Galaga '88 is an early revamp of an established classic. Sequels, reboots, and remakes of older franchises are the now the industry norm. But in 1988, Namco's attempt to modernize one of its earliest properties--while still retaining its core principles and classical feel--was an unusual, even seminal, venture. The final product certainly keeps to its source material, but its limited success in the West begs the question--did the game struggle because it was too similar, or still too different, to what came before?
Harmful Park is a glorious orgy of color and humor, of parody and heartfelt story. Two girls must survive a twisted theme park turned into a maniacal weapon, a collection of toy and bot and gargantuan automaton intent on stomping any notion of hope or love. Yet, beneath that veneer is a master puppeteer who hides his own broken heart. Yes, this is a game deeper than it seems, and one that needs to be played.
Einhander came during the shooter's twilight days; indeed, this excellent evolution of what a shoot 'em up can be was designed to redeem the entire genre. Sadly, it became a sleeper classic at best, a would-be savior snubbed by an industry and audience seeking new kinds of action and adventure. Nevertheless, Squaresoft's masterpiece lives on like a wistful song...begging to be played, and converting those who do.
Coryoon cuts the seriousness for the cuteness, chooses cartoon antics and fantasy blasting over the sheer austerity of metal-grinding action. It's not brilliant, but it is winsome--the winning journey of a tiny dragon fighting in the name of his precious princess.
Gradius is seminal; like the opening crawl to an ongoing saga...like the first notes leading an epic symphony, the game essentially defined the horizontal shoot 'em up for all generations to come. From its pacing to its power-ups to its stark backdrops, Gradius is the template from whence they all came.
Keio Flying Squadron wasn't afraid to play with aesthetics--to dabble with certain artistic styles within a genre that had become predictable, even staid. Keio injected the humor of theater with the trappings of a stage play to create a shooter mixed with a wacky anime. As nonsensical as that might seem, it set the trend for future expression--soon, plenty of games would use unconventional graphical stylings to tell their tales...or, at least, make an impression.
Magical Chase is about a witch seeking redemption...or escaping retribution. Indeed, she must seek the six demons she accidentally freed from a forbidden book...lest she be turned into a measly frog. It's a fun premise for a game designed to be fast, perky, and just a little bit quirky. For those tired of spaceships, here's an alternative--a cute, rosy witch.
Raiden is the perfect derivative, predictable, reliable shooter--a fast-paced blast-a-thon in which enemies splinter, fracture, and explode with satisfying aplomb. This is a game that does everything right while innovating nothing; it's the sportiest station wagon in a sea of Lamborghinis.