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2 days ago


JetWolfEX followed fntm

2 days ago


JetWolfEX reviewed Silhouette Mirage
On Saturn there's Guardian Heroes and Radiant Silvergun, both games I've always really liked and immediately got the hang of.
And then there's this game...

My first time playing this I felt like I was fighting the game mechanics, I often felt like I was missing something.
I really struggled my way through this game, brute forcing my way to the end while throwing away multiple continues. I didn't understand why it couldn't just be a straightforward run-&-gun or action platformer, it seemed like the added mechanics just got in the way.
It was so frustrating and exhausting to play. I just saw it as the one weak link in the developer's history.
And so this game just sat on my shelf for many years and I'd always remember it as that weird mediocre treasure game.

Only now after coming back to it years later and finally understanding how to play it I feel qualified to write this review.
Silhouette Mirage comes from a developer that is most known for out-of-the-box ideas and experimental game design, and this is one of their games that pushes things even further than usual.

Silhouette Mirage is a misunderstood game, and I also misunderstood it.
This game is deceptively esoteric and deceptively genious. So much so that it took many playthroughs before I finally "got it"

Silhouette Mirage has a color polarity system but the player can't just easily change color at the press of a button you have to face left or right, it's the kind of idea that seems arbitrary and unique for the sake of being unique at first. It's easy to write the mechanics of this game off as shallow the game can almost feel mechanically confused, but the truth is that it isn't just a gimmick, most mechanics are deep and thoughtfully designed.

That's how the game is deceptive, before I really learned the deeper skills and mechanics I assumed that jumping over enemies and trying to move around them was a effective way to play, instead it's all about manipulating and forcing enemies into places where they are at a disadvantage, in other words move the enemy not yourself. It's counter-intuitive to the the way most games would go about something like this. There's a lot of depth to this idea, and it does work in practice once it's properly understood. Many of the bosses in the game feel the same way, before I understood their gimmick, patterns, or weakness they seem tedious and unfair but now they're fun to fight and a reasonable challenge. It's a huge contrast in difficulty all coming from the mechanics themselves. Nothing about Silhouette Mirage is minimal or simple.

This is primarily a run-and-gun game, but it feels a lot like a beat-em-up in some aspects with how spacing is used, it's really important to navigate around enemies and push them into place to control the situation.

You can shoot enemies with the same color and it won't do damage, it might seem like a waste but what this actually does is drain their energy, my first time playing I didn't understand the utility of this and only tried to damage them, it's really important to drain some enemies of all their power first.

It's a really clever layer added to this mechanic, instead of just aggressively attacking everything the game has a focus on disarming your opponent first, so you can get in closer and deal heavier damage. The game prioritizes defense and patience in a really unique way there's not really any run-and-gun game that does things like this. Silhouette is certainly no Contra or Metal Slug, you can't just run in and blast away groups of enemies.

Once an enemy or boss is disarmed they usually have no attacks they can do anymore leaving them open to being grabbed, you can grab and thow almost any enemy and boss which is important for controlling the battle and spacing, but the player can punch money out of enemies and bosses while grabbing them.
This leads to some grinding for shops where you can buy healing items and upgrade weapons, it's essential to have a chance against harder bosses later into the game, there's another layer of resource management added to everything that's already going on here.
It's a lot to keep track of and will keep the majority of players from enjoying it. This is definitely not a game for everyone, I think it has a niche appeal. It's a very demanding, complicated, and punishing action game.

As well as everything works and how well planned and developed many aspects of the game are, there are some serious problems that skill alone can't fix.

My first time actually getting to the final level of the game I was experimenting with weapons and ended up stuck with the Bomb weapon named Angara, the massive problem with this is that Angara can only hit ground targets, you see the final few bosses are exclusively airborne... I could not hit them, I had no chance. My entire playthrough ended right there at no real fault of my own, because the weapon system is so under-developed and unbalanced. The game can be very frustrating like this and not in a satisfying way, there's a smoke/toxic weapon and a targeting homing shot that both take too much setup when you could just get much higher DPS with anything else and worst of all weapons give enemies knockback. This is no issue with the standard shot, Laser, or boomerang, but the rest just hit once launching the enemy away while the rest of the attack misses.
There's no reason not to just use half the weapons.

