Reviews from

in the past


listen dog im nowhere near disciplined to thoroughly master, let alone discuss, a majority of what this genre has to offer yet but if reading "I WILL NOT DIE UNTIL I ACHIEVE SOMETHING. EVEN THOUGH THE IDEAL IS HIGH, I NEVER GIVEN IN." right before being affronted with a nigh unparaphrasable barrage of bullets doesn't awaken a burning resolve within you do you really enjoy videogames?

Full disclosure: a few years ago I was exactly the person who’d blasted through this on freeplay, then dutifully nodded to myself, “this is the best shmup ever made,” and then proceeded to never play anything else in the genre.

I don’t know if getting a 9CC admonishes me of that, but it’s certainly forced me to see the game in ways I never had before. And I totally get why it grates on people: it’s setpiece-heavy, memorization-intensive, and each of the five stages pulls in wildly different directions- sometimes an intense bullet-hell, sometimes an infuriatingly slow crawl through the box factory.

And the scoring system! Every screen ends up being this order of operations puzzle to chain every trio of colors as quickly and precisely as possible- miss a few and you’ll lock yourself out of the chance to spawn extra groups of enemies. All this is to say, it can be maddening for the first few hours as you get a feel for the rhythm of the game, trying to keep in step with the rigid dance of the whole thing.

The feature that made me really start to love the game was the way you can play levels without firing a shot, what the game calls “Dot Eater.” While it’s cool on its own that you can play entirely as pacifist (and a daunting challenge in its own right), it’s the way this feature intersects with standard play that I’ve found really helpful; if you happen to miss one of your targets when trying to complete a combo- you can wait a bit, survive, and then re-enter the fray when you’ve regained your composure. It’s definitely made replaying the levels more enjoyable- of course going for the S++ rank requires near-perfection, but you’re given a little more flexibility as you strive for mastery, stretches where you neatly chain through everything on screen, take a moment to take a breather, and then pick the chain back up.

The bosses themselves also really open up thanks to being scored by time instead of chaining, your strategy evolving as you try to shave off just a few more seconds with each attempt. I thought the first boss, Eboshidori, was a complete slog initially, but go for the best possible time and suddenly the fight is transformed, frantically switching between polarities to get some extra energy and maximize your damage, weaving between attacks that originally seemed so harmless.

I also want to take a second to acknowledge that, with a bit more context, this is probably one of the nichest shmups I’ve played. Credit-feed through something like Dodonpachi and you’ll have a good time blasting through hordes of enemies, and likely leave with a decent sense of what the experience is like. In contrast, so much of enjoying Ikaruga only comes with time; that first playthrough shuffles you right along, no chance to prolong your survival with any sort of i-frame granting bombs or hyper-mode, missing big portions of the game as the bullet patterns reset each time you die, meaning you don’t really have a chance of getting into any sort of flow state. And as mentioned before, this is a very setpiece heavy, memorization intensive game- hard to intuit what parts of the screen are just instant-death or when some boss will materialize behind you on a first playthrough.

But maybe that’s okay, and it’s more a indication of how stellar the aesthetic and thematic qualities are that even those fumbling initial attempts end up feeling so epic- thrown into the climax of a spectacular battle that you know is vital, even if you can’t quite articulate why. Even now, the game’s focus on perseverance in the face of adversity has been strangely reinvigorating for me, a reminder to fight for the good in the world, even if reality itself seems to be pitted against you.

"Is this what we wished for?
Don't worry, we will understand each other some day.
And the life is succeeded into to the distant future."


Maybe I wasn’t totally off when I first played it.

I have never felt so feeble and underprepared for a game as I did during my first playthrough of Ikaruga; without a question, my monkey brain could barely comprehend everything that was happening on screen and even when I had the slightest idea of what to do, nerves and unpracticed execution led me to get my ass handed to me over and over. I still don't know if I'll ever find the patience to beat this without infinite continues, but needless to say, Ikaruga is one of the best examples of "the game doesn't suck, you suck" and it is downright the most satisfying game to succeed in when you're actually able to pull it off. I don't play many shoot em ups or bullet hell games, but it's always good to get out of your comfort zone to try out the classics, and Ikaruga definitely deserves its lauded place in gaming history.

