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Project Sylpheed Review

Space shooters are beyond a dying breed. They're dead. When a member of this now-rarefied genre comes lurching at you from the darkness, it's always a good idea to be wary. And a shooter with an anime flavour, evoking the memory of the Macross and Robotech series? It has to be bad, right? Yet, somehow, Square/Enix has delivered a thrill-ride of a space plane game; Ace Combat with blue hair. The frighteningly titled Project Sylpheed has a clunky menu system, an overly complicated HUD, mediocre voice acting, and an easily-skippable story. Thankfully, none of that matters. When you're in your fighter, it's so ... so good. Read on for my impressions of this quirkily appealing arcade-style shooter.
  • Title: Project Sylpheed
  • Developer/Publisher: Game Arts, Microsoft Game Studios
  • System: 360
  • Genre: Arcade-Style Space Shooter
  • Score: 3/5 - This game is flawed, but will appeal to genre fans. Any gamer might enjoy renting it, but this won't ever be a classic.
Let's run down the anime cliches: Vaguely feminine main character with cute-but-not-too-cute female sidekick? Check. Laser weapons on capital ships that can bend in space? Check. Overly engineered space fighters? Check. Story of personal loss and redemption? Triple check. The outward trappings of this game will make you perfectly at home if you have ever had the fortune to hear Minmei sing. The only thing missing is the transforming robot jets.

Thankfully, you won't miss them. The story is a semi-decent distraction. The forces of ADAN, allied former Terran colonies who broke away from the motherland, are striking hard against the Terran alliance. They're fighting to re-affirm their freedom after what appears to be the senseless slaughter of an entire planet by military forces. Your protagonist is an uber-talented rookie, friends with a cute fellow pilot and arch-foe of a former pilot who has now joined the ADAN military. The cutscenes are full of breathless exclamations of surprise and tight-fitting space suits. Just the same, the cutscenes have two things going for them: vague hints of something deeper to ADAN's story of planetary cleansing, and the ability to skip past anything you don't want to see.

While I enjoyed watching them, it's easy to understand wanting to get back to the game proper. Project Sylpheed is an all-out assault almost from the get-go. Enemy fighters come at you in waves, punctuated by larger frigates and carriers, with special named fighter units acting as boss battles in later stages. Before you start your bloody work there are usually dozens of enemies onscreen, providing you with a 'target-rich environment.' You're not alone, of course, fighting with support from your capital ship and three (mostly brain-dead) squadron-mates. Fights take place in a varied array of 'space locations', giving you a variety of pretty places to look at while you blow stuff up. Anyone not playing the game directly will be impressed by what's on the screen; if you know what you're doing the action is fast, frenetic, and beautiful.

Knowing what you're doing is the trick, of course. Your Delta Saber fighter has a dizzying array of weaponry and instruments. As such, the Xbox controller gets a stiff workout by your overwrought hands. I actually found the default setup cumbersome, and ended up remapping some things; every single control is customizable, thankfully. By default the shoulder buttons fire your weapons, while the triggers boost and brake your ship. I reversed these, as I found it awkward to hold down the RB for an extended period of time. Your mileage may vary.

The Delta Saber has three different weapon systems plus a nose cone popgun. This means that you have several choices of ordinance to bring to bear on every situation. Surprisingly, none are superfluous. There's an anti-aircraft missile system, which locks onto targets as they come within your field of fire. Dozens of missiles can be aimed at multiple targets just by sticking closeby. Upon releasing the fire button they soar away from your ship like deadly homing birds, creating a beautiful and ultimately fiery ballet. A larger set of missles is available for frigates, destroyers and the like, while a railgun acts as a catch-all choice that can be directed at either sized-target with deadly effect. It's simple to switch between weapon systems with the twitch of a thumb; the downside to this is that often pits you against a wave of fighters and their destroyer escort at the same time.

Those scenarios are always quite challenging, as you're forced to make some tough choices. Toughness is a watchword of this game, but not frustratingly so. Sylpheed is very much an arcade shooter, right down to the arbitrary clock on each mission. You're given a warning when there are only three minutes left on the clock; when it runs out the captain of your capital ship says that you are 'unable to fight any longer.' I'm not really sure I understand this, but it does make for tense level design. Even If you screw up, there's no real problem. You're encouraged to go back and re-try levels on which you do poorly.

