Cave, a shoot-'em-up developer assembled from the ashes of Toaplan, was preparing to fold in 2001. The arcade scene was moving in new directions, relying on increasingly ostentatious Taikan cabinets to compete with the emerging technology of home consoles. For Cave, the 2D shoot 'em up, no matter how unerringly creative, was struggling to make the bottom line sing, and it was in large part thanks to Taiwanese company IGS that they survived another decade. Cave was so impressed with IGS's PolyGame Master arcade hardware and the bastard Donpachi entry they had created for it, that they licensed the tech to have one last charge - events that would deliver DoDonpachi DaiOuJou, its suffix loosely translating as “blissful death”.
Tsuneki Ikeda, lead programmer, video game auteur, and then the company’s public face, lamented that he could never make anything as impressive as Ikaruga. He was wrong. Over time, DaiOuJou stands not only superior to Treasure’s polarising genre hybrid, but is considered by enthusiasts to be one of the greatest games ever coded. It’s the shoot-'em-up equivalent to Capcom’s Super Street Fighter II Turbo or SNK’s King of Fighters ’98: a signifying work that does not date, and compels people decades on to play for fresh achievements. In 2015, at Shanghai’s Lie Huo arcade, the expert DaiOuJou players casually ripped through its two loops like tin foil, cigarettes dangling idly from their mouths. When questioned, all were unanimous in citing it as the apex of the bullet-hell sub-genre. And they were right. Although its difficulty is a high bar, learning to play it is also to understand its genius.
Simple in premise but ocean-deep in strategic nuance, its two loops are a demonstration of tremendous brutality married to pitch-perfect assembly. Its bullet patterns converge in multi-coloured layers; some aimed, some roaming, some impossibly dense, you lead them around the screen before doubling back to a safe haven amidst the storm, before that too becomes a collapsing iris of pink and blue. Like its predecessor, DoDonpachi (1997), this direct sequel features the same hidden bee medals, uncovered with a well-placed laser blast. But, where the former was rough and ready heavy metal, DaiOuJou is classically symphonic.
Now, in addition to your bomb stock, destroying enemies consecutively rewards you with Hyper Medals, which trail your craft until fired with the bomb button. The Hyper unleashes a limited-period laser of devastating magnitude, tearing up the screen and temporarily increasing the speed of enemy bullets. It’s one of the most exhilarating power-ups in all of gaming’s broad history, and is integral to scoring and survival. You don’t need to combo-kill every enemy in the game, of course, or grab every hidden bee icon, or even attempt to initiate the second loop: DaiOuJou’s adrenaline-infused rapture is equally prominent when simply played for survival. But, peel back the lid on its chaining, figure out how to bridge gaps, herd bullets, and win extra lives, and you tap into one of arcade gaming's most satisfying experiences.
You can choose from one of three Elemental Doll characters, each with different shot and bomb stock properties, with varying pros and cons, who completely change the way you approach the game. DaiOuJOu is a cypher, decoded with reflex and mental acuity, a path that begins by learning not to fear the bullets. It takes dedication and repetition, but understanding the minuteness of your ship’s hitbox is the first step to enlightenment. Once you have a feel for the first stage and the power beneath your fingers, the experience morphs, opening up worlds that, in your credit-feeding days, lay dormant. Nobody claims it's easy, but by applying the simple discipline of ignoring continues to improve your play, you can tame this 20-minute onslaught in ways you never imagined. And that’s when the penny drops.
With every title in Cave’s catalogue a paragon of game design, one may wonder what really sets DaiOuJou apart. The difference may seem minimal, and to many its edge remains indistinct. Nevertheless, that edge is there, and the general consensus is that it’s all in the balancing. Whether intentional or by sheer luck, DaiOuJou has a purity that remains unmatched; a matter of simple aggression coupled with a perfectly augmented difficulty curve. It runs deep, too, with route chaining for hidden bees interplaying heavily with survival, and the framework of its boss battles being exceptionally well-wrought. Aesthetically, it's seductive, its opening neon Lunarpolis and desolate interplanetary locales brought to bleak life by Manabu Namiki’s timeless, haunting score and thundering bass lines.
M2’s Shottriggers series has undoubtedly been building up to this point. Ever in touch with the hardcore, this is by far the definitive DoDonpachi DaiOuJou release to date. The usual screen gadgets are here and better than ever, bordering the display and offering indispensable information on hidden bees both uncovered and missed, second loop availability, energy bars for the mid-bosses, and so much more. They have also whipped up new optional in-game art, a superb arranged soundtrack, and compiled a staggering library of seven different versions of the game.
The arcade original is present and correct, accompanied by Cave’s Black Label reworking, which moderates Hyper drops to be more plentiful, subtly rebalances the difficulty, fixes some minor bugs, and allows you to carry lives into the second loop rather than having them cruelly stripped away. Additionally, DoDonpachi III appears on console for the first time, a lost international version that never saw a proper release. Featuring English text endings, it’s essentially a modified version of Black Label, tweaking the score bonus maximum and the acquisition of life extends in loop two, amongst others.
The rest is all M2’s doing, a rich set of four outstanding revisions. Super Easy Mode may be a cakewalk for veterans, but it’s pitch-perfect for newcomers trying to feel out the game’s processes. Finishing it without losing a life and collecting all the bees is an incredibly enjoyable pursuit for all skill levels, and a relaxing way to cut loose.
