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Podcast: Shmup Game Club

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This week we are joined by listener Jason (@albirhiza) to discuss our Shmup Game Club: Giga Wing 2, Velocity (Ultra), Radiant Silvergun, Power-Up, and Sine Mora.  Campaigns, tactics, high scores, and more are covered as we dissect some of the more contemporary additions to the genre.


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Review: Power-Up

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powerup_boxConsole: Xbox 360 (XBLA Indie Games)
Released: September 13, 2013
Developer: Psychotic Psoftware
Publisher: Psychotic Psoftware
Difficulty: Hard
Price: $1.00
Similar Titles: Sine Mora, Deathsmiles, eXceed

In full disclosure I have been watching Power-Up since it was first discussed about a year ago, along with my push to support the game on Kickstarter, and contact with the developer.  Still, like so many other games one can get jazzed about in concept art and developer interviews it really comes down to the released product (and I never show favor to a project I back).  I assumed that with the title and art design Power-Up was going to be a Gradius clone – which definitely isn’t a bad thing since I’ve been dying for a true sequel – but what I received instead was a delightful surprise.  Power-Up has a hook that feels unique, and coupled with the beatiful art, aggressive design, and a momentum-inducing soundtrack it stands alone as its own property.  The fact that it sells for a mere dollar only stresses even more that developer Psychotic Psoftware is almost giving away a product that would be a steal at ten times the amount.

powerup_1Naturally as the title implies, Power-Up is a side-scrolling shmup that is all about building up weapons and raking in the highest possible score.  What’s unique about the way it handles power-ups is the fact that you have five weapons to choose from, all available from the beginning, and it’s up to you how you upgrade them.  Swapping weapons at will is easy, simply tap the left or right bumper to move to the previous or next weapon, and whatever you have active when you collect a power-up will level it up.  While this may seem somewhat simple, especially since most shmup players are acutely aware of their preferred shot, the level and enemy spawn design forces you to utilize each weapon at certain times.  This combination of having all the right tools at your disposal and requiring you to know when and how to use them is why I’m so impressed with this game.  All of the so-called rules of shmups are broken, enemies flying in from every direction attempting to shoot down or even kamikaze their way into your ship makes for a frantic game of cat and mouse.  Not only that, but play tactics depend solely upon you, so if you can handle enemies from behind without relying on the reverse shot or above/below without a vertical shot then success can really be had any way you want it.  There are times – namely boss battles, flurries of enemies, or scenarios – where I couldn’t see how you wouldn’t use a specific weapon, but if there’s one thing I know about shmups it’s that nothing is impossible.

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Written by Fred Rojas

September 30, 2013 at 7:07 pm