If I had to pick out the most significant weakness from Treasure as a developer, the most significant and recurring problem that can show up in many of their games, it would be over reliance on gimmicks and one-off ideas.
committing too hard to an idea at the detriment of pacing or enjoyability, at times it's as if they thought the idea was too good of a concept not too put in the game without considering if it's worth including to begin with. I always reward a game for creativity and I think they deserve some credit for trying and experimenting with new ideas, but those ideas can't always be good. Sometimes it's possible to go too far in that direction, I think they get a bit carried away at times.

I think this flaw is the worst demonstrated in this game, often it's just one or maybe two bosses in their games that have this issue but here I can count at least six that do this, it's a lot to explain as the scenarios can be very specific, so I'll let parts from my latest playthrough (on very hard) speak for itself. It's as fun as it looks (so not at all)

SPOILERS FOR FINAL BOSS
https://youtu.be/rUB-91LxKeE

Whenever there's a boss exclusively in the background it's just dreadful, both of those go on for five or more minutes as the player is just waiting around for them to damage themselves.

You would want a game like this to scale in difficulty gradually and naturally, with a few exceptions that's true here and the game overall is challenging, but the semi-final boss is an absurd massive spike in difficulty, and it's fought right after another very hard boss being the third one in a row with no heals or shops in between, it's especially cruel design and it artificially lead to most of my playthroughs ending early.

As it turns out the key to actually fighting them is just holding reflect or attack in the corner, like a lot of the gimmicky parts of the game figuring it out is the challenge but once that's over with it's just pathetic, fighting it knowing the solution just takes all the challenge and skill away. The most mindless nothing kind of gameplay.

For every 3 great boss fights there's a really bad one, the bosses that are straightforward to fight end up being the most fun and thankfully they make up the majority of the game, many have a clever gimmick that just helps or makes it much easier without getting in the way or ruining the overall flow and there are a lot of them, not all boss fights are bad there's a lot of very memorable and fun ones.

I have a lot to complain about in terms of gameplay, but I can't complain at all about the presentation
graphically it's a nice looking game with charming and unique character designs, they're about as unusual as the rest of the game, every level takes place in a very different environment from the others and there's a lot of imaginative and appealing locations, it's nowhere near the spectacle or scope one would expect from Treasure, nothing mind blowing or awe inspiring but it's still above average and the game is very distinct.

The soundtrack is catchy it's not my favorite but there are a few standout level themes and it's well varied
Overall the game has a very unique character and style with a strange and complicated plot to go along with it

Despite being complicated the game is responsive and has many moves to take control of any situation, it feels good to run up walls or slide and the character has a lot of air movement without being too "floaty"

Not every idea works well and it can be cumbersome a lot of times, there are some awful parts in this game that there's just no getting around. It's a game that has a lot to like but it takes a lot of work to learn to like this game. There's some really good bosses and levels here that are brought down by the bad ones I have a list of complaints with this game, but in the end it still has enough good ideas to make it worthwhile.

In spite of everything I appreciate that the developers took some risks, some ideas failed but without that first attempt they may have never learned from their mistakes, and maybe some of the later games that surpassed this one wouldn't have been made, if anything Silhouette Mirage is an extremely unique and unusual game that any action game fan should experience.

4 days ago


JetWolfEX commented on fntm's review of Terranigma
I have a distinct memory of playing through this while very sick, it's a great game to play while recovering. The themes of healing and revival helped keep my mood/morale up at the time, I was stuck on that boss for a few days. Get well soon

6 days ago


6 days ago


10 days ago



JetWolfEX commented on Bells's list Dope Ass Forest Themes in Videogames
Dawn of Mana has lot of really good ones such as "A Mysterious Forest" or "Green Whirlpool"
almost any game from that franchise has a good forest/woods track

Others I remember:
Nights Into Dreams: Gloom of the N.H.C.
Final Fantasy Mystic quest: Beautiful Forest or Forest City
Ristar: Dancing Leaves
Pocky & Rocky: Enchanted Forest
Panzer Dragoon II: Forest of Taboo
Tales of Phantasia: Mystic Forest
Astra Superstars: Memory of a Sleepy Forest

11 days ago


JetWolfEX finished Silhouette Mirage
On Saturn there's Guardian Heroes and Radiant Silvergun, both games I've always really liked and immediately got the hang of.
And then there's this game...

