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          Shikigami 
            No Shiro II 
            KSG 
            / Alfasystem  
           Gamecube 
            version reviewed by Malc 
           
           
            Hi 
              Shmuppers! 
            Has 
              anyone noticed I've nearly finished porting all the mkII reviews 
              over yet? Not many left to go! To break up the monotonous monotony 
              (and the boring boredom as well) I decided to review the game I 
              am playing the most right now. That's right, here's Pokemon Sapphire! 
              Eh, no, sorry, here's Shikigami No Shiro II (Or Mobile Light Force 
              2 if you are playing the bastardised US PS2 version, the less said 
              about that the better.) 
            My 
              preferred weapon of choice is a jap Gamecube, slotted into a tate'd 
              pc monitor, with one of those tidy little Hori-pads. It's one of 
              those games that needs accurate control with a decent d-pad, and 
              your eyes to be bang up close to the screen. Which I have, so I'm 
              sorted. 
            Ignoring 
              other recent GC additions, I've been leaving Shiki II plonked in 
              the console, and with a flick of a switch, I have it ready to play 
              on my desktop, ideal for those 10 minute shmups as a work break. 
              This state of affairs has lasted all through the marathon shmup 
              review port-fest I've been engaging in the last week, and I'm not 
              tired of Shiki II one bit. In fact, I've grown to love it more, 
              having appreciated its lovely level of production values, the alternate 
              soundtracks, the absorbing cutscenes - although I can't understand 
              a word - and most of all the subtleties and nuances of the gameplay 
              and scoring mechanisms. 
            Now, 
              I'm not going to throw lots of screenshots at you here, and there 
              won't be in depth analyses of the characters, because other people 
              have done this already.  
            So 
              if you want a faq, go here 
              and if you want lots of pics and other lovely stuff, go here 
              for the alfavision site on Shiki II.  
            Notice 
              for once the amount of pages alfasystem has devoted to the game, 
              together with the fact its also on DC, PS2, Xbox, and Windows PC 
              too, you can tell that this isn't just a throwaway title for them. 
              I do think there are also hiscore boards up there too. Very nice. 
            So 
              in the time honoured system of breaking down reviews into chunks, 
              here are the broken down chunks: 
           
         
          
         
           
            Pressing 
              start and diving in past the options (ooh, look, extreme mode, I'll 
              try that some day) - you are presented with 7 characters to choose 
              from. Each has an alternate mode for the secondary weapon too, which 
              change the way you play with that character quite a bit. I'm still 
              experimenting with them all, but I like the chappy with the large 
              whooshy swords - they are pretty much all-powerful, and even though 
              most people don't seem to like him, the bloke with the Madness suit 
              on and with the ciggy hanging out of his mouth gets me quite far 
              on in the game (read: level 3). I'm trying really hard to play on 
              a credit, and although a couple of times I have succumbed to continuing, 
              I generally don't do it as I'm enjoying my personal score battles 
              - all scores being saved for future plays, handily. 
           
         
          
         
           
            Weapons 
              are a mixed bag, you will come to really hate certain characters 
              as their weaponry will just not suit you. But each has its own strengths 
              depending on how you want to play the game. For the casual blaster, 
              who just wants to shoot his way through the game, there are characters 
              with a strong main weapon - this will effectively clear the screen 
              of enemies, but provide little opportunity for coin bonuses. If 
              you are chasing these coin bonuses, you really want to use your 
              secondary weapon, which automatically reap in coins when used.  
            And 
              the closer you are to bullets or enemies, the larger value on the 
              coins - which reaches a maximum of 8x when you are almost about 
              to be hit. Many more coins are available when using a secondary 
              weapon too, so as well as being automatically raked in, the amount 
              of them vastly increases as well. There are actually deeper coin 
              mechanics going on than I have described but I'll let you find out 
              for yourself. 
           
         
        
           
            | In 
              addition to your dual weaponry, you carry a stock of bombs, and 
              each chara has their own type. Some of them can be quite useless 
              in fact, and others can completely wipe off all of a boss's life 
              bar. | 
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            However, 
              proximity to enemy bullets also upgrades your main weapon too, also 
              known as scraping in shmuppy circles. | 
           
         
         
          
             Scraping 
              bullets will temporarily put your main weapon into a hyper mode, 
              just when you need it. But scraping does not have any effect on 
              the strength of your secondary weapon. I'm not going to go into 
              anal detail about weapons and scoring systems here, use that link 
              above, but I will say that having the choice of what amounts to 
              14 different weapon systems extends the life of the game immeasurably. 
              With my two favourite characters, I can with one get both extremely 
              good scores (for me at least) and further into the game with the 
              other. 
            Graphics? 
              Super highly detailed, but all a little DULL. Possibly being dull 
              helps see the neon coloured bullets more, so no real complaints. 
              But put it beside its closest cousin - which will be ESP Ra.De. 
              - and everything has a grey or brownish hue. Lots and lots of 3D 
              trickery going on on the backgrounds though, some of the surreal 
              environments are astounding, but the real life style backdrops do 
              seem a little bland. Maybe further into the game things pick up 
              a bit - the theme of JapRetroCyberspace probably describes it best. 
              If indeed there is such a theme. Lots of blasting explosions on 
              bosses, kind of like Ikaruga has, but without the size and scale 
              of the actual bosses themselves. Most of the bosses so far are not 
              much bigger than your own character, being flying manga people. 
              I'm sure their scale will pick up later! 
            Soundwise 
              there are two scores offered, the first is my favourite - with orchestral 
              arcade sounding sweeping tunes, with rock elements and sadly, a 
              Saxophone. The second is much more dated techno inspired, and does 
              get wearying on my ears quickly. Often I turn off the music in the 
              options, and play some really fast Hard Trance over the top of it, 
              which I think works quite well. But that's just me. 
            So, 
              I'm now really enjoying the game, I got it quite a while ago but 
              never got into it properly. It isn't a terribly fast or exciting 
              game though, I have to admit. Bullets fire aplenty, with lots of 
              whirly and fizzy bits, its more sort of slow bullet-hell than something 
              fast and whizzy like Feveron sports. Early levels are now getting 
              quite tiring, but the quest for coins and score pads them out well, 
              and are good practice for later levels. Levels are broken up into 
              two parts - and the hardest by far is level 3 part one. I often 
              get here with all 3 lives intact and lose them all on this level 
              alone. Fortunately, this is what the practice option is for! 
            In 
              actual play, movements are more planned and relaxed than intense 
              bursts of dodging. Lots of patterns - both familiar and new, with 
              some shootable bullets - some of which can also be wiped out with 
              certain character's secondary attacks too. Enemies float gently 
              onto the screen, bullets swirl narcotically, bosses thrust and sway 
              with their own rhythms. And its just downright good fun too. 
            Recommended? 
              Oh yes, Shiki II offers a pleasant and enjoyable romp around, without 
              the forced play of Ikaruga (which I still have not got the hang 
              of, I have to say) and lets you just blast away for 10 minutes if 
              this is all you want. Longer, repeated plays bring out the strengths 
              in the gameplay design, and the title becomes more-ish - almost 
              unable to put down and demanding extra playing. Production values 
              of the game are very high, the whole package exudes a polish and 
              wealth of options you wouldn't really expect these days. The developers 
              have been proud of producing this game, I can tell you that.  
            SCORE: 
              9/10 
            So, 
              on with the pics - sorry I tried to take some but they turned out 
              mince so here are a few I nicked from various sources: 
           
         
          
         
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