A letter grade measures your success in each mission, based on the number of ships destroyed and the completion of some 'sub-objectives'; these sub-objectives are never really spelled out, but the game's Achievements often revolve around them. As such, when you do end up with a new medal (their in-game representation) you can rest assured that you did good. Points are awarded for your successes, which can in turn be spent on weapon upgrades for your ship. There are a wide variety of systems available for purchase on the Delta Saber, and collecting them all seems to be another happy aspect of the game's arcade element.

Not all is perfect in space, of course; aside from the aforementioned throwaway plot and some ... interesting choices in voice acting, some design and system issues tear at the edges of this otherwise pretty picture. As in many games, the other pilots are of almost no help whatsoever. That's to be expected, but they also have a nasty habit of flying directly between you and your target. This results in annoying cries of "watch where you're shooting". The D-pad acts as command center for your squadron, and they'll follow your orders to the best of their ability. The problem is that friendly fire significantly takes away from your points earned for a given mission. This gets really old, really fast.

The other major problem is an occasional noticeable graphical slowdown. I have my 360 fairly well ventilated, but despite that there were several battles where a wall of oncoming enemies caused some sluggish turning. In a game where being able to execute snap turns and dodge oncoming laser fire are essential skills, that can lead to some frustrating trips back to the briefing room. All the other issues I had with the game were fairly minor. The title did little to explain what exactly you were buying, for example, despite some basic letter grades attached to weaponry range and damage. Likewise, the tutorial at the game's start seemed woefully unhelpful once I was actually in the thick of things.

Thankfully, everything about this game is easy to pick up. Project Sylpheed is a brainlessly fun, easy-to-like title for your next-gen console. A complete lack of multiplayer condemns this to a few months of enjoyment , or even a rental, but don't let that stop you from trying it out. If you miss this under-appreciated genre, Sylpheed is going to hit every synapse just right. Barrel-rolling through a flight of dozens of enemy starships, all while locking-on and firing-off volleys of missiles, is a blast any space shooter fan shouldn't pass up. My biggest complaint about the whole game is that, once again, I find myself really wanting a next generation version of Tie Fighter.

7 of 155 comments (clear)

  1. Tagged as Slashvertisement by Anonymous Coward · · Score: 2, Informative

    This game was absolutely horrible. I tried the demo on XBL and I could honestly not play it for more than a minute. The controls are shitty, the graphics are shitty, and the gameplay is shitty. To compare it to something like Ace Combat is a fucking travesty. Don't just take my word for it though, download the demo on XBL and try it for yourself, I guarantee you'll delete it within minutes.

  2. woot by oni · · Score: 4, Informative

    Oh man, I played the heck out of Silpheed on the Apple IIgs back in the late '80s.

    Since this new version of the game is a 3d space fighter, I feel obligated to point out that Freespace was released as open source some years ago, and people have been working on it ever since. The homepage for the source code project is here:

    http://scp.indiegames.us/news.php

    Here's a youtube video that shows some gameplay on the OSS version

  3. Re:Am I the only one... by fbilsen · · Score: 4, Informative

    The original silpheed was the best shooter ever: http://www.the-underdogs.info/game.php?gameid=982 I don't know how many times I read about that stupid mail program by mistake :-/. Frans

  4. Re:X-Wing Updated??? by jollyreaper · · Score: 3, Informative

    Yeah, I've gone to great lengths to try to get an old copy of X-Wing and Tie Fighter to work on my current XP setup... to no avail. What's the closest thing to Tie Fighter that's available now for my PC? I've tried to find some kind of decent space shooter, but no luck. Any advice for this poor, helpless Tie Fighter fan???

    Get thee X-Wing Alliance, my friend.

    http://starwars.wikia.com/wiki/X-wing_alliance

    Star Wars: X-wing Alliance, or XWA is the sequel to Star Wars: TIE Fighter. Due to player disregard for the multiplayer focused Star Wars: X-wing vs. TIE Fighter as a part of the X-wing computer game series, XWA is considered the third installment.

