Born into the pain of a chaotic development (delays, cancellation rumors) The Red Star (TRS) was due to be a suck-ass vaporware. But believe me, I was really hyped by that beat'em all in an uchronical USSR, where the heroin fights with a hammer and a sicle. So I spent my money overflowed with joy when I saw the game in my favourite store.
The first minutes of the game kinda scared me. Bad modelisations, basic environments, repetitive combats, the game was taking a bad start. With an only gun and 3 combos, I was already seeing myself bitching about that game everywhere on the net (my life is GREAT !). Then, as I was crying over my hope for this game, I fought the first boss.
And then I understood.
I understood that the beat'em all sections were just appetizers for the big plat de résistance : The manic shooter-like bosses. Every fight, you'll have to use your best reflexes to avoid the bullets coming from everwhere. Then something enlightened my face, and I understood why I played that game. Because once I killed that boss, I could buy new weapons (even a triple shot directly inherited from shoot'em ups), I got into a lot of other well-thought bosses, and I took a census of a good idea every 5 minutes.
Badly starting, TRS sees its potential grow exponentially. With its retro-future design, its great boss fights and its old-school side (The game always has a 2D gameplay, whether the camera is on the top or on the side of the action), the game succeeds in its rash melting-pot and gives some challenge since the difficulty quickly increases.
In spite of its defaults at the beginning (boredom, bad melee gameplay), TRS recovers quite fast with a load of good ideas, the numerous boss fights, the equipment customisation and a strong personality.
At a high price, I must admit that I wouldn't have advised the game to everyone, but as the game humility is in its price (around $20), the choice is easily made.
All comments (2)
Commented on 2007-08-03 05:19:22
Commented on 2007-08-03 06:17:52