# 6 Best Binary Options Brokers 2020 Review & Comparison

Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers
We have compared the best regulated binary options brokers and platforms in May 2020 and created this top list. Every binary options company here has been personally reviewed by us to help you find the best binary options platform for both beginners and experts. The broker comparison list below shows which binary trading sites came out on top based on different criteria.
You can put different trading signals into consideration such as using payout (maximum returns), minimum deposit, bonus offers, or if the operator is regulated or not. You can also read full reviews of each broker, helping you make the best choice. This review is to ensure traders don't lose money in their trading account.
How to Compare Brokers and Platforms
In order to trade binary options, you need to engage the services of a binary options broker that accepts clients from your country e.g. check US trade requirements if you are in the United States. Here at bitcoinbinaryoptionsreview.com, we have provided all the best comparison factors that will help you select which trading broker to open an account with. We have also looked at our most popular or frequently asked questions, and have noted that these are important factors when traders are comparing different brokers:
  1. What is the Minimum Deposit? (These range from $5 or $10 up to $250)
  2. Are they regulated or licensed, and with which regulator?
  3. Can I open a Demo Account?
  4. Is there a signals service, and is it free?
  5. Can I trade on my mobile phone and is there a mobile app?
  6. Is there a Bonus available for new trader accounts? What are the Terms and
  7. conditions?
  8. Who has the best binary trading platform? Do you need high detail charts with technical analysis indicators?
  9. Which broker has the best asset lists? Do they offer forex, cryptocurrency, commodities, indices, and stocks – and how many of each?
  10. Which broker has the largest range of expiry times (30 seconds, 60 seconds, end of the day, long term, etc?)
  11. How much is the minimum trade size or amount?
  12. What types of options are available? (Touch, Ladder, Boundary, Pairs, etc)
  13. Additional Tools – Like Early closure or Metatrader 4 (Mt4) plugin or integration
  14. Do they operate a Robot or offer automated trading software?
  15. What is Customer Service like? Do they offer telephone, email and live chat customer support – and in which countries? Do they list direct contact details?
  16. Who has the best payouts or maximum returns? Check the markets you will trade.
The Regulated Binary Brokers
Regulation and licensing is a key factor when judging the best broker. Unregulated brokers are not always scams, or untrustworthy, but it does mean a trader must do more ‘due diligence’ before trading with them. A regulated broker is the safest option.
Regulators - Leading regulatory bodies include:
  • CySec – The Cyprus Securities and Exchange Commission (Cyprus and the EU)
  • FCA – Financial Conduct Authority (UK)
  • CFTC – Commodity Futures Trading Commission (US)
  • FSB – Financial Services Board (South Africa)
  • ASIC – Australia Securities and Investment Commission
There are other regulators in addition to the above, and in some cases, brokers will be regulated by more than one organization. This is becoming more common in Europe where binary options are coming under increased scrutiny. Reputable, premier brands will have regulation of some sort.
Regulation is there to protect traders, to ensure their money is correctly held and to give them a path to take in the event of a dispute. It should therefore be an important consideration when choosing a trading partner.
Bonuses - Both sign up bonuses and demo accounts are used to attract new clients. Bonuses are often a deposit match, a one-off payment, or risk-free trade. Whatever the form of a bonus, there are terms and conditions that need to be read.
It is worth taking the time to understand those terms before signing up or clicking accept on a bonus offer. If the terms are not to your liking then the bonus loses any attraction and that broker may not be the best choice. Some bonus terms tie in your initial deposit too. It is worth reading T&Cs before agreeing to any bonus, and worth noting that many brokers will give you the option to ‘opt-out’ of taking a bonus.
Using a bonus effectively is harder than it sounds. If considering taking up one of these offers, think about whether, and how, it might affect your trading. One common issue is that turnover requirements within the terms, often cause traders to ‘over-trade’. If the bonus does not suit you, turn it down.
How to Find the Right Broker
But how do you find a good broker? Well, that’s where BitcoinBinaryOptionsReview.com comes in. We assess and evaluate binary options brokers so that traders know exactly what to expect when signing up with them. Our financial experts have more than 20 years of experience in the financial business and have reviewed dozens of brokers.
Being former traders ourselves, we know precisely what you need. That’s why we’ll do our best to provide our readers with the most accurate information. We are one of the leading websites in this area of expertise, with very detailed and thorough analyses of every broker we encounter. You will notice that each aspect of any broker’s offer has a separate article about it, which just goes to show you how seriously we approach each company. This website is your best source of information about binary options brokers and one of your best tools in determining which one of them you want as your link to the binary options market.
Why Use a Binary Options Trading Review?
So, why is all this relevant? As you may already know, it is difficult to fully control things that take place online. There are people who only pose as binary options brokers in order to scam you and disappear with your money. True, most of the brokers we encounter turn out to be legit, but why take unnecessary risks?
Just let us do our job and then check out the results before making any major decisions. All our investigations regarding brokers’ reliability can be seen if you click on our Scam Tab, so give it a go and see how we operate. More detailed scam reports than these are simply impossible to find. However, the most important part of this website can be found if you go to our Brokers Tab.
There you can find extensive analyses of numerous binary options brokers irrespective of your trading strategy. Each company is represented with an all-encompassing review and several other articles dealing with various aspects of their offer. A list containing the very best choices will appear on your screen as you enter our website whose intuitive design will allow you to access all the most important information in real-time.
We will explain minimum deposits, money withdrawals, bonuses, trading platforms, and many more topics down to the smallest detail. Rest assured, this amount of high-quality content dedicated exclusively to trading cannot be found anywhere else. Therefore, visiting us before making any important decisions regarding this type of trading is the best thing to do.
CONCLUSION: Stay ahead of the market, and recover from all kinds of binary options trading loss, including market losses in bitcoin, cryptocurrency, and forex markets too. Send your request via email to - [email protected]
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EXTONS & THISOPTION: The Best Binary Option , Forex , Stocks , Crypto Trading Platform

