gretchenleigh

middle-aged multimedia queer

Gretchen
The PlayStation Experiment | Game Mag Print Ads | Rando Chrontendo
software engineer @ Internet Archive
anarcho-left
trans lesbian 🏳️‍🌈🏳️‍⚧️


gosokkyu
@gosokkyu

Coming off the back of a string of successful and influential action-RPGs, Falcom decided to turn their attention to the STG genre with 1989's Star Trader, an ADV/STG hybrid that promised a "shooting revolution" and challenged both the traditional genre format and the technical capabilities of the PC-88 hardware as they pertained to fast-scrolling action.

Did they succeed? Eh, not really: the ADV sections don't really present a branching scenario so much as they dictate whether you will or won't have the currency to purchase any or all of the basic ship upgrades available to you at any given moment, and for as hard as Falcom tried to mimic all the eye-catching Konami setpieces of the day, even they weren't able to do a lot to mitigate the fact that the PC-88 simply was not suited to fast or smooth scrolling, and all the bandaids meant to facilitate a smoother experience simply served to draw attention to the monotony of the basic action—the screen is so narrow, the hit detection so large and the movement so choppy that you can't realistically dodge much of anything, so the game lumbers you with a big ol' health bar and absolutely no incentive to engage with the enemy or stage design beyond what's absolutely necessary, and the ultimate advantages granted by the small selection of weapon/ship upgrades boil down to how many projectiles they'll let you cancel or how many additional hits they'll allow you to take without failing a stage.

(MNM Software went on to reimagine this game as a more traditional arcade-style STG for X68000, with the ADV portions reduced to lengthy cutscenes, but even that version's not very good; they weren't overly faithful to the original STG design or whatever, it's just boring on its own merits.)


You must log in to comment.