My first time playing this I felt like I was fighting the game mechanics, I often felt like I was missing something.
I really struggled my way through this game, brute forcing my way to the end while throwing away multiple continues. I didn't understand why it couldn't just be a straightforward run-&-gun or action platformer, it seemed like the added mechanics just got in the way.
It was so frustrating and exhausting to play. I just saw it as the one weak link in the developer's history.
And so this game just sat on my shelf for many years and I'd always remember it as that weird mediocre treasure game.

Only now after coming back to it years later and finally understanding how to play it I feel qualified to write this review.
Silhouette Mirage comes from a developer that is most known for out-of-the-box ideas and experimental game design, and this is one of their games that pushes things even further than usual.

Silhouette Mirage is a misunderstood game, and I also misunderstood it.
This game is deceptively esoteric and deceptively genious. So much so that it took many playthroughs before I finally "got it"

Silhouette Mirage has a color polarity system but the player can't just easily change color at the press of a button you have to face left or right, it's the kind of idea that seems arbitrary and unique for the sake of being unique at first. It's easy to write the mechanics of this game off as shallow the game can almost feel mechanically confused, but the truth is that it isn't just a gimmick, most mechanics are deep and thoughtfully designed.

That's how the game is deceptive, before I really learned the deeper skills and mechanics I assumed that jumping over enemies and trying to move around them was a effective way to play, instead it's all about manipulating and forcing enemies into places where they are at a disadvantage, in other words move the enemy not yourself. It's counter-intuitive to the the way most games would go about something like this. There's a lot of depth to this idea, and it does work in practice once it's properly understood. Many of the bosses in the game feel the same way, before I understood their gimmick, patterns, or weakness they seem tedious and unfair but now they're fun to fight and a reasonable challenge. It's a huge contrast in difficulty all coming from the mechanics themselves. Nothing about Silhouette Mirage is minimal or simple.

This is primarily a run-and-gun game, but it feels a lot like a beat-em-up in some aspects with how spacing is used, it's really important to navigate around enemies and push them into place to control the situation.

You can shoot enemies with the same color and it won't do damage, it might seem like a waste but what this actually does is drain their energy, my first time playing I didn't understand the utility of this and only tried to damage them, it's really important to drain some enemies of all their power first.

It's a really clever layer added to this mechanic, instead of just aggressively attacking everything the game has a focus on disarming your opponent first, so you can get in closer and deal heavier damage. The game prioritizes defense and patience in a really unique way there's not really any run-and-gun game that does things like this. Silhouette is certainly no Contra or Metal Slug, you can't just run in and blast away groups of enemies.

Once an enemy or boss is disarmed they usually have no attacks they can do anymore leaving them open to being grabbed, you can grab and thow almost any enemy and boss which is important for controlling the battle and spacing, but the player can punch money out of enemies and bosses while grabbing them.
This leads to some grinding for shops where you can buy healing items and upgrade weapons, it's essential to have a chance against harder bosses later into the game, there's another layer of resource management added to everything that's already going on here.
It's a lot to keep track of and will keep the majority of players from enjoying it. This is definitely not a game for everyone, I think it has a niche appeal. It's a very demanding, complicated, and punishing action game.

As well as everything works and how well planned and developed many aspects of the game are, there are some serious problems that skill alone can't fix.

My first time actually getting to the final level of the game I was experimenting with weapons and ended up stuck with the Bomb weapon named Angara, the massive problem with this is that Angara can only hit ground targets, you see the final few bosses are exclusively airborne... I could not hit them, I had no chance. My entire playthrough ended right there at no real fault of my own, because the weapon system is so under-developed and unbalanced. The game can be very frustrating like this and not in a satisfying way, there's a smoke/toxic weapon and a targeting homing shot that both take too much setup when you could just get much higher DPS with anything else and worst of all weapons give enemies knockback. This is no issue with the standard shot, Laser, or boomerang, but the rest just hit once launching the enemy away while the rest of the attack misses.
There's no reason not to just use half the weapons.

