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On December 14th, 2007, unknown developer SideQuestStudios and equally unheard of publisher EastAsiaSoft released the horizontal shooter (or Shmup if you will) Soldner X: Himmelssturmer for the PC (heretofore referred to as SXH). It enjoyed relative success on niche game websites such as Play-asia.com. The title possessed instant appeal and became a cult classic, even meriting the release of a very handsome limited edition and soundtrack CD.
Almost a year later, on December 4th, 2008, SXH became available for download on the Playstation network. Now this independent title has a chance at some real success and recognition. Is it well deserved? It is worth the $9.99 price of admission? What follows are my initial impressions of this ambitious little game.
Even in today’s high definition market, where so much emphasis is placed on innovation, and a gradual effort toward ease of access for everyone, traditional shooters still enjoy a great deal of attention. The XB360 has the honor of being a particular favorite for recent arcade ports including the essential Ikaruga, Trigger Hearts Excelica, plans for a fresh installment of Cave’s excellent DodonPachi series, and Konami’s newest Gradius parody, the boob-focused Ontomedius G. The PS3, however, lacks such titles from Japan’s shooter giants. Barring a number of modern dual-analog games such as the excellent Everyday shooter, SXH is the second traditional scrolling “shmup” available on Sony’s system (the first being Capcom’s somewhat lackluster 1942 redo). I am happy to say that this exclusive sets an extremely high bar. As stated earlier, SXH is a horizontal shooter like Gradius or R-Type. Specifically the game gives off a vibe reminiscent of G-Rev’s Dreamcast-ported hardcore favorite Border Down. SideQuest Studio’s game, however, possesses a unique charm that these other titles do not. Going into SXH for the first time, I immediately felt the love that went into it. This is not a professional title, pieced together on a cookie cutter formula. Soldner X is a loving tribute. The game is a shooter made by shooter fans, for shooter fans. This vibe is evident in each and every facet of the game, from the artwork and music, to the unique play mechanics. Any real “shmup” fan owes it to themselves to give SXH a try. This is the game that any one of us would make if we had the resources. SXH possesses a number of unique play mechanics that separate it from its Eastern cousins. The first thing that any veteran will notice is the presence of a lifebar. Your ship has actual health that depletes as you take damage. You will not die with one hit. This quirk is probably attributable to SXH not being originally developed for arcades like so many other shooters. Of course, just because you will not die in one hit does not mean you will not die at all. Once your lifebar reaches a low point, your ship will enter “berserker” mode. In this state you will take half damage and deal double. After you recover some health via powerups, or beat an area, berserker mode will lift. This mechanic may sound gimmicky at first, but the red flashing on the screen, paired with the pulse-pounding shift in music, and the announcer’s goofy warnings, create exactly the type of fun tension that a real shooter fan lives for. I was originally concerned with the ease I had in tearing through the first 2 areas without dying once. Then I discovered that title defaults to the Easy setting. After switching to Normal, I am finding the challenge to be that bittersweet combination between manageable and the frustration of a flashy “bullet hell” shooter such as Capcom’s terrifying (but fun) classics Mars Matrix and Giga Wing. The fundamental focus of SXH lies in it different weapons and wealth of power-ups. From the start you are given a standard machine gun shot and a “beam” weapon that pierces through enemies at the cost of less actual damage. Other shots include the “Bow” weapon which launches a flurry of wide crescent shaped projectiles, massive damage dealing rockets, and the promise of a flame thrower in later stages. Weapons are also capable of overheating and becoming temporarily useless. A bar underneath the lifebar shows that status of your gun as you use it. This forces the player to delicately choose key moments to lay off the trigger.
