I’ve already disclosed my relationship with the Raiden shooter series in our preview of Raiden IV. After 10 years of silence between my treasured longbox The Raiden Project and Raiden III, the industry has been rather kind to the shmup genre as of late. While Gradius and Salamander are what pulled me into the shmup scene when I was younger, I would have to say Raiden
is what hooked me on the genre after I was exposed to its attention to
detail, memorable music and satisfying challenge. However, a lot has
changed since 1990, as we move from pumping quarters into a stand-up
cabinet to spinning a disc around in our Xbox 360s. After nearly 20
years does Raiden still have the punch needed to keep it at
the top of the genre? Thankfully, yes, it does, but its means of
achieving this definitely isn’t suitable for everyone.
Oddly, Raiden IV has no story to speak of. The instruction
booklet fails to humor us with the typical alien war scenario that
banks on the might of a single ship to take down an entire enemy
armada, but given how cliché and drab this has become, perhaps it
serves as a sign that UFO Interactive understands that fans of this
genre know what the game is about coming in to the experience. I’ll
take a stab at crafting the scenario, though, and state that players
once again man the Raiden series of ships, the Fighting Thunder ME-2,
in order to fight off an alien menace to Earth – a red crystal being
launched into space in order to power up an ultimate weapon of
destruction in space. The stages do transition about halfway through to
showcase the entry of an enemy base, the launching of a craft into
space and players tracking down the parts of the craft, so if you look
hard enough, there is some semblance of a story, but most players
aren’t going to dig that deep beyond the sparse CGI videos that attempt
to convey a plot.
On that note, recently, I came across a situation where it took me a
couple of days of sending messages back and forth on a community site
to explain to someone that the Seibu-originated Raiden series had nothing to do with Hideo Kojima’s Metal Gear Solid
series, so maybe I do have to step back for a second and explain this
whole ordeal. The original premise of the series put forth a storyline
taking place in the year 2090 where a ruthless alien race has targeted
Earth. After putting up a desperate fight, humankind is able to salvage
a destroyed alien craft and replicate its technology to create the
Raiden Supersonic Attack Fighter.
Strangely, through five games in the main series (the third game in the series was an upgraded Raiden DX
if you’re wondering “what’s up” with my counting), this is the only one
that even attempts to tell a story, which is a disappointment when
compared to an Xbox 360 shooter such as Cave’s excellent, Japanese-only
Death Smiles, but I’ll make up for it with historical context.
Raiden in Japanese literally equates to, “thunder and lightning” or a,
“thunderbolt;” a fitting name attributed to a god of those two elements
in Japanese mythology. During World War II, the Imperial Japanese Navy
manufactured Mitsubishi J2M Raiden fighter plane (for your bonus Metal Gear Solid tidbit, Allied soldiers referred to these planes with the codename “Jack,” which is Raiden’s real name in the MGS series), after which the Raiden Supersonic Attack Fighter is presumably modeled after, albeit in modernized form.
Now that you no longer have an excuse to be unfamiliar with the Raiden shooter series, let’s break down the game’s contents. It is to be expected that many players will assume that Raiden IV,
being a port of an arcade title, will be nothing more than a bare-bones
transition of the five-stage original game. Thankfully, this is not the
case, but when you boil it down, these features are par for the course
with any home shooter port: You’ll find an arcade-perfect mode, an
original mode, a boss rush and score attack. On top of this, however,
you’ll find a few unique features in the online ranking mode and the
dual control mode that puts the control of two ships into the hands of
one player via dual along controls. To be fair, however, the dual mode
was introduced in Raiden III and the online ranking mode has
the same gameplay as the other modes but it regulates players to
default settings and prohibits continues to promote fair competition. Raiden IV
does give players a lot to do if they want to experience some variety
in the way they play the main course the title offers up, but a lack of
online gameplay and originality does take the overall offerings down
just a notch.