    XWA presents the story of Ace Azzameen, the youngest member of the Azzameen family, a neutral family of traders. The player assumes Ace Azzameen's place in the all missions in the game. These missions gave rise to assumptions that Ace was perhaps one of the crew appearing in Star Wars Episode VI: Return of the Jedi.

    Apart from the usual badges and medals for winning missions which are featured in the other games of the X-wing series, progress is also indicated by the number of souvenirs collected in Ace's room. Additionally, an E-mail delivery system helps to evolve Ace's background story and provided deeper looks into his personal relationships and his family's whereabouts.

    XWA is the first game of the series to offer a full voiceover soundtrack and full dialogue in-flight. Flight control is marginally updated from the previous games of the series, allowing the player to link their cannons together, the ability to board and pickup other craft, as well as the addition of rudder support. Graphics are also overhauled in this game; high resolution textures, more complex models, and full three-dimensional cockpits were added. However, the cockpits are not faithful to the other games; all indicators and screens are separated from the cockpit as an in-flight HUD depicted as floating windows.

    It also introduces missions that span multiple star systems, similar to the "autopilot" feature of the Wing Commander games; rather than ending the mission, jumping to hyperspace (when the option is available) will progress the mission to a new location and a new mission objective.

    Ok, so why did this game rock so incredibly hard? First, the original X-Wing was not that great of a game. It was a nice try but it lacked wang. TIE Fighter rectified that lack of wangage and was GOOD. Missions were balanced, varied, and fun. The universe was immersive and gripping. The only niggle I had with it is that it didn't have quite the same storyline angle as the first two Wing Commander games, my alltime favorite space shooters. Oh, well, I thought, you can't have everything, right? Wrong. X-Wing Alliance said you can have everything but a Slave-Girl Leia lap dance.

    How was it good?

    1. The game-invented characters are sympathetic and believable, unlike the typical wank you find in the Star Wars expanded universe.
    2. The flight models are lifted directly from TIE Fighter and the graphics are given a scrubbing and update. It feels just like the previous game, even down to the keyboard hotkeys being the same. The whole game has a mixed feel of comfy, broken-in boots along with shiny new glitter.
    3. The missions are inventive, the combat intense, and the storyline plays into it well so you are reacting emotionally to the story instead of sitting back with a bored comic book guy expression muttering to yourself about how so little effort goes into doing a licensed game properly.
    4. Huge number of flyable ships in the game along with scads and scads of non-flyable models included, makes the universe seem gargantuan as a proper Star Wars experience should.

    Unfortunately, this was the last space sim to be released in the Galactic Civil War era. Lucas wanted all future Star Wars games to be set during the Clone Snores era. That's bullsh

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  5. Re:TIE Fighter blues. by Anonymous Coward · · Score: 1, Informative

    I wish that the Thief series would get picked up and modernized, as well, but that seems to be quite a pipe dream too.
    Ah, you're clearly a fundamentalist fan. The rest of us acknowledge the existence of Thief: Deadly Shadows. :)
  6. Re:The original was a topscroller by Anonymous Coward · · Score: 1, Informative

    AAARGH! Shut up! You're both murdering the memory of this incredible game!

    The original Sierra/Game Arts version was neither 2D, nor was it quite a top-scroller. It was 3D, with a steep camera angle. Almost top-down, but with real 3D perspective. The starfield, and the enemies came at you from the top of the screen, getting larger as they approached the bottom. If you flew your ship to the left side of the screen, you could see the right side of the ship, and vice versa. The intro was a full 3D space, with sweeping camera moves and all, rendered in wireframe. The game used filled polygons, and ran speedily on my 7.16MHz 8088. I remember it as one of the earliest 3D games.

  7. Re:I love space sims. by dev@efnet · · Score: 3, Informative

    If you're a big wing commander fan like I am, you will probably enjoy this game -- X3: The Reunion

    Ive been playing this game for literally a year now, its alot like Privateer in how open it is and the way the game progresses. Great space combat and collision detection, decent story (but very short), but the open ending is well worth the purchase on Steam. 19.99 i think it is? Any decent rig will run it, but you need a decent box when you have 15 wingmen with you, a carrier and a destroyer attacking the xenon in one of their sectors... has a working economy.. only downside is its only single player.

    Be forewarned.. its almost as addictive as an mmorpg :)

    Definitely worth a try if you're into space sims.