Beyond this, M2 have, remarkably, produced three individual arrange modes for each of the game’s Elemental Doll characters, each playing totally differently. Shotia’s arrange is clever. She has no laser, no bombs, and score chaining is gone. Instead, she expends a stream of deliciously devastating Hyper fire, ripping up anything in its path. While it's initially very easy, you need to keep an eye on the Hyper Rank gadget, which runs 0 to 15. At its max, bullets are increased in number and speed, and the rank is only reduced by dying. It’s still the easiest of the three arrange modes, but incredibly fun to blast through.
Leinyan, the intermediate doll, maintains her regular weaponry, locked in at maximum power, and can bullet cancel like crazy by destroying larger enemies and landmasses. With increased bullet swarms, it’s endlessly exciting, and feels fantastic to steer into.
Finally, EXY, the arcade’s expert Doll, has a literal bullet tsunami heading her way from the get-go: ever-descending curtains that need to be constantly herded and cancelled out of existence. It’s gloriously epic and completely enrapturing in that, despite its insanity, it remains easier than the vanilla arcade game owing to a steady string of extra lives. For fans and newcomers alike, beyond what is already a stellar collection of perfect arcade ports, these additional modes are a fascinating treat, presenting wholly new ways to play and new achievements to shoot for.
With its greatest package to date, M2 has outdone itself. Rich in essential features and bonuses, replay saves, challenges and trophies, artwork and sound galleries, granular screen adjustments, a smart training mode, online leaderboards, and more, Re:Incarnation is the ultimate tribute to Ikeda's masterwork.
Conclusion
Tasked with saving a business rather than allow it a peaceful death, DoDonpachi DaiOuJou strove for excellence back in 2002, and achieved its goal. Whether fuelled by desperation or a desire to one-up the competition, the balancing and execution here comes closer to perfection than any other in the bullet-hell sub-genre. When you tap into its rhythm and begin to bend the game to your will, Hypers raining down, giant lasers decimating the screen amidst an epic hell-storm, it’s poetry: the kind of unbroken euphoria and beat-by-beat accomplishment that gaming was created for. And, if a game can be played infinitely, its power and genius never diminished, its achievement never lessened, when does a 10 stop being a 10? Never.
Comments 109
Ah OK, don't know what this is. never heard from it but ok, on the wish list it goes I guess.
I love shooters but I just can't get on with bullet hell. So much on the screen and my naff eyesight makes them feel like shopping in a crowded mall versus an empty one. And I can't stand hit boxes - just make the sprites smaller and make it so that they can effectively weave through the waves by designing them around the size of that sprite.....? Again it messes with my eyesight and also breaks the atmosphere for me - it just seems strange that bullets are just floating over what is clearly part of my ship / thing / anime character.
So, having said that, am I still likely to disregard this one as subjectively unplayable for me or can I actually have a stab at it and feel some of the hype? Because I am genuinely curious given all of the high praise in the reviews I have seen.
Hm, why you haven't mentioned the existence of mobile version of the game? It's available on Switch through G-MODE Archives, however, only in Japan.
And by the way... Why we haven't got The King of Fighters XIII: Global Match review? You continue skipping fighting games for reviews – Melty Blood: Type Lumina, Phantom Breaker: Omnia, Omen of Sorrow, ACA NEOGEO ports...
The Cover Art is a 10/10.
@Warioware DaiOuJou is definitely a great bullet hell game, but it's generally considered to be one of the hardest out there and I would absolutely not recommend it as anyone's first game. If you think bullet hells as a whole are too much for you, DaiOuJou is probably going to make you like them even less.
That being said, if you're still really curious about the hype over Cave's games, I'd recommend looking into Mushihimesama, which is also on Switch and made by the same dev team (though it's not a Shottriggers port). It's just as good as DaiOuJou while being infinitely more accessible to newcomers.
Reading through the review made me feel like a simpleton that doesn't understand bullet hell, but... is that a kid with cyborg legs on the cover art?
@StarryCiel I'd say the super easy mode (plus the new arranges) makes this just as accessible as Mushihimesama (which is ported by LiveWire, by the way, not M2 - edit: ah, you already noticed). On the other hand, the big problem with this release is it's Japan-only, and likely to remain that way.
@Warioware, my personal recommendation for an easy to get into bullethell would be Deathsmiles. It's got a nice, gentle difficulty, it's easily available and it comes in a package with the second game too.
@Vyacheslav333 Not sure why it's important to mention the mobile version of the game. You'd need to enlighten me there.
@StarryCiel @Warioware
M2 have considered everything here. It's really one of the most comprehensive packages they've ever released, with modes to get everyone started and help them move up.
@StarryCiel thanks for the recommendations, Mushimesama is literally on my screen at the moment. Watched some Dodonpachi videos and..... well..... I don't think I had a clue what's going on so maybe I should stick to R Type
@riccyjay thanks in the same way as my last comment. I have Deathsmiles on my wishlist but the price is high for a shooter and there's DLC too. Plus City Connection rarely do significant sales
@Tom-Massey again thanks, still think it might just be too incomprehensible to me though
I've felt this before, but I feel like shmups get rated higher on this website than other genres. Only a very few games get 10/10 a year here and with few exceptions they are obvious GotY contenders.
Is this game really good? fair. Is it a game almost everyone should absolutely own (from scoring policy) and almost all would enjoy and potential GotY? Honestly, probably not. There are also a ridiculous number of 9/10 shmups on this site — the ones I've played are fairly good, but I still feel like the standards for high scores are simply lower than with other genres.