(The Beam weapon tears through multiple targets, causing cumulative damage)* SXH’s weapons, however, are minimally effective without the help of the myriad powerups that SXH has to offer. Collecting these goodies, dubbed “Extras” and stacking them on top of one another is the key to combating the massive hordes of enemies on screen. For instance, a particular fun combination I discovered was using the “Armor Breaker” extra, which does bonus damage against heavily protected foes, with the pickup that increases my rate of fire. Other treats include a multi-directional shot, which I have so far gotten to stack up to 3 of, a shockwave bomb, life replenishing green orbs, and a very useful insurance item that guarantees that power-ups in hand will not be lost if you lose a life. Power-ups will be naturally dropped by enemies and appear in stages, but to truly get enough to become a real death-dealer (aka. actually be able to survive), you will need to master SHX’s true strategic draw; the chain system. By killing enemies with a single type of shot, a chain progress bar on the bottom right corner will fill. Once the bar reaches green, the player has a window of opportunity to switch his weapon. This will fill one level of the chain. At the start of the game, the chain level will be at 2. I have so far reached as high as 6. This process is repeated until the chain is full (ie. 2/2). Once this occurs, the player again has a chance to switch weapons again. This will cash in the completed chain for a generally useful power-up. Careful attention and strategy truly are the name of the game, as the climbing to the next step in a chain may require you to switch weapons in a situation where the gun you are currently using is what you’d deem best for the situation. The player must also be mindful that his gun does not overheat. This causes an automatic weapon switch to allow for a cool down, and will break your chain whether you like it or not. SHX also features a rather unique co-op two-player mode. The game’s fundamental mechanics largely remain in tact. Where it distinguishes itself from other shooters is that both players share a single lifebar and all power-ups. Each player has their own chain bar, but must be careful not to cash in for a “extra” at the same time, or one of chains will be squandered. This creates a unique sort of cooperative mentality that actually calls for communication. I really enjoyed not having to delegate with my friend as to whose turn it was to grab the next on-screen goodie. With our life and power shared, we really were more driven to work together and even defend one another. On the presentation front, SXH gets high marks as well. The look is typical fare for a downloadable title. Dreamcast level polygon counts are bolstered up by high definition lighting, color, and textures. The attention to detail, particularly in the backgrounds, is terribly impressive. The futuristic cityscape in the first area possesses multiple levels of parallax scrolling, and made the Fifth Element fan in me squeel with delight. This is all running as a buttery smooth 60 frames per second.
(Multiple layers and bright colors make the opening city stage a real visual thrill)* Musically the game is also a bit of a treat. Shooters have always possessed a particular flare for memorable tracks. SXH is fairly traditional in that is lies heavy on the techno side of things. Not being a Japanese game, however, affords it a personality all its own. The beats are fast, and create the right sort of “keep on moving” mentality that they should, but they are also uniquely calm and ambient. Particular kudos are in order for the excellent piano portion of the first level’s tune. Overall I found myself pleasantly reminded of Psyvarier 2’s soundtrack, which is a particular favorite of mine. In conclusion, Soldner X: Himmelssturmer by SideQuestStudios is an excellent title. A group of extremely talented people put a great deal of love into building a challenging, polished, and ultimately fun package. Unique mechanics mesh up well with a system of cleverly hidden unlockables, and an experience system that earns the player multiple continues in order to build a game that practically demands hours of replay. Any “shmup” fan with a PS3 would be foolish to pass on this $10 delight. * Note: All screenshots are from the original PC version of the game, as I could not find any for the PSN version, which is slightly different. Most notably, the heads-up-display, and all gauges look and are positioned differently
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To be completely honest, I was expecting this game to be pretty terrible. These smalltime fan-shooters usually have such a generally loose feeling to them, and suffer from crappy hit detection. My overall surprise with Soldner's quality is why I figured a writeup might help some other people make up their mind. I'm glad you found it informative.
@fetusmilk: I never played the PC version, but the PS3 version has a really spiffy tutorial system wherein pop-ups explain each and every function of the play mechanics the first time you encounter them. I can understand getting confused without instructions. lol. It's one of the most complex shooters I've played in years. Do yourself a favor and give it a try again!
Have you beaten this game?? I'll wager you haven't.
And while it's sexy looking, too many times you are getting hit out of the blue by enemies that blend in the backgrounds way too much for my tastes. The jungle area being one. Friggin' wasps have the same color scheme as the backgrounds.
I still like it but I'm admittedly a graphic whore ( it sure does look purdy ) but its frustratingly and unfairly hard later on. It seems to know this too, that's why it has a training mode where your work doesn't count, its just there to memorize everything up to the last level you make it to.
Soundtrack is nice but I can't shake the feeling I'll never beat this game because unlike a truly great shooter that is hard and tests your reflexes to the limit and makes you come back for more, this game asks you that and still punks you with some truly horrid cheap unavoidable deaths. On a passing glance it looks awesome but actually playing it may yield frusttration and hatred of the game to many.
Did I say already its sexy looking?
Also . . . woooo boy are you right. It's so sexy. Sexy and smooth. How it maintains that constant framerate, I will never know.
But I'll check this game out.
If memory serves this is the first shooter effort from this developer, so if they can learn from their mistakes then the future looks pretty bright.
What Y0j1mb0 says isn't totally unjustified though. The minefield portion in the 2nd area comes most immediately to mind. Between the mines, enemy ships, bombers, and the trap power-ups, there seems to be too much going on to skillfully negotiate, memory or not.
But as you said, I can't imagine a brighter start for these guys. It's my sincerest wish that this PSN release will make them enough cashola to keep making new titles, and hopefully improve their craft.
Also really nice write-up.