Its sometime in the year 2000, and Treasure are finishign up production of the best games of all time, Sin and Punishment, and for some fucking reason, in their after work hours, Programmer Atsutomo Nakagawa and artist/director Hiroshi iuchi have put together a prototype for a new game. Masato Maegawa, founder of treasure and by the sounds of it, the best boss of all time, plays it and basically puts his own money on the line, hiring three guys from G.Rev, themselves scrounging enough pennies to make their metal black fangame to assist, and putting the game into full production.

It is one of those realities that is very easy to forget about Ikaruga, now 22 years into it's stint of being "the shmup", and with that has come some sort of monolithic presence. And certainly with it's truly bonkers level of polish, it is hard to imagine it's origin - an absolute flash in the pan, a game that some top level developers really wanted to make, and circumstance and a little risk taking gave them a shot at it.

And you can't say they didn't take it.

Perhaps it is a byproduct of the "one chance to do what you want" reality of Ikaruga that the game is downright pathological in it's approach. And that approach is really the kicker, and usually the thing that draws contention.

Because Ikaruga is rigid as they come. You really have to cast your mind back to the likes of very early toaplan titles like Tiger Heli and Slap fight to find a game where spawns, bullet patterns and stage layouts are essentially locked in, and the game is almost entirely built around really knowing the stages before you go into them, figuring out the best paths through them and executing it perfectly. There's really more resemblance to some fucked up kind of racing game than a wild game like say, Recca. And yes, a lot of shooting games have a strong emphasis on stage knowledge, but Ikaruga is a game that basically shows you the door unless you're prepared to meet it on it's terms. It is a game that can feel comically impossible on a first approach, with stages 3 and 4 in particular being filled with layouts of enemies and bullet hazards that are fast, complex, and will just kill you before you have a chance to properly assess the situation. It can feel outright unfair, and it's probably worth pointing out the Original arcade version came with something ive never seen in any other arcade game - a trial mode which let you play the first two stages with infinite lives on one credit, serving as an introduction for the player to apperciate the mechanics.

And yeah, Ikaruga is a bit gimmicky. I will admit readly it's a game that really took me a while to actually grasp - it's exceptionally easy to appreciate the things about Ikaruga that are obviously exceptional, but especially coming at it as if it's a standard STG, harder to have actual fun with it.

For me, what unlocked that fun was the scoring. Ikaruga is exceptionally tightly tuned, but the scoring is just wonderful - and for me the secret element that tends to go unmentioned is large parts of it are very in line with games like dangan feveron and thunder dragon 2 where enemy spawns are tied to kills, which makes optimising it's chains of 3 enemies and doing it as fast as possible, spawning more in for more points and then you can get more extends and then maybe, just maybe you can beat this thing, right?

And at least for me, when i unlocked that key, when i got my first good run of stage 1, I got it. And from there the beauty of Ikaruga really shows itself. Because yes, doing a cool run of stage 1 is good gameplay - but Ikaruga then pushes this gameplay as far as it will go, with the claustrophobic and more puzzle-y stage 2 and first half of stage 3, to the notorious, exceptional battleship raid of stage 4 with an almost rhythmical quality to it, to the peak caravan-scoring festival of stage 5, each stage with a completley unique and weird boss that puts different elements of the game's mechanics to the test, and really only the first one resembles a traditional STG boss at all. Oh, and you want to quick kill them all.

Learning all these stages, these bosses, understanding their quirks, and understanding the quirks of Ikaruga's own systems, is just about the most satisfying thing i've done in any videogame. And buried deep in there, amongst the routing and execution, the sponteneity and chaos you were sure that Iuchi and Nakagawa hammered out of the game rears it's head again - sometimes in elements of the game itself, like the completely bonkers bonus chain enemies at the end of stage 3 that Superplayers still havent optimised, and the snakes in the final boss' second phase - but more often in yourself. Ikaruga is a game challenging and demanding to the point that even the very best players cannot execute the perfect route every time, and it is in catching the small errors, the deaths, the chain breaks - like a snap of oversteer going down the back end of the nordschleife, they may be mistakes but catching them is part of the thrill.

