By all rights, Sin & Punishment: Star Successor shouldn't exist. It's the sequel to a game that's only been released outside of Japan on the Wii's Virtual Console, one of the least popular download services in the home console market today. It also has one of the most unmarketable titles in recent memory. As for how it plays, the game is in the "3D shmup" genre, a style of game that hasn't been popular for years, but isn't quite old enough to cash in on the "retro craze." And in this day of Hollywood-blockbuster-style action games and motion-controlled family titles, Sin & Punishment: Star Successor sticks out like a sore thumb. It's a doomed anomaly, a relic from a bygone era that few are nostalgic about, and the sequel to a game that very few people have even heard of, let alone played.
It's also totally awesome.
You can add Sin & Punishment: Star Successor to the long line of Wii games that don't have a chance in hell of making money -- a list that also happens to include many of my favorite games from this generation. It's not perfect, and some of the game's flaws are pretty surprising, but all in all, I love it.
Please hit the jump so that I may justify my love.

Sin & Punishment: Star Successor (Wii)
Developer: Treasure
Publisher: Nintendo
Released: June 27, 2010
MSRP: $49.99
It's hard to believe, but Sin & Punishment: Star Successor's name actually makes sense. This is a game about sinning in the "original" sense: defying the mandates of your creators and trusting in your faith in the person you're most attracted to. The whole game consists of a series of punishments laid down for loving a woman. The game also shows how that love goes on to form something greater than the two of them, and how that love could lead to the creation of a new dominant life form in the universe.
That's how I interpreted it, anyway. I'm sure that others see the game differently, assuming that they made any sense at all of the game's bizarre storyline. It's been a long time since I've played a game that's this unsympathetically, unironically bizarre. I'm old enough to remember when it was commonplace for videogames to include stuff like the entire Russian senate joining together to form a gigantic robotic centipede without any explanation. That kind of stuff used to be as common in videogames as gritty war shooters are today.

Sin & Punishment: Star Successor can hang with the best of those weird-ass games of old. [Spoilers] In this game, you will see a mutant saber-toothed tiger chase you down a highway, only to eventually witness its bizarre union with an equally irate mutant vulture. They suddenly meld together to create a new form of life (cul-ture? vul-cat?) that can shoot lasers out of its wings. Beat it up, and it will offer you a free ride to Mount Fuji. Once at Mount Fuji, you will stumble upon crabs the size of small skyscrapers as they traverse fields of lava with ancient citadels on their backs. This is all after being attacked by ninja beetles in the dead of night in an ancient Japanese forest, a place packed with angry ghosts and groping zombie hands. The only way out of there is to repeatedly shoot a sexy bird-lady that looks like a cross between the Pokémon Cubone and tribal Sheva from Resident Evil 5.[/Spoilers]
And it goes on like that.
Sure, this kind of weirdness can occasionally be spotted in today's games: Bayonetta, MadWorld, and No More Heroes (1 and 2) all have their fair share of inspired insanity. The difference is, those four games deliver the weirdness with a knowing wink and a tinge of irony. Sin & Punishment: Star Successor offers no such self-awareness. Like Akira and countless other avante-garde anime of the '90s, Sin & Punishment: Star Successor delivers its madness with a totally straight face, and little to no explanation for its lack of conventional logic. If Bayonetta and its ilk are the modern equivalent of Woody Allen's What's Up, Tiger Lily?, Sin & Punishment: Star Successor is Fist of the White Lotus. This is straight-faced, no-holds-barred Japanese videogame logic at its finest, and it's fantastic.

I'd have to throw in more spoiler tags if I were to tell you the specifics of exactly how crazy and awesome Star Successor gets, but if I let myself, I'll go on about that for hours. Instead, let's talk about the game's newest feature: its ability to fuse Wii Remote infrared (IR) aiming with old-school shooter action. IR aiming is optional (the Classic Controller and GameCube controllers are also supported, as is the goofy-ass Wii Zapper), but playing without it would be spoiling a lot of the fun. It's really enjoyable to just point and shoot where you want to attack, but thankfully, it doesn't make the game too easy. This is the most bullet-hellish 3D shmup I've ever played. Ever. Normally, 3D shmups don't dare to fill the screen with bullets the way that side-scrolling 2D shmups do. When you're dealing with X, Y, and Z axes, it's harder to fairly fill the screen with 90% enemy bullets. It's just not as easy to navigate danger on all three axes, which makes filling the screen with bullets a harder thing to pull off properly.
Most bullet-hell shmups need a trick to keep them from being impossible. Ikaruga (also from Treasure) did it by allowing the player to become invincible to bullets that are the same color as their ship. Radio Allergy (available for Wii via Ultimate Shooting Collection) did it by giving you a sword to cut through enemy bullets before they strike you. Star Successor uses variations of both these tricks. By hitting the dodge button, you can become temporarily invincible (at the sacrifice of some character control), and with your melee attack, you can destroy enemy attacks.