Edit: That said, this game is still going on my wishlist.
Second edit: It turns out I was wrong about shmups getting rated higher than average on a whole, the actual trend is that most of the high-scoring ones are retro games so the trend is fairly specific.
@Tom-Massey For comparison purposes only, probably. Though, die-hard fans would like to own many versions of their favourite games as much as possible, lol.
@riccyjay
I'd say the sequel is easier purely because it doesn't have a ridiculously long final stage.
@FishyS Yep, I've shared that observation before. Virtually any 'classic' shmup that's ported to Switch gets a 9+/10 it seems. Its not a genre I know well so I can't make much of a judgement, but if you were to rank all Switch games by review score this site would surely be skewed in favour of 'classic' shmups.
@Vyacheslav333 Agree with your request to Nintendolife !
@Warioware If you're playing purely for survival, it's just as simplistic as Mushihimesama, but harder on its default arcade modes. If you're playing for score, well, it's a CAVE game, none are straightforward, and Mushi is no exception.
@FishyS @gcunit
I assure you folks - and this as someone recognised for scoring harshly - the scoreline for this isn't handed out lightly, and comes from years of experience with this particular game and the genre as a whole. If it helps, I can't think of any other legacy shmup, CAVE or otherwise, I'd score equally. Like Dark Souls, as a more modern example, it's not easy to understand how remarkable it is until you really have a handle on it. But when you do, it makes absolute sense. I hope some new players will reach that point!
@Warioware This will depend on your region etc, but have a look for it physically. Iirc, there was both a limited and regular retail release. I'm pretty sure I've seen it for 20-something on Amazon (that's in the UK).
@Poodlestargenerica
Agreed. I wish the actual game looked as inviting to me as that gorgeous artwork does.
@FishyS This is a apparently a fantastic port of one of the most highly regarded games in the genre, so I guess in those terms the 10/10 is justified.
From the scoring policy:
...this is a genre defining game that we absolutely feel you should own
NL does seem to have a lot of highly rated shmups, but there have been a lot of genre classics ports to Switch so I guess it makes sense they score particularly high - particularly when the ports have been really high quality as well.
@gcunit The thing is, this site only tends to review the absolute, true classic shmups (not a dig, by the way, it's amazing a mainstream site reviews any at all). No exaggeration, there are often close to 100 shmups released on Switch in a calendar year, the majority rereleases of old classics. I'm sure if they reviewed every single Arcade Archives release and every low-budget Megadrive port, you'd see a lot more sub-7 scores. But when they're sticking to stuff like DOJ, Batsugun, Ray Force etc, high scores are justified as these are some of the most legendary games in the last, like, 30+ years of the genre.
Reading the review alone gave me a shot of adrenaline. Sounds like an amazingly crafted masterpiece. You guys know how to sell a game!
Definitely getting this at one point, hoping that that the aesthetics and music hits home. I dont know it it has much of a storyline, but I really like Cotton, so yeah... it's not what Im searching for in shmups. Although if a game has nice characters and locations, its always a shame it has no lore.
@dmcc0 Genre-defining is always an interesting question. If they ported super mario brothers 1 to Switch as a 'regular' release would it get a 10/10? I don't think so (in fact, on wii u it didn't). It was certainly genre defining at the time it was created and deserved a 10/10 at that time, but as a "new" game it simply doesn't. A lot of ports in various genres get reviews like this "Pro: amazing genre defining for it's time"; "Con: nothing too new in this port, just the original game with a couple new modes" 8/10. That said, this is very inconsistent — for example the recent quake got a 10/10, another game in my opinion absolutely deserved it at the time but interpreting it as a 'new release' absolutely does not.
This was a fantastic review. Obviously written by a fan of the genre but still fair minded as well. I look forward to reading more of this author’s work.
@riccyjay @Tom-Massey Just to avoid any potential confusion, my comment was not meant as criticism, it is just an observation.
It's just, as @riccyjay puts it, there seems to be a greater number of games in the shmup genre that are regarded as 'legendary' than any other genre, and as someone not particularly familiar with the genre, I wonder why that is, when, from a position of relative ignorance, so many of those games look kinda similar to each other (not wishing to do a disservice to the differences/nuances that exist within the genre). Part of me can't help wondering if the fact that the genre is a bit more niche and 'cultish' (that's an 'l' not an 'n' 😉), with lots of previously-hard-to-get Asian representation, means giddy nostalgia and 'if you know you know' cliqueyness isn't playing a bit too heavy a role in scoring. But as I say, I readily hold up my hands to ignorance on my part and don't mean anything derisory by that wonderment.
Reading this review was like hearing a sommelier gush about a vintage wine, and I appreciated that. Even having read about all the strengths in this review, I don’t think I could even recognize the intricacies Massey detailed so articulately. I’ve tried a few shmups over the last fifteen years, and although I can enjoy them, I’m doing well if I can survive. Score-chasing is a distant thought.
I don’t think I’ll get the game because I have Mushihimesama on my wishlist for now, but this review was a treat!
@FishyS Imagine they ported SMB1...but it came with an unreleased prototype of the game too, and they recodrded an entire brand new soundtrack, added training features for speedrunners as well as downloadable online replays, produced new original artwork AND they threw in three new variations on the game with their own unique mechanics that mixed up how you approach the game.
Would that deserve a 10/10? Cause that's a fairer comparison.