I would be remiss not to mention Ikaruga's just unbelievable presentation. The key staff member of Ikaruga I havent mentioned yet is Yasushi Suzuki, who's art direction and particularly his mechanical design is absolutely impeccable. The ikaruga ship is as unique and offbeat as the game itself, the designs of enemies and their sihoulettes is perfectly balanced between flavour and function, and on a simple level, the game is just pretty much the best looking 3D STG out there. And I know it really doesn''t matter but goddamn is his Key art, featured in the steam version as backgrounds, just the best.

And yeah i've got to mention the music. Director of Ikaruga Hiroshi Iuchi is not a composer. His main thing was making backgrounds and his jaunt in directing Radiant Silvergun and Ikaruga already seemed like a stretch but just popping out one of the best game soundtracks ever as you do so and then not releasing another piece of music for 22 years is something else. And yes, a lot of it is based around that one motif from "Ideal" but that is fine when your game is 20 minutes long and ideal might be the very best in the long tradition of exceptional STG stage 1 tracks. I simply do not understand how you just do that.

The real cherry on top of Ikaruga is how it works thematically. It's clearly a sequel to the very dour radiant silvergun, a game about breaking the eternal cycle of torment humanity inflicted itself with some buddhist themes, which is hype as shit and awesome in it's own right, but there's also Radiant Silvergun's subtext - that of game development stagnating, devs repeating the same things and refusing to risk - that is really wha the stone-like represents, and Ikaruga takes glee in blowing it up, but it's the game's entire existence and style that refutes it best - and its worth noting in the years between the two, it wasn't alone. In the years between RSG and Ikaruga, in the STG space alone you had the wild Dimahoo, Guwange, Progear, Raycrisis, Mars Matrix to name a few. They, and Ikaruga, are proof that whilst the wheel of samsara might bind us, the capability to change it is there.

The end result of all this is just so special. A lot of STG development history has strokes of lightning in a bottle, but Ikaruga takes the cake. A small bunch of ridiculously talented creatives on the same page (nb. Iuchi has called Nakagawa his "wife" in relation to work on this game) given the chance to make the thing they really wanted to do and threw everything at it. In like a year dev time. I swear, the more you look into Ikaruga the more it feels like an impossible result. And yet it is here, and it is special.

Light and darkness

Ikaruga's reach has no bounds as someone that has barely got a toe into the shmup genre has heard it. For some godforsaken reason, I thought this would be a good entry into getting my bearings on the genre and build upon some muscle memory to use in the future for the genre, this game destroyed me on my first run through on unlimited lives on normal. I "beat" Ikaruga but I was battered and bloodied that it almost felt hollow, anyone can win with unlimited lives and I enjoyed my time but I had to go again until I got a victory that felt earned.

The heart and soul of Ikaruga is the gameplay and it might seem simple at first glance but there has never been a more betraying impression. The main mechanic is being able to switch polarities to eat bullet rewards timing with charging your special homing lasers and extremely important to survival as well. The game starts easy enough and then throws some disgusting patterns that almost feel hard to predict until you memorize them and it all finally seems possible. The game doesn't throw a lot of bullets at you more than gives you these unique situations that require you to remember what to do and how to do it while dodging those said bullets. First run, I was legit dying every 9 seconds and then very quick improvement on my second run as I was remembering where enemies come from and naturally figuring out what to do to the point it was starting to feel like a puzzle game. The game's extremely short run time lets you know that you have to come back, you will get your ass kicked but you can always return and do better.

Something that fascinates me about Ikaruga is the general art for the game, it's some of the most beautiful art I've seen for a game of this genre with pieces such as this and even this character piece. This is official art and despite not seeing most of it despite the imagery and themes. Games like these aren't as exciting without an amazing fast paced soundtrack to accompany them and Ikaruga is no exception, surprisingly my favorite theme is the one you hear at the very end with the credits rolling and the imagery I refuse to spoil feeling like a period to a very hectic experience.