Both of these abilities have some interesting drawbacks attached to them. The dodge may be a bit spam-able in early levels, but sooner rather than later, you'll find that careless dodging will lead to nothing but death. When you dodge, you somersault into one of eight directions (depending on where you point the analog stick), and when you come out of the dodge, you're completely defenseless. This requires split-second analysis of the entire screen before you dodge. Roll before you look, and you may bump right into some acid vomit or a giant laser-peacock feather. True masters of the game make dodging look easy, but for the rest of us, it'll take practice and skill to master.
The same goes for melee attacks. The game has the sort of weak, standard, rapid-fire and powered-up charge shots that have been in just about every shmup since R-Type, but those are just the basics. The real way to rack up damage (and points) in Star Successor comes from proper use of melee attacks. They aren't just for beating the crap out of enemies who dare invade your personal space (though they're good for that too). The bigger value of melee attacks comes from their deflective capabilities. If you're attacked by a solid projectile (rock, missile, etc.), chances are that you can smack it back at your foe with a physical attack.

This isn't a new idea. Every Zelda game since A Link to the Past has included this sort of sword-reflect counterattack at one point or another. Like so much of Star Successor, it's not the level of innovation that makes the game great; it's the excellence of the execution. Being forced to get so close to an enemy missile that you could hit it, launching a melee attack to deflect it, aiming with the Wii Remote to where you want to knock the reflected missile (usually towards a moving target) -- all while keeping track of enemies, enemy bullets, environmental hazards, and other opportunities for attack and defense, and working hard to survive while racking up a high score -- makes for a thoroughly exhilarating experience. That's nothing new to the shmup genre, but it's the most that any shmup can aspire to. That's thanks to the craftsmanship and creative design found here. Everything is just so clever: the bullet patterns, the boss attacks, the stage layouts, the visual designs, the environments, the way it switches from a 3D shmup to a 2D shmup on the fly, the 20+ bosses, the giant chickens on the highway, the... everything.
So what's wrong with the game, then?
Well, some will complain that it's too short. It took me about 7 1/2 hours to beat the game the first time through on normal difficulty with the male protagonist Isa. A second playthrough with the game's other playable character, Kachi, went a little quicker, as I'd gotten a lot better at the game since the first time around. Still, it took some time due to her different play style (different lock-on, weaker charge attack that can target multiple enemies). The fact that Kachi plays in a new way made the game feel fresh, but more importantly, the game had packed my brain with so many set pieces that I had actually forgotten how it all started. With only a vague memory of the first level still in my mind, beginning the game again just a few days after the first time I played it still felt like a new experience.

After beating the game with both characters, you open up a mode where you can play through the game as a tag-team Kachi-and-Isa combo, which brings even more new techniques to the table (and an additional ending after you're done). To me, that's an exceptional amount of replay for a shmup, especially when you consider the inclusion of huge online leaderboards (local, national, and international). Still, I know a few of you out there will say, "7 1/2 hours on the first run? For $50? Pfft, no thank you." For those of you with that "game's length = game's worth" attitude, you have been warned.
Other than that, I just have a few nitpicks. The game has a co-op mode, but the second player doesn't get a controllable on-screen character, just an on-screen aiming reticle (like the co-op mode in Super Mario Galaxy). Considering how the disappointing but ultimately enjoyable Zombie Panic in Wonderland allows for true simultaneous two-player co-op, it's weird that a better game like Star Successor lacks the option. It's also a bummer that the game has online leaderboards, but no online co-op, replays, etc. Those sorts of additions cost money, but they go a long way towards making a game more desirable.

To be honest, none of those things really bothered me, but I know they'll bother some of you. The only thing I personally hate about Star Successor is the uncharacteristically crappy-looking faces on most of the game's "human" characters. It's only noticeable in the game's eight or so cut scenes, but it's still visually grating. By my count, there are six humanoid characters in the game (including the two leads). Out of those six, four of them have the exact same face model, and what an ugly, lifeless face it is.
There is a scene towards the end of the game, after you leave Mount Fuji, where looking at the two lead characters head-on actually made me feel something for them. For the most part, though, their faces just grossed me out with their mannequin-like demeanor, like the actors in all the post-Unbreakable M. Night Shyamalan movies. I understand that this game came from a small development team without much of a budget, but I would have much preferred they cut the pop song that plays during the end credits and used that money to make the leads of Star Successor look less like creepy Thunderbirds-esque devil-dolls.

