Appearing suddenly on the eShop with very little fanfare, RXN -Raijin- is an interesting beast from Gulti Games - a team forged from the remnants of Japanese arcade manufacturer Seibu Kaihatsu - previously known for its work on the Raiden series. Created in part to celebrate the studio's 10th anniversary, this vertically-scrolling shooter harks back to arcade converts such as Radiant Silvergun and Ikaruga, doubling down on that core shoot, dodge and destroy mantra.
Derived from the name of the Japanese god of thunder, lightning and storms, RXN -Raijin- follows a group of three pilots who use their mechs (called the RXN, naturally) to hunt down the mysterious Ulka, a group of organic and mechanical monsters under of the control of the maniacal Yukata. While plot and backstory are often considering some of the least important aspects of an old school shmup, RXN still makes the effort to include an overarching story, but it becomes increasingly difficult to follow. With the English language option on, small windows of dialogue appear in the top right of the screen during battle, which are either too fleeting to catch, or simply distract you from the firefight you're engaged in.
Not that it really matters; the dialogue is littered with cryptic heroism rhetoric and the story is negligible at best, but the Japanese anime theme song and voice acting are typically over the top and the soundtrack alternates between wailing metal guitar solos and grimy early '90s drum and bass reminiscent of Squarepusher or Aphex Twin. Of course, there's the triumphant end of level brass as well for good measure.
In terms of visuals, it's a mixed bag. On the one hand, when the game hits top gear, it's a glorious light show of bombs, lasers flailing in all directions trying to take down massive, multi-limbed robots and beautiful manta rays. However, both in-game and in the menus, the RXN shows a few blemishes. The static anime characters are well drawn, but are reduced to small text windows during gameplay. You are able to view your mech in both aircraft and humanoid form in a gallery.
You can rotate it and see it transform, but there's no bio or weapons detail, nor do the models have much function, detail or variety in terms of colour palette or textures. When there are no enemies on screen at the beginning or the end of a chapter, it's easy to see the basic scrolling backgrounds, with some fuzzy edges and plain architecture. The biggest issue inherent with this genre is the slowdown, and unfortunately, RXN is no exception. When things get too hectic, the framerate drops for a significant length of time, putting the game practically into slow motion. It's occasional but noticeable.
The game has upwards of 50 chapters of varying difficulty, and some even branch off on their own or offer alternative paths before meeting again. On the surface there appears to be a wealth of content, but in reality the levels are incredibly brief. Most can be completed in under a few minutes and consist of merely one or two waves of enemies. There's also a lot of asset repetition throughout, so you'll likely play a level that is aesthetically almost identical anywhere from one to five stages later. There isn't a large number of different enemy types either, some levels are cleared without even defeating any enemies and bosses turn up more than once during your journey.
The variety and impact of the weapons in RXN are the clear highlight. Each of the thee pilots has variations on the four different weapon types, including a group of laser firing drones for ranged warfare, rockets or pulse guns for close quarters and a forward facing laser for a more focused attacks. Learning how to maximise the efficiency and timing of these weapons is the key to success as each one can be levelled up by filling a percentage meter in the bottom right of the screen. In addition to the standard arsenal, and at the sacrifice of a third of your health, you are able to perform a spectacular devastating kakusei (Japanese for 'awakening') move by pressing X, wiping out all bullets and damaging all enemies on screen. The combination of strategic movement and weapon selection make for some thrilling, albeit short lived, skirmishes.
The longevity of RXN relies on the need to level up all three pilots in order to progress later on. So you'll have a pilot with a particular weapon that's much more effective than another, and therefore you have to replay a level each character in tandem, or plough through the campaign, running the risk of hitting a chapter or a particularly bullet sponge-centric boss that's too tough. Maxing out the three characters will take a fair while, but outside of the branching paths, there isn't much in terms of deviating from the repetition of collection.
Conclusion
When it's firing on all cylinders, running fast and smooth with massive and beautiful enemies getting obliterated by hundreds of lasers firing in all directions to furious metal guitar solos, RXN -Raijin- is everything an old school shmup fan needs, and a strong call back to what made the genre so revered in the first place. Unfortunately, the game also has some missteps ranging from the tolerable multi-pilot levelling system to infuriating slow down. The structure and chapter length suit short sessions, but may leave some players wanting more to chew on. At times thrilling, and at others confounding, it's a flawed but nonetheless enjoyable straight-up shmup.