Despite Ikaruga's devastating difficulty (can easily say this is a personal skill issue too), the game's very first poem tells you to not give up which I feel is very accurate to the experience. To never give up, being strong means you will have more obstacles you have to overcome and so forth. Don't regret living, don't regret not giving up and maybe we will learn to understand each other for who we really are. The achievement might never happen but I only hope existing within the people close to you is more than enough.


this game just oozes with style, the visual aesthetic perfectly utilizes naomi's graphical capabilities. unfortunately i suck at shmups so i will never really get far enough in this game, but i'm glad i could experience it nonetheless

THIS GAME IS THE JOY OF MANKIND

I suck at this game so much but it's still really great

I love the polarity system the game has with the constant switching between the black and white color ship so you can absorb bullets of the matching colors and fire off these cool homing beams at your enemy and having your attacks being the opposite color of whatever you're facing dealing doubled damage is a cool detail too. all the bosses look pretty cool too, especially that first guy or thing it's like some kind of cool super robot thing.

I have no idea what the story's about it's probably some deep and philosophical story about humanity and cosmic entities in an post-apocalyptic world or something that's just my guess from what little I know about it, yes I'm rating a game that I had no idea what it's about four and a half stars what are you gonna do about it

that music though. there's not that many tracks in this game, but they're all winners, not a single miss here. it's a dang shame the composer for this game hasn't really composed any other music since this one, though I suppose it'd be pretty hard to top this so leaving off on a note like this is nothing to be ashamed of. go out and listen to this soundtrack yourself you can find it online and finish it in like 40 minutes just leave it on the background or something just please check it out and admire it. the graphics are good too each Chapter has its own unique locations and vibes and the 3D look has not aged at all it's wonderful.

if you're only going to play one bullet hell game in your life, make it this one. despite its short length, it will take you on a crazy ride and I'm sure that you'll be thinking a lot once you've make it to the end.

btw I love how the average rating for this game looks like a middle finger it's the perfect image describing this game's difficulty lol

"Reality has come in sight,
What did you see?
What did you hear?
What did you think?
What did you seek?

What did you do?"


Light and dark. Black and white. Left and right. On and off. Yin and Yang. 0 and 1. Almost anything in life can be reduced to a duality of opposites, and Ikaruga understands this not just from its famous polarity mechanic but the almost rhythmic flow of its level designs. Any shmup developer who's been there will tell you the importance of establishing a sense of flow to playing your game, and Ikaruga is the most striking example of this kind of design. Enemies will regularly be making you move to an invisible rhythm when playing Ikaruga, whether it be the starting enemies in stage 1 coming from the top-right/left corners of the screen, or the crushingly difficult "rose of madness" in the first half stage 4. Even the bosses embrace duality, such as the stage 1 boss shifting the polarity of its attacks between phases, the two-faced stage 2 boss which requires different polarities to take out each half, and the final boss' frenetic rush of overlapping bullet curtains.

This rhythm is amplified by the chaining system, which is much more proactive on the part of the player compared to Radiant Silvergun's one-colour restriction. Take out 3 enemies of the same colour in a row, regardless of which colour they are, and you'll add one chain to your current count. Each level and setpiece within is cleverly designed so that you can destroy every single enemy, including even extra enemies while not breaking your chain if you're good enough. Even though I'm not able to get S-ranks in any of the stages yet, pulling off the chains is very satisfying, with the maneuvers looking super cool when you time and position them just right. Ikaruga's chaining system feels more genuinely like building up a huge combo than any other shmup chaining system I've experienced, and gradually unraveling the chaining routes through each of the five stages is like peeling off the layers of an onion, giving the stages a new character and feel each time you get higher max chain counts.

A common criticism of Ikaruga is that the game is too slow-paced and "puzzle-like" for a shmup, especially in the first two stages, and frankly it's a criticism I agreed with for a long time, but this slowness withers away if you try chaining and get a greater feel for the polarity shifting. These slowly-scrolling setpieces become lightning fast, with you optimising frames in your movements even when going for A-ranks, let alone S-ranks. It helps that the ship movement speed in Ikaruga feels significantly faster than Radiant Silvergun's somewhat sluggish movement speed too.