Would I love Star Successor if the current gaming climate were as packed with third-person shmups as it is with first-person shooters? I think so, but under those conditions, the game would have had to struggle a lot more to get my attention. As it stands, Sin & Punishment: Star Successor is the only game of its kind in town (that I know of, anyway), and for fans of the genre, that's reason enough to stand up and take notice. Thankfully, Star Successor did more than get my attention. It's an amazing game, one that I see myself playing for years to come.
Score: 8.5 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)

Apart from that SO FUN!
Awesome review, I had a lot of good laughs at this line.....
"I'm old enough to remember when it was commonplace for videogames to include stuff like the entire Russian senate joining together to form a gigantic robotic centipede without any explanation. "
The hay day of gaming how I'll miss thee.
As I was playing through, near the beginning, I echoed your sentiments about the lack of a true co-op mode. But as I got further in the game (particularly the 'swordfight' boss), I realized a two-character co-op mode would have been nigh impossible to pull off. Too much going on on-screen at once, and not enough room for a second player to 'hide' from bullets.
Otherwise, awesome review!
But this is definitely on the long term list!
Among the enthusiast croud, this game was well known and loved, so reading your review kind of set my head spinning, as the enthusiast croud were really the only buyers the first time around, and it was pretty successful.
But now I'm showing my age . . .
This will sell well in Japan, and I know tons of other communities who will be touting this triumphantly. Your review seems a bit . . . uninformed. Not inaccurate, by any means. Just uninformed.
Also, I liked it better when bosses were referred to as Commanders. A little extra weirdness on top never hurts.
I actually did have the N64 version imported, but gave it away as a christmas gift to a friend waaay more into shmups and anime stuff that I was at the time. Glad it came to VC.
Treasure has done it again.
I didn't get around to playing the first Sin & Punishment until Jan of 2009, but it completely blew my mind when I did. When I choose my game of the year, I like to consider all the games I played that year, not just the ones released that year. Sin & Punishment was totally my 2009 GOTY. I'm excited to hear that the sequel lives up to its predecessor.
PS. Have I mentioned how cool it is that you're finally a regular in a Dtoid podcast? I always said to myself, Destructoid needs to have Tron sharing his wisdom in audio form ASAP! Now the day's finally here, and it's glorious.
I appriciate Treasure and Nintendo's efforts to make this game for the fans. Obviously, given how niche the genre is, no one is expecting this game to sell that well. I'm not sure what exactly would qualify for good sales as far as the near extinct bullet hell genre goes. There's no doubt in my mind that this game is going to unfortunately bomb. Still, I thank Treasure and Nintendo for offering this game to the few fans that love the genre and the franchise.
So far, I have beaten the game twice and plan on playing it death just as much as the original game.
After having beaten the game twice, I'll include my own thoughts on the game:
- Yes, the human character models look are creepy and ugly. Fortunately, the game's bosses and environments look great.
- Crappy story. It's vague, confusing, and forgettable. It also doesn't help that the dialogue and voice acting are about as generic as you can get. Fortunately, none of it has any signicant impact on enjoying the fast-paced, inventive, unpredictable, satisfying gameplay. Yes, the cut scenes are skippable.
- The Wii remote's IR pointer has proven its worth in the past and on more than one ocassion, but it has never been put up to the test that Sin & Punishment 2 demands. Thankfully, it passes with flying colors. The control scheme is intuitive and the IR pointer is fast and precise.
- In terms of controllers, the Wii remote's IR pointer works flawlessly with how fast and precise it is that it is. You'l find little reason to want to even try out dual analog (though the option is available).
- I see the game's short length as a good thing. It's long enough to provide a suffiecent amount of satisying content and features more boss battles than plenty of other longer games out there. It's just good to be able to commit to a short game with a sort of pick up and play style to it (despite how challenging it can be) that's great for multiplay playthroughs.
- The complaint of a lack of a true 2 player local co-op is stupid.
The game is already chaotic enough as it is (in a good way) with loads of enemies, giant bosses, and bullets flying everywhere. Now you want to throw in a second player? Did I mention that it can be hard enough to keep track of your character on screen in some areas of the game ? Quite frankly,Treasure went with the pratical solution by just having a 2nd player act as the reticule and not a fully playable character.
Good review, though. It truly is a 3D Bullet Hell. Would explain why I keep dying on normal. I'm no good at bullet hell games...
Thank god for that.
Fail.
That is all.
How did you feel about R-Type Final on PS2 (assuming you've played it).
It's probably my favorite shmup and the perfect example of a game not needing a long first-playthrough length to still be a great value.
It's one of only 10 PS2 games that I still own physical copies of.