@FishyS I guess the difference is with this, and possibly the genre as a whole, is that it is somewhat more 'timeless' than both Super Mario Bros or Quake. Both 2D platformers and FPSs have moved on significantly since those games but with shmups, in many cases the ones that are considered classics are still regarded as some of the best in the genre.
@gcunit I think you are misinterpreting "cliqueyness" with skill-level / mastery of the genre. There is a reason why SHMUP are so revered by fans of the genre (and why that fanbase is so small). Not everyone has the skills nor time needed to master these games; and the only way to really appreciate them fully IS to master them. This is why many gamers feel either left out of this "members only" group or think they all look the same / don't make sense / haven't changed in 30 years.
Being around SHMUP players I actually find them VERY friendly and welcoming to new players and want people to experience what they do. Which is the opposite of what I get around a lot of fighting game or first person shooter "masters". Of course there are exceptions and not everyone is like that, but I find the SHMUP peeps to be the least cliquey as far as keeping players away.
@FishyS is a good example of an "outsider" not really getting why this game deserves a perfect score.
(I am not belittling anyone that can't play SHMUPs or don't like them, it is just my observation looking at both sides). I personally love SHMUPs so I understand the sheer magnitude of overcoming the game systems and difficulty to uncover what makes them so great, but on the surface they definitely don't look like 10/10's.
@StarryCiel and has a lovely little arcade cabinet for your switch which i just gifted myself..
@GOmar This is about right. Honestly the scrolling shooter is the most skill intensive genre and it's not really close. Personally, I hate the genre for lots of reasons, but a lot of people like them, so they can rate their games however they want. I'm glad the reviewer is enjoying their game so much.
I got this port last week, it's really amazing, (and almost as good as the ps4 one, M2 got it down to 3 frames lag, according to the electric underground)... Really amazed what a shmup collection i now have on my switch.. something i would have dreamt of a few years ago.
somethings to add to the review
DDPIII is also know as 'grey label' being between black and white in difficulty..
@gomar I sort of get @gcunit @fishyS 's pont, but remember on the the creme de la creme of shmup history are port... one can wonder what the score is for...
But basically we get 1 or 2 shmup ports a year, so it makes me happy to see a mainstream site giving some love to a niche genre.. there were years where reviewers game shmups 6/10 due to 'lack of variation', while not understanding the inner mechanics...
@gcunit shumups especially the bullet hell ones require tight, accurate hit boxes, discernible pattern movement (while not being too easy so as to bore the player), and rewarding but responsive underlying control systems (the feel and responsiveness of the player character, the reaction of the enemy characters, power up structure) and the good ones also incorporate hidden items or secrets to promote exploration and for the player to experiment even on a constantly moving level. The gameplay also has to dance a razor’s edge of tension and an almost “mind no mind”/mushin state to keep the player engaged and determined to win. When you lose in a good shumup, you know it’s your fault and not that the game was unfair or broken. Getting all that right (and that is before we get into artstyle and music) is difficult for any dev, but CAVE is arguably one of the best. Not every shumup is a masterpiece but the ones that are? Truly are. DaiOuJou is one of them.
I love games that require immense skill with the joystick / controller.
It's a type of game in which the vast majority of people will not be able to thrive (in games without infinite continues, like Radiant Silvergun).
So, those able to master the required skill level find it a wonderfully challenging and demanding level.
I love and dominate this genre. I have more than 90 games in this genre and I've finished them all without continues, and often with a single life.
And when you win, you feel like a gamer immensely superior in skill than the rest of the mortals.
The same thing happens with fighting games, which I also dominate and participate in sponsored championships. When you master a difficult genre, 2-year-old-difficult games like Mario Wonder seem very dull and unfun. Simpletons.
It's the side effects of getting really skilled.
Shmups = the best school to become skilled in games, followed by the fighting genre.
@Solomon_Rambling @Ryu_Niiyama @dmcc0
I must say, I’m always very pleased, for obvious reasons, to know people read the review in full. It happens far less often than I’d like, so I appreciate that, and your kind words.
Roll on, Super Easy Mode, wooo!!
Still need the rest of CAVE’s games on switch. So I can stop being anxious about my 360’s lifespan.
@Rykdrew are you Billy Mitchell?
Haha, just kidding, I wish I could 'dominate' shooters as well as you do, never had the skills
@FishyS Well, depends on what you're looking for. Quake is definitely a 10 or at least a high 9 in my books. At least the Switch version, which is the only one I've played.
@Tom-Massey thanks again. I saw the other Dodonpachi game on the eshop (currently on sale) and it is tempting. Physical isn't an option right now because of my nomadic lifestyle. All this info is great though
@riccyjay thanks again. Sale on the EU eshop Cave games right now. Tempting, but. Hm..... food for thought
Oh man...I should get into shoot em ups again, huh
@Warioware I feel mostly the same as you do. I wasn't interested in bullet-hell for a while, but eventually gave it a chance, but found it wasn't for me. I was impressed with some of the design elements like the tiny hit boxes as it made things more fair than they looked. But the small hit box just messes with my mind. I didn't find it as enjoyable to be bogged down by giant bullet patterns compared to older style shooters where I'd have room to move, but the bullets would come much faster. I'm glad I tried bullet-hell, but it never landed for me as my mind is wired for the older-style games, like those Toaplan was making before it morphed into Cave.