Comments 45
This game took me by surprise. For starters and as mentioned in the review Gulti is made of ex-Seibu Kaihatsu staff (of Raiden series fame as noted) which alone was enough to make me keep this one under my radar. Looking at the credit staff roll I was further surprised to find Ancient giving a helping hand and legendary composer Yuzo Koshiro in the main title theme composer role. Unlike the arcade games of old you see showing up on the Switch via Hamster ACA, RXN -Raijin- was designed to take full advantage of the 16:9 horizontal screen and as such the enemy and bullet patterns take those design choices into account, always nice touch. The occasional slowdown actually helps you survive the bullet hell onslaught on some occasions (reminding me of Gradius III on the SNES). Of course if you're not a fan of Japanese shmups, you may find it hard to pony up the asking price for a new game of the genre when you already have a lot of great, cheaper older choices on the Switch but in my case I am just super happy to have a brand new exclusive Japanese shmup on the Switch.
Shiryu scores RXN -Raijin- 8/10 and recommends 8bitdo's N30 Arcade Stick for the full experience. If you love shmups, support the genre so publishers understand there is still a market for them.
buying this friday!
I have been interested in this but the price point and lack of reviews kept me away.
At 50 bucks in the Canadian eShop there’s no way I’d buy in. I remember Steel Empire on 3DS launched really expensive too. The sale price I eventually bought it for seemed fair for tyat shmup. I know the genre is novelty status in Japan these days but I wont pay novelty prices
Nice. Ill get it if it ever hits $19 like I did with SineMora. Not worth $39 dollars for me.
Man, I hope that Guilty Gear reference in the tagline isn't all we see of it on Switch.
@NinChocolate Could you buy from the south African eshop? Could be cheaper if it's released there.
If it had been released physically (I know thats not a realistic option) would have bought at launch but am waiting for a sale price for now.
Like Shiryu bravely confessed, slowdown can be a good thing in shmups!!!
And I love that there are no borders, but a full wide field of play here. But $38 is too steep for me to dive in atm.
Don't think I've seen people peg slowdown as a negative in bullet hell type games. They are often some of the only ways to avoid some waves of barrages.
Please include a couple gameplay shots of actual in game, gameplay to provide some context for the comments in the review.
Insane price tag. I might get it if it ever drops to $15 or less.
@Shiryu Sold! Thanks for second opinion.
I would love to see a demo for a game like this.
This is my third favourite Switch release of 2017, only behind Mario Odyssey and Xenoblade 2.
However, while i personally would have given the game a higher score, i think i'm overall happy that it got such a nice and detailed review here on NintendoLife, even if it took a few weeks.
About the slowdown, i think that the game gives you some seconds of slowdown after pausing with the plus button, but does not do so after pausing with the home button is a pretty clear sign that it's intentional. (It reminded me of how the DS shmup Metal Torrent gives you a countdown after pausing).
I had to get this one when I first saw it. I love shoot-em-ups and love to support developers who make them.
@PhilKenSebben My pleasure.
"The biggest issue inherent with this genre is the slowdown, and unfortunately, RXN is no exception."
facepalm Without even playing the game, and knowing it's from a Japanese developer, I can tell you the slowdown is intentional, it's not an "issue". As an example, feel free to look up replays of CAVE games like Mushihimesama Futari, Espgaluda, Progear (published by Capcom), and check out the times when the slowdown actually kicks in. They're usually placed where the player can dodge easier, but at the same time they can also take advantage of the situation to score more points (like in Mushihime-sama Futari) and collect more items/medals (games like Muchi Muchi Pork). And another almost guaranteed point, those same games with intentional slowdown should also have areas where there's nearly the same amount of chaos on screen, but the action doesn't slow down. Usually this happens on the final stages and later boss battles. In fact, certain arcade shmups that got ported to console/PC (Mushihime-sama Futari again, for example, and other CAVE games) get scrutinized by the shmup community to see if everything got ported accurately, including the slowdowns!
So, to summarize, slowdowns in shmups are meant to enhance scoring potential, increase player survivability, and in this day and age, are not signs of the hardware hitting their limits.
Also for folks still on the fence because of that price tag, here is some visual aid: my very first time playing the game.