EXTONS & THISOPTION: The Best Binary Option , Forex , Stocks , Crypto Trading Platform
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submitted by Ammybae to ICOCryptoInfo [link] [comments]

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Copyop Review - NEW Copy OP Trading Platform By Dave BEST Forex Binary Option Social Trading Network 2015 For Currency Pairs Without Using Automated Signals Software Bots Copy Professional Traders Copy-OP From Anyoption Binary Brokerage Reviewed

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Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
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Subreddit News, Tournaments, and some CCU Mythbusting

Greetings Warriors!
Now that the (green) smoke has settled from the Y4S2 and the CCU landing, we thought now would be a good time to do a quick subreddit news post, as there are a few things to catch you up on - before Y4S3 arrives and there is more news to take the sticky post slot!

Upcoming Tournaments

First up, there are a number of tournaments happening in the next few weeks. Slayscion Gaming are returning with 4v4 and 2v2 tournaments on PC, in EU and NA regions in the next few weeks! And if you didn’t get chance to watch the last 4s tournament, you can watch the VOD of The Arena’s cross region dominion tournament last weekend here. Remember to keep an eye on Battlefy.com for upcoming For Honor events! Ubisoft have announced that the PC Dominion Series will be starting up next season, so now is an excellent time to get into competitive tournament play, and practice for the big tournaments on the horizon!

New Mods

Next, I’d like to welcome two new mods to the team, u/SenpaiKaplan (SenKa) and u/DaniUsagi. I’m sure regular readers will recognise these two, as they are both frequent contributors to the sub, with many interesting tech posts between them. We’ve been seeing a big increase in viewers and posts since the CCU, and their help and expertise will be much appreciated! Please give them a warm welcome!

Poll Posts have been disabled

Since Reddit added the new Poll option on posts, we have seen a big influx of these posts, and unfortunately 90% of them have been very low effort, normally just a title and a binary choice, which we have had to remove. Adding a “no low-effort polls” clause to rule 6 hasn’t helped with that situation, so we have decided to disable the option entirely. If you do still want to do poll the readers here as part of a discussion post, or want to gather data to find opinions on a specific question, you are welcome to include links to external survey sites (like surveymonkey or google forms) in text posts - we are only trying to cut down on low-effort posts, not genuine use of poll for interesting content.