Once a player dives into these modes, though, instincts will no
doubt take over as fans of the series will know what to do and the
simple, two-button control scheme is easy enough for anyone, but
regardless of your skill or Raiden familiarity, it’s not hard
to understand the concept of “don’t die.” As is typical in this genre,
that is far easier said than done, but players do have a scope of tools
that haven’t changed in large since Raiden II – players can
command a wide-spread Vulcan gun, a narrow, but powerful laser and
players can choose to have the purple power-up award them a weak, but
homing plasma stream and a branching, arching proton stream. These
weapons can be powered up and supplemented with bombs as well as
missiles that have various guidance and explosion properties. Pretty
much everything from Raiden III is carried over with very few tweaks here and there, so there is really nothing too unfamiliar here.
The controls are as tight as one would expect from a game in the
genre and, as stated earlier, are simple in nature. However, there are
a few factors that deviate from the mindless shooting such as laying
off the fire button for a brief time to allow your sub weapon to charge
for a double dose of fire that awards the player bonus points and smart
players will switch to different main weapons throughout the game as
there are clear instances where one weapon is more efficient over the
other to promote a little in-game strategy – the spread of the vulcan
cannon is great when transitioning to outer space in stage four and the
armadas in stage six are easily taken down with the plasma stream, for
example. Still, player reflexes will prove most valuable when the
screen is littered with enemy fire and with the speed of enemy fire
increasing on the later difficulties, it won’t be hard for the player
to become overwhelmed and hastily chasing power-ups will most likely
find the player reduced to ashes. Luckily Raiden IV has a
very robust difficulty set that even features a practice difficulty
where the enemy ships don’t even fire, but where is the fun in that?
Even the very easy setting will prove to be a challenge for most
players, but the solid shooter foundation in Raiden IV will
no doubt have them coming back for more every once in a while. For
masochists, there is, of course, the ultimate difficulty and there is a
decent spread in between, but this doesn’t help the balance progression
at all as the enemies will start throwing everything they have at you
as soon as the third level.
Watching the top replays, a lot of success in Raiden IV
hinges on memorizing the enemy patterns (which differs very slightly in
the Xbox 360 mode compared to the arcade mode), which will no doubt
keep interested players glued to the game for quite a bit. If the
enemies can’t make it on to the screen, they can’t fire at you and this
is where the brilliance of the returning flash bonus feature comes in,
rewarding players with bonus points for taking out enemies as soon as
possible. If a player scores a 5.0x bonus, that means they have
destroyed the enemy as soon as it entered the field, letting players
know they are in the best position for that given situation. In order
to ease the frustration of defeat, dedicated players will be rewarded
with extended continues and level selects, so it isn’t unfeasible to
clear the game in most cases and it really encourages players to give
the modes one more shot. Also, once you get into the genre, it is quite
compelling to see how far you can get into the game with just one ship
or one credit, so it’s most likely that if you enjoy your first go with
the game, you’ll come back for a little more punishment, but it is also
easy to say that a good portion of gamers will be too intimidated by
the difficulty.
As fun as the game can be, however, Moss did take a few shortcuts
with the game, which is most notable in how the progression is set up.
The Xbox 360 mode does reward players for their purchase a little by
adding in two new stages to the original arcade lineup, but in Ghost ‘N’ Goblins
fashion, players will have to tackle the full seven-stage spread twice
to reach the true final boss. This comes across as a cheap way to
extend the longetivity of the title, but at least during the second
playthrough, the bullet speed increases and the bosses get a few minor
upgrades to keep players on their toes. Also, with no real story to the
game, it becomes hard to care about the small cutscenes that occur
after the seventh stage, so even though it won’t bother fans of the
genre too much, the game’s progression is a little shaky, acting more
like a throwback to retro titles as opposed to taking advantage of what
can be done on the Xbox 360. Also, this new installment is pretty much Raiden III
with a fresh coat of paint, meaning very little has been done to
advance the series, let alone the genre. However, when you boil down
the gameplay, Raiden IV does what is expected out of a shmup
and anyone who has interest in the genre will no doubt find a
satisfying playthrough with the title.