I want it, but I'll never get it, because I no longer trust Play-Asia, and my only other option is to overpay on eBay to get it from a Japanese seller.
It's so frustrating to me that M2 doesn't release so many of their games outside of Japan. Yes, the Switch is region free, but it should be more widely and easily accessible. I don't want a physical copy and don't want to create a japanese Nintendo account.
This game's title sure sounds like a Capcom title if I ever saw one! ('90s Street Fighter jokes)
@MARl0 You forgot the part about needing to buy eShop codes from (hopefully reputable) resellers to fund the account.
On the Wii U/3DS, they'd happily take credit cards from anywhere in the world (at least a major one such as Visa) but on Switch they'll enforce region lockout from the credit card and Paypal payment options.
I hope that this get launched outside Japan.
@gcunit Shoot em ups do seem like a different beast than other genres. I'm a big shoot em up fan, so I'm speaking from inside this view. Like, I'm strongly hoping for GunNac, Parodius, Battle Garegga, and other awesome shmups to come to Switch (even though there's like 500 on the system already!). I can play those games over and over and they're exciting in a unique way. I'm now thinking I can't explain this... Anyways, I was trying to say that I can totally understand how if, for example, M2 released Zanac and GunNac in a deluxe Shotriggers collection it would be worthy of a 10/10 (even though they're old NES games).
@MARl0 I wish all M2 stuff would release globally on Switch! Especially their number 1 release ever, Battle Garegga!
game is a total stunner and such an easy 10/10. it's hard to explain how good the gameplay feel is here. it has to do with the deliberate pacing of each level and the placement of enemy spawns. there is masterful encounter design on display in every screen of DOJ. it has a rhythm that is totally unique, even among Cave's library
Is this another Japan-only release?
@GOmar I was loathe to use the word 'clique' because it wasn't exactly how I wanted to phrase it, but was rushing my post and so just went with it. Certainly didn't want to suggest shmup players were prone to pushing others away etc. so apologies for that rather loose use of language.
I guess it comes down to 'classic' shmup releases attract reviewers who know shmups and therefore don't approach the review from the 'general gamer' perspective.
@Warioware If you have any interest in shooters at all, you MUST at least try this. Perhaps give it a go in super easy mode to get a feel (i haven't tried this release, just the game in an arcade, but super easy in other shotriggers release gives a good feel for the gameplay without being super overwhelming).
and remember that the real rewarding gameplay isn't just about getting from point a to point B, it's about optimizing what you're doing to get the best score. even if you're not trying to beat the world, just topping your own achievements is immensely rewarding. also, largely necessary if you do want to get as far as possible on one credit, as you accumulate lives based on your scoring.
the visual overwhelm is definitely a valid reason to be turned off though. i personally love it, but i will never for a second blame anybody for disliking the sensory overload.
Great review, hope that Limited Run or Strictly Limited pick this up for a physical release in the west.
@AllieKitsune use Amazon.jp it’s faster and generally cheaper than Playasia.
@gcunit Yea that is fair and makes sense with your clarification. I do think though any genre of game (not just SHMUPs) should be reviewed by a "qualified" reviewer, as reviewing a game means knowing a game; and the only way to truly know something is to wander its depths with understanding. The score here reflects that and is deserving.
What I suggest (and what I miss about old gaming magazines) are supplement reviews by someone not as adept at the reviewed game's genre. That way you can get a perspective from someone that is looking at it as a beginner, average player, first-timer etc. and they can score/rate etc. for people coming from that angle so more people get an idea how broad the appeal is. A simple paragraph or bullet points would suffice.
@romanista I agree that reviews of ports should be a little more clear on those things you stated.
Is it in English
@AllieKitsune What's wrong with Play-Asia? I've ordered from them like a dozen times and never had a single issue.
@AllieKitsune amazon.co.jp also sends worldwide, doesn't it?
@Warioware That's the whole point of Super Easy mode. I say give it a try. Also I understand that Bullet Hell seems more intimidating than "classic" shmups, but they are usuayfar more accessible. Less memorization, fewer cheap kills.
Private sellers on eBay tend to have the lowest price. My copy just happened to hit ISC NY this morning coming from Japan. Only $60 with the pre-order bonus booklet.
@jobvd Valid question, although with this type of game you can usually get away with it being in a foreign language and still be able to play it just fine. For example, the Aleste Collection is in Japanese and other than having to Google the translation for some of the game settings I had zero problems getting into it.
@gcunit But that's a general problem with score inflation. Which is why Mark MSX 5 /10 scores for the lame Psykio ports stand as accurate. If you score mediocrity with a 7 or 8, how do you score a real 10/10? This review did his homework - this is a real 10.
Great review. Please stop with the Ikaruga comparison though. I get it that Ikaruga is the mainstream audience point of reference. But comparing the two is pointless, like comparing Kurosawa to Ozu movies. They're just drastically different approaches, both as valid, none superior. You can have a personal favorite, but the excellence of both should be praised, without one diminishing the other.
@kuponick Because, as mentioned, Ikeda was interviewed for a French magazine where he cited Ikaruga as a form of inspiration in the sense he was so awed by it, he didn't think he could create anything its equal. I'd argue all day long that he did! I'm certainly not that reviewer that thinks Ikaruga is the only shmup ever to exist because of the mainstream press it enjoyed on release.
Hope that helps!
@gcunit
No offence taken whatsoever. I don't expect most people to immediately understand these types of game or the scoreline, no matter how valid I know it is in this instance. I'm happy to read all the comments for different perspectives.