Info Hub Update

The Info Hub has been updated with all the changes from the CCU and the follow-up patches, including the 3 new executions, new punishes, balance information on each character, and an All Attack Properties sheet which allows you to compare attacks across the cast, and contains lots of data that doesn’t fit on the individual character sheets (like hit reactions for example). We are still in the process of revamping the General Info sheet, and an update to the Viability Tables is also in the works, now that there has been a decent amount of time since the CCU for the meta to stabilise. Also planned is addition of frame advantage sections on some moves for which it is particularly relevant.
If you spot any errors, outdated info, or have requests for information you’d like to see included in the hub, please let us know by commenting on the hub itself, messaging me or the mod team as a whole, or contacting one of us on discord.

Some CCU Mythbusting

Since the CCU update, I have seen a few persistent bits of misinformation floating about, and I’d like to take this opportunity to bust a few of these myths:
That’s all Warriors, thanks for reading, and see you on the battlefield!
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The Shoulders of Orion- Ch. 1: First Contact

Space-time rippled as the Horns of Glory snapped into real space. The normally smooth transition from FTL subspace travel back to the laws of relativity was instead dangerously jarring, as the inertial dampeners struggled to hold the innards of the massive warship in their proper places. After straining mightily for the briefest of moments, they failed, throwing Admiral Halon Va and the rest of his bridge crew violently into their restraining harnesses. The ship shuddered under the immense stress, then settled, drifting silently through space on minimal power.
“Tactical, get me a status report for the fleet on screen now. I want updates the instant ships jump in.” The Admiral’s voice was still firm and authoritative; it was taking every last shred of resolve he had to keep it that way. “Lieutenant Roshin, put a detail together and work with medical. I’m sure that re-entry caused more than a few extra injuries. Get as many of the crew patched up and ready for emergency action as fast as you can. I want a full casualty report as soon as possible. And if you find Science Officer Lentith and he’s still alive, send him to the bridge immediately.”
Admiral Va settled back into his command chair, drawing creaking sounds from the over-stressed frame as it absorbed the weight of his massive form. The bridge was completely silent now, the command crew entirely focused on the tasks at hand. Or they were too afraid to say anything; Va couldn’t be sure. He was thankful for their silence, though. He didn’t have any answers for them about his failure.
Keying in a few commands on the command panel at his station, the damage report for his ship popped up, the bridge lights flickering from the extra power draw. The Horns of Glory floated before him in hologram form. Long and slender, the ship was over two kilometers from bow to stern. At least, it had been a few hours ago. The forward 20 percent of the holographic ship was flashing red, indicating heavy damage. This was inaccurate, however, as the forward 20 percent of the ship simply wasn’t there anymore. The graceful lines and carefully crafted angles of the ship's armor were an unrecognizable slagged mess, and deep gouges had been cut into the inner decks all over the ship. Whole sections were missing amidships, two of the main reactors were offline, all the primary weapon batteries had been completely destroyed, and most of the critical systems were barely functioning. It was a miracle that she had survived the jump. That morning, Horns of Glory had been the greatest feat of Arien’Ra engineering, and it was now a barely functioning hulk.
And it had all happened under my command, thought Va.
He had no time to wallow in his failures, however, as at that moment tactical finally reconnected to the fleet command systems. The hologram of Horns of Glory quickly scaled down, appearing as a small, flashing, red point of light floating in loose formation with several other points of light. Most of them were flashing red as well. A constant stream of data and various reports scrolled down the right side of the hologram, listing in no uncertain terms the doom that Va had subjected his command to.
If Va had thought that the bridge was quiet before, it was nothing compared to the complete stillness that now settled over them. No one so much as moved a muscle, as they all sat in stunned silence, reading the reports. Occasionally, the hologram would flash, and a new point of light would join the formation, adding more data to the pile spelling out their damnation. After 30 ticks, new points of light had stopped appearing. Admiral Halon Va had lost over 60 percent of his fleet, and not a single other dreadnaught had survived the slaughter. His defeat was total, and the Federation navy was crippled.