You can't really talk about Ikaruga without bringing up its world-renowned presentational qualities. Although I like to avoid the rambling discourse over whether games are art or not, Ikaruga is definitely a game I'd consider to be oozing with artistic qualities. Speaking of art, this game is also blessed with some of the hardest going official artworks ever made, with a beautiful, grungy early 2000's cyberpunk anime kind of style. There's also the small but fantastic soundtrack by the director Hiroshi Iuchi, which while it doesn't quite reach the orchestral highs of Sakimoto's works for Radiant Silvergun, Iuchi's soundtrack perfectly matches the ebb-and-flows of the stages and bosses here, with a dramatic finish.

Admittedly Ikaruga can be a very difficult game to get into. It lacks the same immediate appeal of its predecessor, lacking the same scale in narrative, number of boss fights or even screen space taken by the game itself. The polarity mechanic is also even stranger than RS' 7-weapon system, with it feeling as though it's actively punishing conventional shmup gameplay patterns at points. Despite these idiosyncrasies of the game, for most of my time as a player of this genre, I've always respected Ikaruga, and as more time passes, I increasingly love it as well.

Ever since I played Treasure's Alien Soldier and fell in love with it, I decided to start looking around in Treasure's other games. I have played Wario World (I think it's okay) and I have Gunstar Heroes and Sin and Punishment on my backlog, but the one game that is always talked about is this one: Ikaruga.

Treasure themselves are very strange developers, as the games they make are for the most die hard of action games fans. AKA: Insane people, like myself. Their library mostly consists of renowned cult classic action games or anime game shovelware. Looking deep into their company philosophy though, they have said time and time again that they take these shovelware commissions to raise funds to make the games they want to make, and for their fans, never worrying about how well they actually sell, which is one of the reasons why they created Ikaruga.

Ikaruga is probably Treasure at their most focused on what they make best: good arcade centered action games. Designed as a sort of spiritual successor to Radiant Silvergun, another one of Treasure's original games, Ikaruga on the surface seems like just a typical bullet hell spaceship shooter. Now I've tried my fair share of them before such as Touhou, but I could never really properly get myself into them. They're designed to be overwhelming as you navigate yourself around a seemingly maddening series of one hit kill bullets with your deceptively small hurtbox as you fire away at a boss fight till it goes away. They have their audience no doubt, but mastering them has always seemed like such a steeper challenge as it involves a lot more reflex mastery and memorization from the player to get the most enjoyment out of them and yes at times that can feel exhausting. Ikaruga is still like those games but what makes it stand out from those other bullet hell games is the Polarity System.

The premise is simple: by pressing the B or O button, your ship will change from White to Black and vice versa. What this means is not also you do double the damage to ships of that same color, but you also absorb bullets of that same color. Yes, you read that right, you absorb bullets in a bullet hell game, and the bullets you absorb fills up a meter on the side which allows you to launch powerful shots to clear the screen. You think that would trivialize a lot of the challenge here, but that's where the other color comes in, as you have to make sure you avoid the opposite color or else your spaceship will explode. And the game will test you on this gimmick constantly, as not also patterns will constantly mix up on bullet colors, but on the hardest difficulty enemies will shoot an array of bullets of their color upon death.

The lead designers of this game has often described Ikaruga to be approached as a puzzle game that just so happens to have shooting mechanics baked into it because of the Polarity System. While you can think that statement is a bit too general, it's an interesting way to describe the utility of the Polarity System because it doesn't make the game revolve around just maneuvering around the bullets while pumping the enemies full of your own, but it also gives the game a sense of strategy. Every encounter you ask yourself where the enemy is, what are they doing, what are they firing, what form should you be in and when should you be dodging bullets or switching colors, taking a very simple mechanic and giving it layers of depth and nuance.

Breaking the game down like this probably made the game sound easier than it actually is. No, far from it. Ikaruga is the hardest game I've ever played and it's not even close. Yet I'm not swayed from it because at it's core, Ikaruga is not your average spaceship shooter. It's challenging, relentless and frantic but also wildly addicting and mesmerizing, backed by a kickass soundtrack which seems to be a Treasure Games staple.

So, as a recommendation, try this one out, even if you aren't particularly into bullet hells. Switch the game into Free Play mode and do a couple of playthroughs on that. Then, as you get a feel for the game, take those training wheels off and let yourself be caught in the wonderful puzzle-like flow of Ikaruga.

