And here, for your enjoyment, we have a little mini-review thing.
It is not written by me, it was posted to the GameFAQs message
board for this game by a guy named Folken. This guy pretty much
tells it how it is about the game, and does it better than I could
have. It is used without permission, because I was unable to
contact the author. So before proceeding any further, I want you
to say out loud, "I respect the Folken." Ok, now read it.
This PS2 version is a barebones reflex affair. That is what you
are paying for with your $50. Gone from the Sega CD version are
the pickups (Health, Immunity, Clear screen, !!option weapon
buildup!!, etc...) Gone is the ultra useful and strategic 3rd
Option weapon choices (Select to use a barrier shield, or a
Proton Bomb, or fire off homing missiles to anything on screen,
a complete separate element of play to the standard weapons you
choose. There was a HUGE strategic value to this choice for each
level as well as when you use them!)
Under those pretty visuals in the PS2 version is a very brainless
dodge fest. Only a small amount of the weapon choices are
actually useful, and you never really feel truly overpowering
because all you can do is hold down X and let loose the continual
stream of fire with no strategic value other than avoid being
hit! No depth to the level designs other than their pretty 3D
graphics. Why didn't they take advantage of the 3D and meld it
better into gameplay? Even the Sega CD's FMV backgrounds did a
far better job of melding themselves into gameplay. The
backgrounds should be as much of an enemy as the forces firing
at you! It needs far more interaction with the player instead of
just being pretty looking. Those buildings that fall in Stage 2
should be arranged in locations where you are forced to actually
maneuver and dodge them, as well as trying to avoid enemy fire!
BAH! Get some real level designs and enemy placement here.
This is one poor shooter experience, but for those looking for a
simple experience involving dodging and shooting and going for a
nice high score, then Silpheed fits the bill. Once a truly
challenging and engaging shooter experience has turned into an
ultra generic visual feast where the gameplay was an afterthought
compared to the effort the design team made on the visuals and
expensive CG's. The priorities are all wrong here, and while it
can be looked upon as enjoyable (simply because it is so generic
and easy to jump in, good for the "casual" shooter players) it
is an insult to true shooter enthusiasts. This is NOT what the
future of shooter design should entail, and is a de-evolution on
the creativity and unique ideas that have been brought to the
table over the years.