"Tsuneki Ikeda, lead programmer, video game auteur, and then the company’s public face, lamented that he could never make anything as impressive as Ikaruga. He was wrong."
He was right. No shmup has yet matched the brilliant elegance of design that is Ikaruga.
@StrangerSun I'd respectfully and wholeheartedly disagree. Ikaruga is a brilliant but clinical exercise in hybrid game design. It's beautiful and unique, but inflexible, which is often a hallmark of Treasure's work. While you can work out your own scoring routes, I don't think it matches the highs of something like DaiOuJou when you're in the thick of it.
@Tom-Massey Gotcha. Truly we are privileged that masters of their crafts are compelled to strive for such excellence. A bit sad that the original creators often experience frustration about their own work. M2's mission to preserve them is remarkable. Would love to read that interview, what's the magazine name? Thanks and cheers!
Great review! Legit!
@Tom-Massey Ikaruga was my enlightenment to the genre when I played it back on the day on Dreamcast. It truly was an event. Hardly played it since. It is demanding in a way that I cannot bring myself to cope with after getting my kids to bed. So I get your stand. Ikaruga is not that fun to play seriously. Still deserving of that masterpiece status IMO. Again, we'rw talking about two wildly different perspectives on the genre and I believe that such masterpieces complement one another.
@kuponick
It was a great number of people's entry point into shmups, and that's part of the problem. Because Treasure had finally and deservedly built themselves up a name by the time it was being developed, the mainstream media hyped it, which was uncommon for the genre and something I appreciated at the time.
Was the hype deserved? Yes, but I wish it wasn't so brief. After Ikaruga came and went, focus on the genre in the mainstream media died off as quickly as it arrived. All the shmup releases thereafter got little to no attention in Western publications, including that of CAVE's emerging talent.
Ikaruga is really the only shmup that enjoyed that kind of limelight, and because of that it tends to be the standard reference point for everyone, whether they know anything about the genre or not. It's absolutely a superb game, but tends to dodge criticism a little too easily for my liking.
The Ikeda interview is here. The formatting is a little messed up for some reason:
https://cave-stg.com/forum/index.php?topic=398.0
@dmcc0 I 100% agree that many (good and old) shmups seem timeless. It's actually really interesting/odd that the genre hasn't evolved as much as most. It has certainly evolved, but not like some genres where older physics or graphics just don't seem great anymore except in a nostalgia/retro sense.
@riccyjay Honestly, if they added all those new modes and art and music to smb-1? Still not 10/10. It wouldn't change the concept of platforming, it would just add some bells and whistles to what was an amazing game at the time. Although.. in some ways Mario-35 did add something to Mario 1 which I would argue fundamentally added an amazing new concept to platforming as whole — one of my favorite games on the Switch and overall great but still not 10/10 for me because even though I would argue it could be genre-defining, it didn't have that impact in practice and more importantly I think people who don't already like the genre wouldn't necessarily see much in the game. I feel like true 10/10 games give a worthwhile experience even if people don't necessarily like that genre. BotW was never my favorite personally but I still viscerally understand while playing why it was a GotY nominee. Note that the NintendoLife scoring policy can be interpreted in different ways so it's hard to be totally consistent. I also feel like in general the scoring system is kind of hard to apply to ports/remakes as @romanista said — how much do you count the original impact, how much do you count the extra additions, how much do you ignore history and just count it as a random new game, etc.
@GOmar @gcunit described shmups as a bit of a niche genre. As part of your response you described me as a typical "Outsider". Since I'm someone who played shmups a lot as a child, has 20 shmups on Switch and probably 20 more (including this game) on my wishlist, it kind of makes me wonder how high the insider bar is. I don't necessarily disagree with you describing me as an outsider because although I'm a big fan of the genre, I'm not really as much into it as some of the people in this site seem to be, but if even people who play as much as me are outsiders, I would say it qualifies as a niche community. For what it's worth, my original comment was mostly just that 10/10 sometimes on this site means 'anyone who picks this up will agree it deserves to be a GotY contender' whereas I doubt that is the case with this game, partially for reasons you yourself described. Regardless, reviewing isn't a hard science. It's also just an interesting observation that almost all the shmups which get rated high are retro game ports or remakes. I went and checked and the genre does not in fact get more than their fair share of high scores, it's just an odd aspect of the current gaming environment that there aren't many fundamentally new games grabbing those scores.
@Tom-Massey I just wanted to second @gcunit that my comment about shmup scoring was just an observation of a trend, not anything about this particular article (which was a great review and made me insta-wishlist the game — to the extent I can when it's not in NA). This wasn't on my radar so I very much appreciate the review.
My copy of DaiOuJou is on the way from Japan, and judging from Tom’s absolute adoration for the game, I’m in for a treat! Given my aging reflexes and vision, though, I doubt I’ll ever reach the kind of shmup nirvana that he’s achieved there. Maybe with the M2 gadgets and easy mode I can survive the first loop!
I lived in Osaka during the CAVE years and should’ve paid more attention to the guys playing these danmaku shooters. But they just looked too intimidating for me to spend my precious 100 yen coins on them! I’d go to the 50-yen arcade and play an older Psikyo game instead.
It’s fantastic that now we’re able to bring the arcade experience home, with this and so many great releases recently.