If I had to pick out the most significant weakness from Treasure as a developer, the most significant and recurring problem that can show up in many of their games, it would be over reliance on gimmicks and one-off ideas.
committing too hard to an idea at the detriment of pacing or enjoyability, at times it's as if they thought the idea was too good of a concept not too put in the game without considering if it's worth including to begin with. I always reward a game for creativity and I think they deserve some credit for trying and experimenting with new ideas, but those ideas can't always be good. Sometimes it's possible to go too far in that direction, I think they get a bit carried away at times.

I think this flaw is the worst demonstrated in this game, often it's just one or maybe two bosses in their games that have this issue but here I can count at least six that do this, it's a lot to explain as the scenarios can be very specific, so I'll let parts from my latest playthrough (on very hard) speak for itself. It's as fun as it looks (so not at all)

SPOILERS FOR FINAL BOSS
https://youtu.be/rUB-91LxKeE

Whenever there's a boss exclusively in the background it's just dreadful, both of those go on for five or more minutes as the player is just waiting around for them to damage themselves.

You would want a game like this to scale in difficulty gradually and naturally, with a few exceptions that's true here and the game overall is challenging, but the semi-final boss is an absurd massive spike in difficulty, and it's fought right after another very hard boss being the third one in a row with no heals or shops in between, it's especially cruel design and it artificially lead to most of my playthroughs ending early.

As it turns out the key to actually fighting them is just holding reflect or attack in the corner, like a lot of the gimmicky parts of the game figuring it out is the challenge but once that's over with it's just pathetic, fighting it knowing the solution just takes all the challenge and skill away. The most mindless nothing kind of gameplay.

For every 3 great boss fights there's a really bad one, the bosses that are straightforward to fight end up being the most fun and thankfully they make up the majority of the game, many have a clever gimmick that just helps or makes it much easier without getting in the way or ruining the overall flow and there are a lot of them, not all boss fights are bad there's a lot of very memorable and fun ones.

I have a lot to complain about in terms of gameplay, but I can't complain at all about the presentation
graphically it's a nice looking game with charming and unique character designs, they're about as unusual as the rest of the game, every level takes place in a very different environment from the others and there's a lot of imaginative and appealing locations, it's nowhere near the spectacle or scope one would expect from Treasure, nothing mind blowing or awe inspiring but it's still above average and the game is very distinct.

The soundtrack is catchy it's not my favorite but there are a few standout level themes and it's well varied
Overall the game has a very unique character and style with a strange and complicated plot to go along with it

Despite being complicated the game is responsive and has many moves to take control of any situation, it feels good to run up walls or slide and the character has a lot of air movement without being too "floaty"

Not every idea works well and it can be cumbersome a lot of times, there are some awful parts in this game that there's just no getting around. It's a game that has a lot to like but it takes a lot of work to learn to like this game. There's some really good bosses and levels here that are brought down by the bad ones I have a list of complaints with this game, but in the end it still has enough good ideas to make it worthwhile.

In spite of everything I appreciate that the developers took some risks, some ideas failed but without that first attempt they may have never learned from their mistakes, and maybe some of the later games that surpassed this one wouldn't have been made, if anything Silhouette Mirage is an extremely unique and unusual game that any action game fan should experience.

12 days ago



JetWolfEX commented on JetWolfEX's list Mediocre / Low rated games I wish I could play
@GutterTrash
I'm glad it's not just me, a lot of old British platform games are hard to get running

13 days ago


JetWolfEX commented on JetWolfEX's list Mediocre / Low rated games I wish I could play
@Pangburn
It sounds like the impression I got from it was right then, the combat looked boring it seems like more of a tech showcase. Yeah I saw the texture warping too, it looks like it's really intense in that game.

13 days ago


13 days ago


13 days ago



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