Reviews from

in the past


It's not that hard to make a bullet hell that puts you on the tightrope, much less a difficult one. It's enough to fill the screen of bullets with any excuse, the natural reaction will be to feel overwhelmed looking for the few safe spots at hand. What is hard to do is to achieve this level of creativity and elegance.

It is not only that DaiOuJou is the summit (or at least one of them) of a very specific style (danmaku) developed by a very specific circle (CAVE, starting from the impulse left by Toaplan and other descendants such as Raizing or Takumi) or a very specific person (Tsuneki Ikeda, who had been defining his style here for more than a decade since his beginnings in Toaplan), but it is a nonstop of ideas that, always maintaining a stylistic cohesion, keep each playthrough fresh because of its radical approach variations.

Something as simple, satisfying and seen afterwards as the sequence of giant enemies constantly canceling bullets when destroyed here is nothing more than a section of a level. Getting across between bullets, an easy method to achieve tension as seen in Mushihimesama Futari, a game a bit exceeding in this resource, achieves elegance by building on varied layers of bullet sweeps. A clear example is the wasp section of the fifth level. Not only stands out because of making the small enemies follow a very peculiar rail movement, or because of their alternative appearances covering the entire width of the game, or because of being protected by giant wasps that serve as a shield and as another layer of bullets to the obstacle course, but stands out because of the creativity and care of the whole. Because of having to rethink a new strategy when everything seemed under control.

The slightly superior Black Label version also enhances one of the greatest virtues of the original game that represents its philosophy very well: the hyper. A double-edged weapon that allows you to deal more damage and cover more screen in exchange of increasing the speed and cadence of enemy bullets, a mechanic that in this revision appears more frequently, encouraging to risk and improvise, the moments where the spirit of the style truly shines.

Of course, it could be criticized that the CAVE or Ikeda ideas are conservative, and even that they have given birth to descendants incapable of innovating making certain rules as unbreakable laws. However, to me it is not an accurate criticism. The fear, inexperience or ineptitude of some when it comes to achieving their own style or such a level of elegance is not the fault of the original inspiration, and the obsessive reiteration of an author or a circle on the same philosophy is far from the easily confused repetition for comfort and security. If anything, what is interesting about the style that culminates here, and that would attempt to reach the general public in later games, is giving everything for a genre lost in an arcade style that was already considered little more than a relic. Knowing that few were going to play and even fewer comprehend.

If what we want is the rare maturity in the medium of someone capable of working their style until it becomes unique, robust and unrecognizable from the influences that germinated it, like the style of Toaplan of which there is no trace left, DoDonPachi DaiOuJou is nothing but one of the clearest examples.