@AllieKitsune
I’d preordered from Amazon JP, and it looks like it’s still in stock there and shipping internationally…
https://www.amazon.co.jp/gp/aw/d/B0CDP1N597?ref=ppx_pt2_mob_b_prod_image
The weak yen has tempted me into importing too many games the past few years. Good luck in your hunt!
Is this going to be released outside of Japan at some point?
Edit : already answered I see. I do hope it gets an international release at least on the eshop. I scrolled Amazon jp and saw that ESP Rade also has a switch version. I didn't know that and it is my favorite shmup. It might also be jp only.
I'm rather an oldschooler when it comes to shmups.
I am really really good at Raiden 2, Axelay and Super Aleste and can finish them rather easily on the hardest settings.
Bullethell shmups are a different story though. As a diagnosed dyslexic I get "overwhelmed" by the hundrets of bullets on screen. I cannot seperate them anymore (like with letters) and they become just a huge pile of pixel mess or start disappearing all together.
anyway...
always remember: No matter how good (you think) you are at shmups; there's always that one japanes dude who 1CC'ed Ikaruga alone(!) in two player mode with perfect chain combos.
In the Shmups Forum's 19th Annual Top 25 Shmups of All Time list, DoDonPachi Dai-Ou-Jou was voted the 3rd-best shmup of all-time.
@kuponick if you like m2, on youtube my life in gaming made a great 'the complete works'documentary (which obv. isn't true anymore;)) with interviews
@Teksetter good toi see that it's on it's way, i looke dat play asia but they seemed to be out of stock thus now playing the jap eshop version ( @mlt you can buy a 5000 yen eshop card from play asia easily)
@MontyCircus
What are number one and number two?
I'll forever be grateful for Ikaruga introducing me to shmups. But after spending more than a thousand hours with the genre and hundreds of hours with the Dodonpachi series I can definitely say that DOJ is one of the best games ever made.
The comparison with porting Mario Bros.1 only makes sense If MB1 was still the best Mario game to this day, EVEN by today's standards.
There's only a handful of games I'd give a 10/10 but DOJ is definitely one of them.
Great review!
@Vyacheslav333 because phone ports are watered down and mostly rubbish.
Excellent review. My copy is somewhere in the Christmas post, hopefully it arrives soon.
Excellent. I got this on PS5, but I checked here to see Tom's review. Definitely agree with the 10, it's well deserved. Tom's review also gets a 10.
@Austrian You would love Arrange L which is akin to playing a fruit machine with its bullet cancelling, transforming bullets into gold stars for collection. Give some of the Cave games Live Wire put out on Switch a shot. Mushihimesama has a similar arrange mode.
@sdelfin I generally love visually flashy stuff but most of these are just overwhelming for me and even watching playthroughs I can't tell what makes a successful run or why somebody is or isn't winning. I can't stand hitboxes though. I don't want to call it lazy but I guess my first comment on the matter does suggest that - make the sprites smaller or design the waves around bigger sprites. It seems like the developers want to have the cake and eat it in this area since they want a nice design but also the incessant, tight gameplay. There is an unsung shooter on the eShop called Risk System that actually plays with the idea of hitboxes (the "risk" in the title) and that is actually quite interesting, but most of the time I find it creates a disconnect for me, my poor old eyes rejecting the dissonance onscreen!
@FishyS I would definitely describe yourself (and myself) as outsiders looking in to the SHMUP genre from the perspective of fully understanding and mastering them. I have played all the great SHMUPs, own well over 50 of them (and still collect/buy new ones), and I would say I don't play them at the skill level needed to fully appreciate and value the depths of their game systems and craftsmanship.
As I said before, the STG fanbase is just small and super hardcore which comes across as exclusive to anyone not that skilled at them so it can make scores for them in reviews feel rather "nostalgia-based" for anyone that is only looking at these games from the surface.
Also I don't really get your point about old games being reviewed high (10/10). If a game was spectacular when it released and was a 10/10, why would it be any less great 10, 15, 20 years later? As long as the port didn't mar anything, of course.
The whole "Game of the Year" thing is so subjective you really can't say all 10/10's need to be entered as a candidate. It is fairly accepted that ports, remakes etc. aren't qualified for such a nomination (publication, not personal) anyway since a game of the year should be new and define an era or benchmark in the industry.
In relation to the STG genre specifically, it's just that older games in the genre from the "golden era" were tuned and made better because you had professional developers re-defining and expanding the genre constantly. I feel the same way with most genres that they haven't evolved or aren't as good nowadays compared to a certain era in gaming.
We have a lot of hobbyist and indie developers making all sorts of games now, and STG's are one of the "easiest" to develop. Therefore, new games in the genre can mostly be lame or derivative. It takes a very special mind and a lot of passion to create a masterpiece like Daioujou.
@demacho I have "cave"d in, but on the apparently more accessible Mushehimesama (currently on sale). Going to give that a try and if I can make it click then I might try the Dodonpachi game available in the European region. Not ready to start looking around for the Shot Triggers ports yet though.....
@kuponick It is very tempting. As I said above I am going to give Mushehimesama a go and if that clicks I will try the "novice +" modes in some of the others. The ravages of age might be the real problem though, but let's see how it pans out.
Thanks for all the comments here and sorry if I missed anybody who replied to me directly. Very useful views and information and it is great to see an online chat being used for the purpose it should be used for!