Science Officer Beredarin Lentith had been the first member of his family not to enroll in command school in eight generations. They had been some of the finest members of the fleet the Vorqual race had ever contributed to the Federation. His brothers and sisters had all enrolled, which meant that as far as he was concerned, his family had more than fulfilled their duty to the Federation. Military life wasn’t for him, anyway; he wanted to explore. The Federation had been around for over 3000 years, and there were still vast swathes of the galaxy that they knew nothing about. They were still encountering new species every few hundred or so years, and there was nothing he wouldn’t give to find the next one. That had been the dream that directed him away from the military and into academia. The odds of actually finding a new race were so small, though. There were still at least 200,000,000 unexplored systems in the galaxy. There just wasn’t time to visit them all...
He snapped out of his reverie as he stepped over the body, or rather, what was left of the body, of a Zelnassi marine. Most of it was just a green stain on the corridor wall at this point, though there had been enough of the chitinous armored torso to partially obstruct his path. The young lieutenant quickly continued on towards the bridge.
If he was being honest with himself, becoming an expert on the area of unexplored space directly between the Federation and it’s largest military rival wasn’t the smartest of ideas. Between his family reputation and his unique knowledge base, he was just asking to get pressed into service.
Which was exactly what had happened immediately upon the recent outbreak of hostilities.
And now here he was stepping over corpses, marveling at the fact that he had somehow survived this long. He still couldn’t believe the insanity of the Dominion forces. Boarding an enemy ship MID-COMBAT. It was like something out of a youngling’s tale from before space travel. It was pure madness, but there were the bodies to prove that it had happened. He gingerly stepped around the remains of yet another Zelnassi.
The signs of battle continued all the way to the bridge, where he found security forces still holding quickly fortified positions around the bridge entrance. There were more Zelnassi bodies at their feet. Berendarin shuddered. He had been closer to death than he thought.
He quickly pushed those thoughts out of his mind. He could only imagine why he was needed on the bridge so urgently.
The door slid open, and Lentith walked into a completely silent room. Admiral Va was slouched at his command station, his enormous arm propped up on the chair arm and supporting his massive, horned head. Lentith didn’t even know that Arien’Ra COULD slouch. Nevermind that the fastidious Admiral could or would ever do such a thing. Maybe things were somehow worse than he thought. No one seemed to notice him enter, so he announced himself to the Admiral.
Though he didn’t shout, his voice echoed in the deathly silent room, startling most of the bridge command. Two of the other Vorqual officers swore, and the tiny Jezren manning the com station let out a high pitched sound somewhere between a squeak and chirp. Berendarin would have found it quite funny if the situation wasn’t so dire.
Admiral Va immediately snapped back to being the hulk of muscle and horn that imposed his will on a room just by being in it. His booming voice only added to his authority.
“Science Officer Lentith. I’m glad to see you’re still alive. Are you seriously injured?”
Berendarin had almost forgotten that he had walked the entire way to the bridge holding a bandage to his head just above his left eye. The drop out of subspace hadn’t been kind to him. He pulled the bandage away, revealing a dark orange stain on the bandage and a crack in the bone plate above his eye.
“I’m fine, sir, just one of the outer plates, and the bleeding has already stopped.”
“Good. Commander Vortith is currently overseeing the emergency repairs. Take his seat. You are going to help me find a way back home.”
“Sir? I’m sorry I don’t understand. Why don’t we just go back the way we came?”
“That’s not possible. Most of our supply ships and tenders were destroyed when that third wave of Dominion ships hit our flank. Almost all of our pre-prepared fuel reserves are gone. On top of that, some of our ships are so damaged that they don’t have another long jump in them. And if we run into any enemy ships, the whole rest of the fleet is done for. We barely qualify as a fighting force in the state we’re in.”
“Is it really that bad?”
“It’s worse, but we don’t have time to get into the details. You’re the expert on this section of the galaxy. I need you to find the fleet a hiding hole. Somewhere away from the known jump routes through the Spur. Any system where we can use the few miners we have left to scavenge up some fuel, and get some critical repairs done while we’re at it. And from there either wait for reinforcements or get ourselves patched up enough to limp home. Wherever it is, it needs to be close. I’m not leaving any ships behind because they can’t make the jump.”
“Oh. Just that?” The lieutenant knew that Arien’Ra were strict herbivores, but with the look that the Admiral shot him, he couldn’t help but think about the fact that his head would easily fit into that giant, molar filled mouth.
