‘Sin’ turns the shoot-’em-up into science
I’d love to tell you that I’ve curated a complete library of games from celebrated shoot-’em-up developer Treasure, but I’d be lying.
I’ve struggled through all five stages of “Ikaruga,” played a couple levels of “Gunstar Heroes” and rented “Gradius V” once, and that’s the long and short of it. The games are famously hard, and I’m a wimp.
So I can’t really tell you whether it’s strange for Treasure titles to attack you with pods of homicidal dolphins and bionic hamsters, as “Sin & Punishment: Star Successor” does.
What I can tell you: If you like lasers and a stiff challenge, you’ll like “Star Successor,” released exclusively on the Wii earlier this summer.
You control one of two tween warriors — Isa, who has a jetpack, and Kachi, who has a hoverboard. Aside from a few mechanical differences, that’s all you need to know about either of them up front. They journey forward in three dimensions, switching occasionally to side-scrolling 2-D, and shoot everything that moves using rapid-fire laser weapons, melee attacks and a charged shot that can dispatch multiple enemies at once.
There’s a story of sorts, but if you play the game, I beg you to skip as much of it as possible. It’s nonsense of the lowest order, and even if it were Shakespeare, you’d be tempted to blow past it. The gunplay is the main attraction here, and it’s sublime.
By pinning the movement controls to the nunchuk and the aiming and firing to the remote, Treasure has developed one of the tightest action games to use Nintendo’s novelty controller. Thanks in part to a largely flawless frame rate, everything feels fluid, precise and incredibly responsive. When you get hit in “Star Successor,” it’s usually your fault, not the hardware’s.
Played start to finish on the easiest difficulty, the game takes only a few hours, but if you stop there, you’re missing the point. The real thrills come from mastering the many, many bosses, each with its own tricks and shortcuts, and eventually clearing the game without dying (or, if you’re nuts, without getting hit at all).
And the differences between Isa and Kachi are substantial enough to warrant playing through “Star Successor” at least twice. Isa’s lasers and charged shot are meant to be blind-fired for extra damage, though he can lock on to an enemy when things get hectic.
Kachi locks on to enemies automatically — a handy feature when you’re trying to boost your score multiplier, but an occasionally frustrating one when you want to select your own target.
Her charge shot, however, is much more fun to use. While holding the A button, you sweep your on-screen reticle across each enemy you want to hit. Release, and voila. Lasered dudes.
Punishment: There are a couple of wrinkles, particularly where those terrific boss fights are concerned.
Because you’ll be dying at the bosses’ hands quite a bit, it would be nice to be able to skip some of the cutscenes involved in fighting them. The end boss of the fourth stage, for instance, shouts “My blood is on fire!” after taking enough damage, shrieking as she morphs into a kind of winged jungle witch.
The process takes a few moments, and because this boss’ second form is exponentially tougher than her first, you’ll likely have to start over a few times, which means sitting through the entire sequence again and again.
Hammering on the Wii remote’s plus button will get you past most of the ridiculous story moments. (Pro tip: It even speeds up your Gameover screen.) But not the bosses. We’re talking about just a few seconds here and there, but when they’re repeated every time you die, they can make a stubborn boss all the more frustrating.
The game’s other major design hurdle isn’t necessarily a dealbreaker, though it might scare off more casual players.
Most of the challenge in “Star Successor” is impossible to anticipate if you’re brand new to the game. You’ll be struggling through impossible bullet patterns and boss attacks that seemingly cannot be dodged on your first go round, and though this all becomes second nature with enough repetition, it can feel cheap initially.
If you’re a once-and-done kind of gamer, or one who’s easily set off, this might be a problem.
For example, that same fourth-stage boss — the one who enthuses about her fiery blood — eventually unleashes a flock of blue and red birds that she calls her “ravens of time.” Once the ravens reach your character, they turn into circular blobs that appear to be unblockable.
Only through experimenting will you learn that you have to use your melee attack on the blue raven blob, which will explode nearby red blobs and slow down time so that you can get in a few extra hits.
If you accidentally touch one of the red blobs instead, time speeds up, giving said boss a few free hits on you.
It’s one of hundreds of unpredictable risk-reward scenarios littered throughout the game, and it isn’t unique to the bosses. Do you use your melee attack on an incoming missile to fire it back at your target, or do you dodge the missile to keep your score multiplier safe?
How this sort of thing rubs you could decide whether “Star Successor” is your kind of game. I found it exhilirating and well-crafted, but I’m a patient, nimble masochist. Your mileage may vary.
— PETER MERGENTHALER


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