@mlt #1 on that list is Battle Garegga, #2 is Ketsui ~Kizuna Jigoku Tachi~
I got this last night and played for awhile and it is awesome. I love the graphics, music, and gameplay in DOJ! I was already very interested, but this excellent review lit a fire under me and got me to buy it quick! Thank you! M2 does amazing work, especially with their elite ShotTriggers releases. Can't wait to playe more of this, and see what they release next year.
@Warioware also consider the "cave-like" Crimzon Clover. it's truly one of the best shmups ever, on par with cave's best, and also is very accessible. but mushi is also an awesome choice, super fun, accessible but with a very high ceiling. maniac mode on novice difficulty is a great intro to bullet hell, as it has big beautiful curtains of bullets but they move slower than usual so you can get the satisfaction of dealing with that kind of craziness but without too much difficulty.
NOT a bullet-hell shmup fan in the slightest but who can ignore a 10/10. I can barely see the player ship in those screenshots but screw it, I'll be damned if I don't like a good painful yet rewarding game.
EDIT: I just did a search online of some gameplay videos: Honestly., this looks like a quality game through and through with tons of care. I saw the menus and modes and settings. I just don't think I can do it. I'd have died so many times within the first minute.
Bullet Hells I tell ya! Maybe someday...
Honestly, it's rather frustrating to see how this can't get a western release, yet brick and mortar places have tons of borderline shovelware on the shelves, the eShop gets literal asset flips and shovelware with names like "Counter Call of Medal of Strike Honor" and the limited run publishers do their best to make a expensive limited edition out of every semi-solid indie that is rightfully 10$ on the eshop...
Thank you for breifly describing the arragne modes......scouring the M2 website last week and on reddit/twitter it was so difficult to find any info on them.
Whilst not maybe not switching the game as much as the pseudo Mushimesama Ikaruga or the esp that adopts ketsui scoring model....... they do sound loke worthwhile additions
mlt wrote:
Battle Garegga and Ketsui: Kizuna Jigoku Tachi.
@demacho Shifted some vouchers and gold coins around and have now ended up with Muhimesama, Dodonpachi and Deathsmiles. All recommended on here and all currently on holiday sales. May have bitten off more than I can chew here but let's see! So far though, I think I am a little surprised to say that Dodonpachi seems like the least interesting of these.....
@Warioware I would go as far as saying that Dodonpachi Resurrection is the least interesting entry in the series (depart of Dodonpachi 2, which wasn't even developed by CAVE).
Dodonpachi Daioujou (DOJ) however is one of CAVE's finest games imo
@Warioware thematically, definitely. very basic military/scifi stuff. but it just feels so, so good to play. also, all of the many modes of it are varied enough to nearly feel like separate games.
this being said, DOJ is definitely better
@FishyS @Ishmokin @miwa @Satan
Just a quick thank you to all of you for your kind comments regarding the review. Several 1CCs were achieved in the process of its writing, so effort was most certainly applied. I greatly appreciate your reading of it!
@Warioware
Start on Very Easy Mode, 1CC that easy. Then move onto Shotia Arrange (Type A) and then Leinyan Arrange (Type B) when you feel like you have it down. After that I'd then have a stab at the original Black Label arcade game and see how you get on. Stay away from EXY Arrange for a while. Incredible as it is, the loop 2 bullets might put you off.
Wow dude, you made create an account just to tell you how amazing your review is. As a big DoDonPachi (and shmups) fan , I even think it's a little bit poetic.
I ordered the ps4 version tho, but randomly searching for reviews in Google got me to this amazing review. I Will definitely keep watching your work.
Great review. Might be the only shmup I've seen get a perfect score. I love shmups but in many bullet hell games it's hard for me to see my hitbox while also concentrating on all the bullets. I've considered importing one of the m2 shottriggers before and might end up doing for this release.
I also appreciate the reviewers perspective on Ikaruga. It's a really good game but the mainstream game site's treatment of it always irked me. Every shmup would get compared to it and would get dismissed as boring or derivative if it didn't have some gimmick to match the polarity of Ikaruga.
@Ferchokyzer I had to read your sentence a few times there! At first I thought you were suggesting I created an account to wax lyrical about the achievements of my prose!
Thank you so much for your kind words, I really find motivation from comments like this. You'll find much of my historic work dotted on the internet, mostly between here and Eurogamer.
@jbrodack
Well, I do believe it's an accurate appraisal of the Ikaruga situation as it was, and how it came to be a mainstream darling, mostly heralded by reviewers who had barely touched the genre. That said, it's still a pretty masterful piece of work.
I wanna grab this game soo badly but playasia never accepts my credit cards and the shipping price from Amazon Japan is almost as expensive as the game itself. The M2 Shot Trigger series is amazing and I wanna get them all. I just don't understand why DoDonPachi hasn't had a USA release yet concidering it's a really popular series in the shoot em up scene.
Really looking forward to this! Takes me back to the end of the golden era when imports stopped becoming a thing for us in the UK, but this then arrived out of nowhere. Can't decide between importing or crossing fingers LRG or another Publisher brings it over to the UK. Hovering over the import button on Amazon Japan, though!
@romanista
Hello, I can't find this out anywhere else that I can find.
Are you confirming the game has Tate mode and I can use my flip grip?
Thanks!
Yes i just tested it for you to make sure it can turn the righway. See https://gyazo.com/7a6b652e7988812e38eb3607dbf5aa00 Just press start for the options and choose the correct preset.
https://gyazo.com/7a6b652e7988812e38eb3607dbf5aa00
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