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The real charm of this give-and-receive relationship with the boss (which happens to be the only enemy you fight in the game) is how your direct actions influence how it decides to evolve for the proceeding stage. Shooting its legs out makes it come back next time with fancy shin guards; demolishing its arms finds its return with a mighty thorax; and should you happen to be killed by a certain type of weapon, you can be sure it'll beef those bad boys up next come-around. There's always a fearful joy that comes about when the next boss presents itself, slightly upgraded, with just a little bit more mascara around the edges (a continuously-despised-yet-you-still-admit-to-enjoying it presentation paralleled only by the timeless Madonna). It's interesting, then, to note that it's never quite known how the boss will evolve its form, yet you just witnessed yourself perform every dodge, shot, and hit that influenced how it would go shopping for new body parts in between the last level and the current.
In this regard, you're essentially creating your own personalized Frankenstein that has no other pleasure in life than to destroy its maker (and for you bookworms, I realize I should be referring to the boss as a "personalized Frankenstein's monster," but for the sake of what Hollywood did to the name and how much more pleasing my version slips off the tongue, you'll just have to make the best with what you've got). Irony sets the tone with the coming of each stage, as the boss continually becomes better and better at pinpointing your strategies and weaknesses, all while your ship is never upgraded, save for your fingers' abilities in dodging and shooting the core.
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Another way to think of this game is that it's really just a "shmup boss designer" with a very interactive interface, that being your ship getting blown up more than you'd like to mention. The countdown timer, incessantly ticking in the corner, is certainly no aid in calming your nerves upon witnessing each grandiose rebirth of your recently-defeated foe, though it does add to how many beats per minute your heart reads when watching the title screen fade back into its mesmerizing flight across an abstract grid (Easter Egg Alert: The grid in the background can be controlled with the arrow keys, giving you a third entity to control with the same four keys. Nifty.).
Here's a run that shows the meaty mid-section of the game (bypassing the slower beginning stages and not spoiling how vastly large that sucker really gets). And if you look closely, you'll see that cone of fire I was talking about. It eventually blends in seamlessly.
[cross-posted to Gamasutra]
Went and tried this after reading your post.
ReplyDeleteWow, experimental indeed and very fun :D