Also check out Alien Soldier that game is fantastic like oh my god words cannot describe how-

One of the most wildly idiosyncratic shmups ever made, and absolutely uncompromising in its uniqueness. Hilarious to think that for a lot of people this was their introduction to the genre, considering it topped about a billion lists as "THE BEST SHMUP EVER" - I can't think of another major title that is more misleading as to what to expect from these games, and there are not many that are this hostile to a newcomer either.

Yeah I don’t think I’m ever making it past stage 2 without continues. Tough as nails old school shmup action with a unique polarity system, allowing you invulnerability to bullets of the same color. This polarity system ensures that there’s no one way to complete any portion of the game. Difficulty is pretty unreasonable at times but that makes it all the more satisfying to survive, plus you can adjust how many lives and continues you get. The visuals are gorgeous and the soundtrack is full of certified bangers. If you’re interested at all in shmups/bullet hells, do yourself a favor and pick this game up.

This game is so good that it terrifies me.

"Buddha, how does one reach Nirvana?"
"Take this my son, and learn from it."
"But Buddha, you just gave me Ikaruga™ (2001)."
"Everything happens for a reason. Don't question it, trust it"

Did you know?
Ikaruga was actually part of a super-soldier reflex training program, but as a joke it got released to the public.

I respect the bejesus out of Ikaruga, but after playing it for around 10 hours I'm not sure I think it's actually any fun. It's the video game equivalent of a fussy Michelin-star meal: impeccably designed and presented, a feast for the senses, so thrillingly complex that you know you'll be thinking about it days, months, or even years from now ..... but you might be pulling into McDonald's on the way home.

Played on Dreamcast, I have no idea why I can't list it as played on Dreamcast anymore...

When it comes to my experience with the shoot-em-up genre, a lot of it consists of me playing one of these kinds of games when I came across them in an arcade or as a minigame in something much larger rather than going out of my way to play anything specific. Most of my familiarity with the genre involves classics from the late 1970s and 1980s like Space Invaders, Galaga, or Gradius, as well as a few 90s gems like Pop'n TwinBee or Space Harrier, and while I had my fun with them, they never had me playing for very long. The first one of these games that I actually wanted to play from the beginning to the end, though, would be Ikaruga, as its basic gimmick and supposed high difficulty were enough to pique my interest, and thanks to my familiarity with its developer Treasure through Gunstar Heroes and Sin and Punishment, I became even more excited to check it out. My time with the game was quite short, but it was able to leave a huge impression on me, and while I still consider Sin and Punishment to be Treasure's best game, Ikaruga is a very close second.

Ikaruga is easy to understand, difficult to do well in, and even harder to master, but because the game took full advantage of its core mechanics, it ends up being an entirely rewarding experience rather than something rage-inducing. In this game, your ship can switch its polarity to not only do more damage to enemies of the opposite color, but also to absorb the attacks of those with the same polarity as you in order to fill up your energy meter and fire homing shots, as well as to simply not get killed instantly. While the game does still feature the knee-jerk reactions and fast pace that the genre is known for, this one mechanic adds a puzzle-like layer to its gameplay, as having the screen get coated head-to-toe in bullets and enemies of different polarities makes it so that you're less concerned with killing everything on the screen and more about knowing when to shift colors, where to go in order to fill up your energy meter as quickly as possible, and when to shoot out your homing attacks. The deceptive simplicity of Ikaruga meshes perfectly with the tough-as-nails level design, because the chapters and setpieces not only get harder as you go, but they also get more demanding of you and your skills, and having everything click as you figure out what moves to make in order to survive through a combination of memorizing enemy firing patterns and muscle memory is one of the most satisfying feelings I've ever felt in a video game. Despite how hard it can be, Ikaruga never resorted to cheap deaths or unfair tactics and instead made every single death feel like it was my own fault rather than that of the game, and that sense of refinement in both the game's mechanics and its level design made actually getting past that one hurdle and moving on to see what other crazy obstacle the game had in store for me made me immediately want to try again as soon as I ran out of continues rather than getting angry with the game and quitting for the day.