The presentation in the title is serviceable for the Xbox 360,
remaining on par with a lot of what has been released on Xbox LIVE
Arcade. While the detail isn’t extravagant in the title, it is
definitely in the style of Raiden and, as always with the
series, there are some key attentions to detail that do pop out on
occasion. Most notably is the game’s use of lighting – explosions are
glaringly bright, you can see particles flowing in your ship’s laser
and the proton/plasma beams spark with electricity – and if you can
somehow pay attention to subtle effects, there are different enemy kill
animations that range from an outright explosion to their ship shorting
out and crashing to the environment below and enemies destroyed over
water result in the craft splashing down, especially the stage three
boss where the huge craft creates a wake in the water.
The enemy fire doesn’t nearly have this same pop and the orange
colored bullets can get lost on a few of the environments (which why a
lot of games in this genre are heading toward vivid green or pink
bullets), but you do still get a handful of unique spray patterns, such
as the rings spewed by the stage six boss. The menus and transition
screens are also a bit lively and give players very adequate visuals to
carry them from one menu to the next. Also, while some of the enemies
and environments do not have great detail, players can view models of
each enemy in a gallery mode, which does provide a bit more detail and
scale for the player. Perhaps the most glaringly negative aspect of the
title is in its few CGI sequences, that get the job done and are
perhaps trying to provide an animation, cell-shaded style appearance,
but the lack of detail on anything other than the ME-2 and the slightly
jerky animation make these entirely skippable.
Going on to more positives, though, Raiden IV features some
quality sounds, which I would wholly expect from the title as the music
and sound was one of the aspects that originally engrossed me into the
series. While the music is nothing revolutionary, maybe intending to
reflect the style of music common to classic shooters, it pushes the
action along with some catchy melodies, with a portion of the tunes
actually being remixes of classic Raiden themes. These will
probably go over the heads of most players, but I just can’t be mad at
the game over screen with that recognizable jingle ringing in my ears.
As players mow down enemies, they’ll hear impressive booms from the
explosions with the bigger enemies and player bombs providing some
really deep, satisfying explosions. Outside of this, players will hear
a lot of generic weapons sound effects that are pretty subtle, so it’s
possible players will lose track of these effects among the intense
action. The explosions and music definitely take center stage audibly,
though, so the basic sound effects are no huge loss.
A lot of players will probably question the value of the title as it comes off the heels of Valcon Games’ Raiden Fighters Aces, which packs three full Raiden Fighters
releases onto one disc, but you really can’t blame UFO Interactive for
what Moss developed in Japan. It is clear that UFO has stepped in as a
service to fans of Raiden and the shmup genre in order to
provide them with a U.S. version that didn’t cost them a $75 import on
top of a nearly $300 import system to play it on. While the average
gamer might question the package, it seems UFO has a clear, intended
target, and for that audience, Raiden IV is an easy
recommendation. The title can be further extended for a paltry buck a
piece to play as the series’ trademark Fairy as well as the original
MK-II Raiden ship and both have more weapon variation than one might
imagine. Sure, it would have been nice to have the extra ships on the
disc or have DLC that extended the game with more levels, but the extra
ships aren’t necessary to enjoy the game and they are excellent fan
service to anyone familiar with the series. There are also some
challenging achievements to reach for in the game, which will keep
shooter fans striving for perfection in the title, however, it is a bit
disappointing that the achievements discourage cooperative play with
another person.
GemuBaka Final Review Score: 3 of 5
While there are some weak spots that can’t be ignored in Raiden IV,
as a shooter, the title excels in all of the areas it should – solid
presentation stacked on top of intense and satisfying action. UFO
Interactive is clearly catering towards fans of the genre and series
with this installment and these gamers will no doubt enjoy their time
with the title that now graciously comes at about half the price as the
imported version. However, it would have been nice to see the series
advance the shooting genre a little more as opposed to merely extending
what players found in Raiden III and a few omissions such as
online gameplay really prevent the title from being much more than an
arcade port. Casual players will no doubt be intimidated by the
difficulty balance even with practice and very easy modes and,
unfortunately, Moss extends the replayability with a cheap repetition,
but, overall, Raiden IV does what any shooter fan will ask of
it. People unfamiliar with the series might want to approach with
caution, but fans of the series and franchise should be able to pull a
good amount of fun out of this sequel.