Also because I bet asked about this often: This is NOT a review copy, I buy all my games with my moneys. But again I must admit I am a complete shmup junkie, so if it's not your thing don't be too sad to pass it on or wait for a sale.
Not for 38 bucks guys cmon ....15?? $19.99 tops!
@Shiryu
I hope you're also looking forward to that game music event with Heavy Metal Raiden where we'll probably get an announcement of Aka to Blue for the Switch (from the ex-Cave developers at Tanoshimasu).
I bought this last week. It's really nice! Will give RXN plenty of time after Xenoblade 2 which has taken over my life.
@EmirParkreiner head explodes
@TheOpponent I believe that tagline was a reference to one of Metallica's fine 1980s albums, Ride the Lightning.
As for the game, I too think slowdown can be beneficial in these types of games, but while I love shmups, the price is too steep right now.
Maybe if I see it on sale.
To get a Japanese system exclusive new I.P shooter in 2017 is massive thing, and a massive thing for the switch. To release it at this ridiculous price whilst totally broken is a massive disappointment. This needs patching and fast. The level of slowdown is pathetic for a machine with the Switch's power. lazy programming. But you have to ask yourself why? given everything it has going for it.
@SolarJetman this isn't Cave style implemented slowdown, this is we made a bad game and its awful to play slowdown.
I watched some videos of the game and was not impressed. Some levels end abruptly and the framerate is bad in places, often when there is little on screen.
@YANDMAN
As i pointed out before, the fact that the game gives you slowdown after pausing (like Metal Torrent on DSiWare gives you a countdown after pausing) to be able to slowly get back into the game clearly shows that it has to be at least partially intentional.
@EmirParkreiner Nope its a game flaw not a programming device.
@EmirParkreiner Framerate drops to around 15 even when there is little to nothing happening, this i assure you is a broken game and not excusable at this ridiculously high price tag.
@YANDMAN
Well, and i assure you it HAS to be at least partially intentional because of how it appears after pausing.
I also don't see how any individual aspect of a game should be considered "not excuseable", in the end of the day i definitely enjoy RXN a lot more then Raiden V which has more and bigger flaws and was also not cheap.
And i also think that paying full price for these actual new games somehow feels more reasonable then paying almost the same for Garegga and Game Center...
and all of these are still better then any western indie shmups no matter how cheap those are.
@Shiryu
From what i've seen, only a arcade version called Aka to Blue Type R has been confirmed at the event, but considering there was already a leaked picture of AtB running on Switch, i think it's pretty safe to expect a Switch version later.
@EmirParkreiner Awesome!
Any news on a European release date?
@Shiryu Interesting read, i straight avoided it due to horrendous reviews i have read on it from what i rate as credible and trusted reviewers. Most claim the slowdown renders it practically unplayable?
@YANDMAN Unplayable? Well, it certainly was't the case for me... but I guess it might be subjective.
@Shiryu Yep, check out the @ Bullet heaven ' review on youtube and see if you agree with what they are saying or not. I'm a huge shooter fan and their review mostly amongst some othgers couple with the high entry price made me avoid it.
@YANDMAN The game has been discounted since, I see it in promotion every week, but only in the Japanese store AFAIK. I also heard it has been pulled form the European shop a few months back, so unsure you can actually even still buy it nowadays.
@Shiryu Don't think it ever got a European release, it is on the Japanese store but at the same price as N/A.
@EmirParkreiner What do you think about the frame rate drops?
@YANDMAN It did, briefly for a few weeks and then it vanished.I bought the European version of it upon release.
@Shiryu Ah ok, i've not had a switch for very long and it hasn't been on there since i've owned mine. If it drops in price at some point i will take a punt on it.
@YANDMAN
The slowdown in the game is clearly intentional (as opposed to what Bullet Heaven thinks), otherwise the game would not give you slowdown after pushing "Pause" with the + button to make it easier to get back into the game.
It's not as elegant as it should be in my opinion, but it IS (at least mostly) intentional, and it definitely does not not make the game unplayable.
@EmirParkreiner If it becomes discounted i will take a punt but i'm not paying the full price for it. The slowdown issues are mentioned by pretty much everyone that reviews it and they cannot all be wrong. Thank you though i appreciate your input.
Just passed by to say that the game is now available @ 7.77 EUR on EU eShop. Base price, no discount applied.
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