In all three of the games from Treasure that I've played so far, there's been at least one moment where the game fully leans in on the spectacle of its action and allows you to do something really impressive, and what's great about Ikaruga is that practically every moment of its five chapters has the potential for you to achieve that, and pulling one of these moments off rewards you with both a higher score and an unmatched sense of accomplishment. Since the game's central gimmick puts a strong emphasis on its visuals, it would only make sense for Ikaruga to be as stunning to look at as it is fun to play, as the gorgeous artstyle and effective compositions made the bullet hell moments and enemy formations into visual marvels. This especially applies to the game's hectic and immensely creative boss fights, with the battle against Tageri being my favorite moment in the whole game thanks to both how cool it looked and how satisfying it was. Ikaruga also features some amazing music from the game's director, Hiroshi Iuchi, and I especially loved how it was directly tied into the pace of each level. Ikaruga was an absolutely masterful game that not only became one of my favorite efforts from Treasure, but also my favorite shoot-em-up by far, and I really hope that I can check out the game that this served as the spiritual successor to, Radiant Silvergun, at some point.

"Alas, Ikaruga is going . . ."
Considering what Treasure had done with Radiant Silvergun it was hard to top and I'd say that they really tried: they ended up refining the chaining formula to a point that high level play will manage to kill everything on the screen while still chaining, something that it wasn't possible in Radiant Silvergun. The new mechanic, color switching, is the most important tool to master as it lets you absorb projectiles rather than having to dodge them. And you will need to absorb them because they give you power for your bomb. The bomb in this game doesn't give you i-frames but it's a super effective tool to clear out a room or to do massive damage. You can also partially charge it and still use it, although it'll be really weak.
Just like Radiant Silvergun the game rewards your knowledge of the game's patterns but this time there's no EXP to worry about: this is a purely arcade experience and it shows since it's concentrates on being efficient and killing everything in order rather than killing only a certain type of enemy.
Mechanically speaking, the colour gimmick is basically an evolution of the sword in Radiant Silvergun, but it's done in such a smart way that it obviously made Ikaruga one of the better SHMUPS of the era.

I am not cut out for this at all

Switching personalities between friend groups like

Como um grande fã de jogos de navinhas fodas, sempre tive vontade de me aprofundar mais nos mais falados do genero. Ikaruga era uma das minhas prioridades, e quando descobri que ele tem na steam, fui logo fazer minha primeira jogada.

Ikaruga é, com certeza, o tipo de shoot'em up que mais gosto, porque ele é ÉPICO. Exala um clima tão épico com essa trilha incrível e PRINCIPALMENTE com o visual.

O jogo é em 3D e usa muito bem as perspectiva para trazer momentos muito únicos, espero que os futuros que jogar também sigam no mesmo molde. Mexer com perspectiva é a chave pra fazer momentos mais irados ainda em jogos desse estilo.

A dificuldade também não decepciona, acho que ela exagera demais em muitas partes lá pro final do jogo, mas pra isso que existe os continues infinitos.

Confesso que não estou no momento pra começar uma nova saga, mas já escolhi o próximo estilo a me focar em minha próxima maratona

What can I say about this classic that hasn't already been said? Truly a great game that outshines the Tekken franchise in every conceivable way.


Pretty fun, soundtrack goes hard too. I appreciate the poems at the beginning of every stage too, and the Hindu themes.

El tema de Ikaruga no es la voluntad, es la rigidez. Detrás de su teatral presentación y aires de superioridad se esconde un juego rígido, superficial y tedioso. Su desafío se centra en la memorización y en la ejecución estricta, alejada de la acción dinámica y profunda de los buenos juegos de naves. No es una buena entrada al género ni es representativo las virtudes de este.

Versión larga.

Mi 1cc

Fui web influenciado por Sonic Frontiers!

Ikaruga se mostra como uma anomalia quando se trata em game design sendo todo construído dentro de uma regra de três que dita o jogo e sua performance. Ainda existe um teor filosófico em sua narrativa que admito que ainda não adsorvi totalmente e talvez seja um bom motivo pra novas runs no futuro. O jogo me agrada demais esteticamente e então entendi do porque a Sonic Team usa desse jogoi pra finalizar o seu titulo. Um otimo jogo está por trás desse caminho árduo até o final.

watchmojo top 10 fades to white