“And away from any known pirate hideaways. Like I said, our fleet can’t take any more fighting. And find it quickly. It won’t be long before the Dominion fleet locates us.”
“I. Uh. Sure. I’ll see what I can find.”
Berendarin shrank into the commander’s chair next to the enormous Arien’Ra, desperately wishing he had been more professional. If he had acted like a proper soldier, it might soften the blow of telling the Admiral that what he wanted was next to impossible. If he had a few weeks, he might be able to find something. So much of the Spur was still un-surveyed. The odds of there being anything useful to the Admiral in the databases was absurdly low, and there was even less of a chance he’d be able to find it in time for the information to matter. He began pouring through his notes anyway. It was better than waiting around to die, which, if the situation was as dire as the Admiral made it sound, was the only other option.
He spent the next hour lost in his notes, finding nothing, while the bridge crew went about piecing the ship and the fleet back together. The young scientist had all but given up on the Admiral’s impossible request when a raucous cheer went up from everyone on the command deck.
“Sir,” The coms officer called out, “The Consul’s Pride just dropped out of subspace and is hailing us, sir.
The main communication screen lit up, and Berendarin Lentith looked to see the face of his oldest sister on screen, strapped into the captain’s chair of her dreadnaught. He let out a sigh of relief; Baraquen was his favorite sibling. Her uniform was drenched in a deep orange blood stain at the shoulder, and she was covered in what looked like flecks of green gore from a Xelnassi. The artificial gravity was clearly malfunctioning, as the captain’s restraining harness was the only thing keeping her from floating around her bridge. But the bone plates of her jaw were turned as always into her calm, self assured smile
“My apologies for the delay in joining you, Admiral Va. We had some… guests shut down our drive mid jump. We had to deal with them before we rejoined the fleet. I assume there is a plan to get us back to federation space?”
“It’s good to see you in one piece, Captain Lentith,” the Admiral responded. He was barely able to keep the relief from his voice. “And there is indeed a plan.”
Berendarin returned to his research as the two ranking officers in the fleet went over the details of their current predicament. He was glad his sister had survived, and not just because they were close. It would have been a terrible blow to the whole family to have lost not only their future matriarch, but the ship she commanded as well. A member of his family had been commanding that dreadnaught uninterrupted for the last 5 generations. Military service had never appealed to Berendarin, but his family history was certainly still important.
And then the solution to the current problem hit him like a driver round. He let out a gasp and tore into his notes with a fervor. Both Admiral Va and his sister’s projection turned to look at him, but he didn’t notice. After a few seconds of curious silence from the rest of the onlookers, Berendarin practically jumped out of his seat.
“Admiral, I think I’ve got something that will work.” The young Lieutenant punched a few commands into his datapad, and a set of stellar coordinates popped up on the navigation terminal. “It’s a main sequence star, about 500 light years from us, fairly close to the edge of the Spur. It’s not anywhere near any established jump routes. The Consul’s Pride made me think of it.” He nodded towards his sister’s face on the ship's screen. “Our great, great grandsire took the Consul’s Pride through the system on her shakedown run a little over 300 cycles ago. Chased a band of Qorthi slavers out of the system. The outer four planets are all gas giants. If we can’t find Helium 3 there, I don’t know where else we should look.”
On screen, Captain Lentith looked impressed, but Admiral Va clearly didn’t seem too sure. “We’re supposed to be going away from Dominion forces, not into them. What were the Qorthi doing there?”
“There are also four rocky inner worlds in the system, Sir, according to reports from the encounter. Apparently, the third planet is a Class 7 Deathworld, and the Qorthi were running some experiments on the primitive lifeforms there. They were caught completely by surprise by the Consul’s Pride, and it was the first time that she fired her weapons in anger. I can’t find any reports of Dominion ships in that section of the Spur since.” There was a long pause before Va responded.
“Good work, Lieutenant. I knew my trust in you wasn’t misplaced.” Admiral Va replied, before turning to the rest of the bridge and booming “Coms! Tactical! Get those coordinates to every ship in the fleet. I want every ship we have left formed up and ready to jump as soon as possible. Any captain who feels that his drives can’t make the jump is to focus all repair efforts on getting their drives functioning immediately. I will transfer repair crews from less damaged ships to more damaged ships if that means we jump even a tick earlier. Get to it everyone. I’m not losing any more of my fleet today.”




