A remaster of a classic is still a classic.
A few years back Sine Mora made some waves as the critically
acclaimed offspring of Grasshopper Studios and Digital Reality. This year saw
the release of Sine Mora EX, a remastered version of the game for modern
platforms with a new layer of polish and a few new bells and whistles for good
measure.
Sine Mora is a bullet hell shooter, meaning you control a
tiny flying ship as you scroll through mostly linear levels, destroying waves
of enemy vessels and avoiding arrays of colorful missiles, lasers and bullets.
Levels generally culminate in massive boss fights that ramp the intensity of
the enemy fire up to seemingly impossible levels, giving the genre its name.
With a name like Bullet Hell, it’s not surprising that this type of game is generally punishingly difficult. Often the games pride themselves on this, with no effort being made to coddle the player, instead just dropping them straight into endless waves of bullets to see how long they last. It’s not uncommon for games to just focus entirely on snappy controls and interesting bullet patterns with little attention on other parts of the presentation.
With a name like Bullet Hell, it’s not surprising that this type of game is generally punishingly difficult. Often the games pride themselves on this, with no effort being made to coddle the player, instead just dropping them straight into endless waves of bullets to see how long they last. It’s not uncommon for games to just focus entirely on snappy controls and interesting bullet patterns with little attention on other parts of the presentation.
From the moment I started playing Sine Mora EX, it felt like
the developers wanted this to be the game that changed all that, and give a
complete package that didn’t exclude new players or trim down production values
outside of the core game play. The solutions they came to result in a fantastic
package, but not a perfect one.
Firstly, let’s tackle the issue that a lot of folks
complained about in the original Sine Mora: the story.
Sine Mora EX tries to weave a complex story of war, revenge spread
across different points in time thanks to the time traveling abilities of the
main cast. The time travel concept is very cleverly woven into gameplay, as
I’ll explain later, but the story is almost completely incomprehensible, even after
multiple playthroughs. At one point I heard dialogue from the first stage start
playing during a later mission, and the story was so confusing that I’m still
not sure if that was a bug or a quirk of time travel.
What little I did understand of the story is also massively
at odds with the rest of the content of the game. It touches on topics of
genocide, war crimes, rape, and a grab bag of other dark themes, while the rest
of the game for the most part is a bright, colorful adventure, flying against
cartoony weaponized houses and giant mechanical octopuses. One of the features
new to Sine Mora EX is a full English voice over, which can be switched back to
the original Hungarian voices any time. The voices are hit or miss, but
regardless they do nothing to elevate the story or characters themselves.
Of course, all that said and done, the story really is just
the trimming on a game in this genre. What makes or breaks a title like this is
the gameplay, and Sine Mora is very successful here. Like I said, it feels like
the developers wanted this to be a bullet hell game that would appeal to people
outside the hardcore and its gameplay feels built from the ground up to be
accessible.
The most obvious ways it does this are tied cleverly into
the time traveling concept of the story. You don’t have any health bar or
lives, you just have a timer. If the timer runs out, you die. If you take
damage, seconds get cut from the timer. If you defeat enemies, seconds get
added. The player can also slow down time around them, effectively freezing
enemies and bullets in place for a limited time. Combined, these systems allow
a novice player to completely avoid, or at least take a substantial amount of
hits before getting a game over screen.
Levels themselves are also quite beginner friendly with
simple bullet patterns and a minimum of environmental obstacles to avoid.
Stages climax in the real jewel of Sine Mora’s crown: epic boss fights. These
are lavish, multi section affairs that really show off the beautiful art design
of the game. The bosses being so good is actually a double edged sword as they highlight
how borderline boring a lot of the actual stages can be. There’s a very clear
distinction between the long, slow empty scrolling portions of the levels and
the thoughtful and often punishing bosses.
Of course all this talk of beginner friendliness should not
scare away those looking for a challenge. On the lower difficulties it’s a simple
to mostly breeze through the game, but Expert and even Normal ramp the
difficulty up considerably. The game also adjusts difficulty on the fly to fit
the player. Playing perfectly will gradually increase enemy strength, how often
they fire and how many points you earn. Slowing time, using sub-weapons, or
getting hit will all reduce the difficulty and kill your score multiplier.
Digital Reality and Grasshopper also wanted the player to
have something nice to look at while doing all this shooting, and they definitely
succeeded. Everything is fully rendered in 3D, but the game has you flying
along a 2D plane. This allows the action to swoop dramatically through the
scenery without actually upsetting gameplay. Some of the larger enemies you
fight are truly gorgeously rendered with a distinct art style that has
everything look chunky and compacted, but with just enough of a detailed edge
to stop it looking like a cartoon.
However, the visuals might actually be too nice as they can cause gameplay problems in certain stages.
Occasionally it can be hard to tell what is background noise, and what is an actual
obstacle until you ram into it. Some backdrops are also extremely busy, and can
conceal incoming missiles and ships. It’s not a deal breaker, but it’s a clear reminder
of why a lot of bullet hell games do prefer to fly against mostly featureless
backdrops.
Disappointingly, the musical score doesn’t match the high
bar set by its visuals and is almost entirely unnoticeable during play.
Beyond the story mode there’s a handful of other modes to keep
the game fresh. This is where the designers efforts to ease in new players
vanish. Arcade and Score Attack are mostly retreads of the story mode but both
come with warnings that they are for advanced players. Challenge Mode is
similarly difficult although takes the form of a series of quirky mini games.
Co-op is one of EX’s new additions and shows an interesting
touch of creativity. One player has control of the main ship which always faces
forward, and the second controls a pod that can be rotated to fire in any
direction. The pod can also act as a shield for the main player, and control of
the ship and pod can be switched at any time with the tap of a button. Although
a cute feature, the pod controls are clunky and started to annoy me pretty
quickly. Playing the game with split joycons also means you can’t skip the
numerous cutscenes during stages as that function is tied to the L button.
Particularly for the Switch it should be noted that while this
game is fully playable in portable mode, the intense bullet dodging might be a
bit difficult to manage when out and about on a tiny screen. It’s not actually
a problem with the game, just something to be aware of!
Overall Sine Mora EX is a wonderful package. The game
straddles a very difficult line by offering an entry point for absolute
beginners and a proper challenge for experienced players to sink their teeth
into. A few hiccups along the way in its presentation and portions of uneven
gameplay are easily forgiven when the rest of the game is such a treat. If you
have any interest in shmups and you don’t already own a copy of this game, you
should probably fix that Without Delay.
1 comment:
I like how Sairus has become the default schmup guy on staff!
Post a Comment