If you're only going to judge a game based on its length, then you've missed out on a lot of great games.
What Sin & Punishment lacks in gameplay length, it makes up for with constant action and high replay value.
Honestly, the sequel doesn't have a stage that can compare to the wow factor of the original game's flying battleship stage. However, every stage is well designed and paced.Plus, there's more variety in the environmental levels.
Also, the last level with the people porking in the background is so classic. The creators of the R-type games have always thrown sexually provocative images in their games, but with that level, they finally just came out and said "Yeah, we're horny".
I love that.
So yeah, R-type Final rules, 9.0 or 9.5 for sure.
@ llort het- Your comment is wrong.
@ MowDownJoe- Obviously you haven't read Razak's awesome review of Flower, Sun, and Rain.
@ Hiltz- I actually really like the story to the game. The more I play it, the more it resonates with me. That said, it helps to turn on the Japanese voice acting.
@ Tristero- Daaaaw! Rye ruv ru too!
@ ICLHStudios- Most of the sequel is like that sequence in the original where you fly around on the telepathically levitated piece of metal and shoot strangers. Like I implied in the the review, it's pretty awesome.
@ Hiltz and DrRockso- I don't wish the game had "true" 2-player co-op, but I knowthat a lot of people will. That said, I don't think that giving us that option would have effected the game negatively, and if it did, you could just go back to one player.
Options are always good.
@ The-Excel- I don't think the game is too short, but again, other people will (see llort het)
@ SBC Slam- Weird. How does my review seem uninformed?
Also, the game came out in Japan last year, and didn't sell all that well (I think it sold about 40,000 total). That's better than MadWorld (4,000) but a lot less than a lot of other Wii games (Xenoblade, Taiko Drum Master, Resident Evil: Darkside Chronicles), and obviously way less than the Wii's bigger titles.
@ ekm29- If you can spam dodge in the later levels and still do well, then you must be awesome at the game. I tried that, hoping to get the game done for review more quickly, and I go my ass kicked.
It's not you, necessarily, it's me. I am a very old school enthusiast, and so I am blessed with memories of a community that, admittedly, not everyone was a part of. Magazines like Diehard Gamefan, GameGO, and websites like www.the-nextlevel.com (wherein I posted under the pseudonym Captain Vegetable) were the places we all got our info and shared our opinions, and we were all VERY into video games. Everyone owned a Saturn when they cost an arm and a leg, most of us had played/owned Rakugaki Showtime (I still own mine), Treasure and Cave were idolized.
Coupled with the fact that I have at least a decade on everyone who posts here at Dtoid, I have a very, and often radically different view of this here sub-culture in bygone days.
Sin & Punishment was all but required in that community, and as it was a joint production by Nintendo and Treasure, two of the most vaunted developers in the world (to us), it was always given its due. Wario World for the GameCube was the same, as both of those selfsame developers colaborated on that, too (which I cannot recomend enough; if you own a Wii, try to find a copy).
So, you see, Star Successor was all but expected by the likes of myself and the the-nextlevel.com community. Meaning that to read some of the things you said in your review, though accurate, wrung a bit "uninformed" to myself.
That's all. :-)
Now, seriously, go find Wario World. It's the tits.
As for uniformed, I think I get what you're saying. If I were writing this review for an import enthusiast and/or shmup site, I would have approached things differently.
Anyway, my sincere hope is that the import enthusiast and/or shmup fans that this game was localized don't pirate the game, but sadly, I'm guessing that's what's going to happen.
I understand that you were writing for your audience, and it's why I was very possessive of my opinion. I realize it really only applies to me, and so I hope I didn't seem out of line, or ungratful. It was just my 2 cents.
I will be buying the game, and I already own Deathsmiles. I hear what you're saying about the pirates, and I'd love to know who they are so's I can gobsmack the fuck out of 'em.
Enjoy your 4th!
I shall own it.
I'll have to try switching over to the Japanese VO work then.
Anyway, I respect your opinions and continue to enjoy reading your reviews.
Thank you Jonathan Holmes for actually writing something about the narrative. I totally got into the retroness of it and how well it fit with sinning and punishing. Every other review I've read for this has glossed over the story by saying its just bizarre and you probably won't care anyway.
Well I care.
Besides, it'd get hard to dodge some of the later bullet formations if 2 players keep bumping into each other.
Treasure made it. If you don't know what it means, keep walking. Nothing to see here.
My guess is that Treasure didn't include dual-character co-op because it doesn't really fit with the game's plot, particularly the last stage. That, and they figured that the consequence-free 2P co-op would be more appealing to "the Wii crowd", which makes me sad.
Anyway, having any sort of co-op is better than what the original Sin and Punishment had, and other great 3D shmups like Panzer Dragoon Orta, so I can't complain.
Other people will though.
Street Fighter 4 arcade mode is only 20 minutes long. What a terrible game.