invisible base level of the map. Especially in the more frantic bomb runs I tend to execute it when I'm trying to barrel roll.
And it really should have had multiplayer modes.
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After the EG review I decided to give it a chance and I wasn't disappointed. It's arcadey, no doubt, but it has a depth I had failed to appreciate in that demo. It brought back memories of Wing Commander. I described it as 'wing commander filtered through a japanese lens' but the Ace Combat comparison is fair too (after all, that game also reminded me of WC).
I even think the cut scenes are alright, but I like a bit of japanese storytelling cliche, me.
It's so good to have a review site where a 7 means a 7. 7 is a perfectly fair score. That tells me it's a good game in general, and a great game for me, because I do happen to like this sort of thing, normally. In my book you should always add a point in your head if you 'normally like this sort of thing' and deduct one if you normally dislike this sort of thing.