— Rolling Gunner + Overpower Review —Pedigree matters. Possible eugenics implications aside, it’s often used to highlight the potential quality for dog breeds, race horses..... and celebrated shoot-em-ups.
Cave are the undisputed matters of the “modern”
danmaku, or bullet-hell. So when a former Cave developer starts his own outfit (the aptly named “Project Rolling Gunner”) and brings along COSIO, formerly of Taito in-house musicians Zuntata, to handle the music duties, you need to pay attention.
Pedigree matters.... but it only gets you so far. The kid borne of successful parents who amounts to nothing, the pup bred from award winning show parents who can’t ribbon.... these are examples where the pedigree alone couldn’t get the job done. So what of
Rolling Gunner + Overpower?
Ladies and gentlemen... it gets the fucking job done.
Instead of a Cave-traditional
tate shooter, we get a
yoko style, bullet hell. We get the innovation of the “rolling gunner”, a permanent bit that you have varying degrees of control over; partial in the vanilla game, full autonomy in Overpower, which also radically changes the control scheme from traditional STG controls to full twin stick.
You get the expected barrage of pink and blue bullet storms crashing across the screen, but you also have a novel, and almost entirely optional, scoring system. Played without regard for score chasing, this game might come across as easy (until the last two stages anyway). Playing it with the full knowledge of the scoring systems, the game’s challenge ramps up significantly, and will make you earn every last one your points. Specifically, you need to get a counter up to 1000 by fighting in as close proximity to enemy ships as possible. Once the gauge is full, you can unleash a temporary powered up mode where ongoing close quarters ship blasting, and also bullet grazing, nets you bonus points that work towards both your raw score, and increases your rank, which acts as a score multiplier. If you’re aware enough to trigger this mode again before it runs out you get a super duper powered up mode which ramps up the scoring and ranking even further. Get hit, however, and your rank, and therefore, multiplier, drops. There’s also a strategy to deploying these modes, as their initial use clears all enemy bullets and converts them into point medallions. So in one fell swoop, the game offers multiple new methods to execute a classic risk-versus-reward mechanic.
None of these mechanics would matter if the controls weren’t up to the task, but they are more than ready to answer the call. Vanilla mode requires only a few buttons, whereas Overpower just needs your thumbs on both sticks, and one finger per hand for a trigger. It couldn’t be more comfortable.
The graphics are modern and vibrant, if lacking the Cave’s pixel perfect approach, but everything runs at a perfect 60 FPS, even handheld, except where the programmers
intentionally built in some slowdown, per the arcade board the game was developed on. The music consists of bangers in the options screen, stage 4, and final boss, but otherwise is merely “good.” The arranged OST isn’t as interesting.
Aside from the only modestly interesting musical score (disappointing, given the aforementioned pedigree), the only glaring flaw in this game is the lack of online leaderboards.
Don’t let that detract you. Practice, git gud, and post your scores on a forum the old fashioned way. After all, this game’s creation is thanks to the pedigree of a few notable old school names. It won’t matter if you’re a newb or a junkie..... this game’s scoring mechanics (in addition to 4 difficulty levels, three different ships, and the standard game or the Overpower overhaul) are brilliantly scaled
The pedigree matters, but more importantly, it was utilized to create something as brilliant as it is fresh.
4.5 stars out of 5. Required gaming for any shootemup fan.