The four revolution long jump to Science Officer Lentith’s newfound sanctuary had done wonders for Halon Va’s mental state. The initial shock of his fleet's terrible defeat had worn off, and he had been able to focus on what came next. Repair crews were able to stabilize most of his ship's core systems, and he was no longer worried about the life support systems cutting out and killing the rest of his crew. There had also been time for him to visit with the wounded. To thank them for their sacrifices. He had expected it to be an act of contrition, maybe even a chance to start begging for forgiveness. But there had been no anger in his crew, and no blame hung on his horns. Most had just been relieved that he had survived, and had expressed as much. He would be forever grateful to them for that.
Most importantly, the four revolutions in hyperspace had given the admiral time to really think about what had gone wrong in the nebula. He had barely rested in the preceding four revolutions, spending every scrap of spare time in his office, pouring over records from the battle. That’s where he found himself now, tucked behind his massive ceramic and titanium alloy desk of Tellarim design. It had been custom made for him upon his promotion to this command, a gift from the high admirals and the council. It was the only luxury that Va allowed in his office. The rest of Va’s space he kept strictly utilitarian. There were no trophies adorning his walls, as was customary for other members of his species. The plain bulkheads of his office were instead lined entirely with screens, and each of them were now filled with footage and reports from the battle, running on loop.
Va soaked it all in. The more he watched, the more a singular conclusion crystallized in his mind. He had done everything right; he was sure of that now. 1000 years of doctrine and theory for fighting the Dominion had gone into his preparation for that battle, and he had followed it to the letter. And he had been winning. Then that attack on his flank by the Zelnassi had blown all of that out of the airlock. Something significant had changed in the way the Dominion fought...
Commander Vortith’s voice rang out over the com system. ”Admiral Va, we’ll be transitioning back to real space in moments.”
“Thank you. I’ll be there shortly. And get Science Officer Lentith to the bridge. I want him nearby just in case. He’s the only one who has any idea of where we are.” The Admiral pulled himself from his desk. He would have to leave the rest of his analysis for later. There was just enough time for him to reach the bridge and settle into his command chair before the Horns of Glory snapped back to real space. This time, the inertial dampeners held.
“Tactical, status report.”
“All ships accounted for, Admiral. Though the Consul’s Pride, several cruisers, and three of our escorts are all reporting massive failures in their Drive Cores. They won’t be jumping anywhere anytime soon.”
“Wonderful.” Va wasn’t sure if he meant that sarcastically or not. “Get scans up and running and deploy the pickets that aren’t crippled in a standard scouting formation. How close are we to the nearest gas giant?”
“We’re approximately half a light tick from the system’s innermost gas giant, sir.”
“Excellent. Deploy the rest of the fleet. Put us in a high orbit around the planet in a defensive formation, and get our miners working immediately. Once our orbit is stable, I want every hand, paw and hoof in the fleet working on repairs.”
“Yes sir.”
Admiral Va settled into his command chair for a long shift.
It would be a drawn out, boring process to refuel the ships. With his fleet limping along, and only two functioning miners, it would take far longer than it should. After all the chaos of the last few revolutions, boring would be a welcome change of pace. Va started to relax, sinking into his chair’s acceleration padding. His fleet and his crews were finally safe. The first priority would be to get one of the subspace beacons repaired and to get word back to the Federation that the fleet still existed. And hopefully call for aid. He was sure to be stripped of his rank as soon as contact was made, but hopefully he would avoid a Tribunal. That was an unpleasant prospect…
“Sir, we have unidentified ship signatures appearing from around the planet we’re approaching.”
Va had never heard panic in the voice of his young sensors officer before, but it was certainly there now. Va understood the sentiment, though. He found it difficult to keep the panic from his own voice as he started issuing orders
“Bring the fleet up to combat status immediately. How many ships are there?”
“I’m showing 35 individual signatures. All approaching us at combat speed and still accelerating. At current speeds, they will intercept us in just over 30 ticks, sir.”
“I want details as soon as you have them, Lieutenant. Size, make, estimated firepower. Who they are. And keep scanning the system. Find out where they came from.” The panic had partially subsided for Va. 35 unknowns was not too terrible a threat. He still had almost 240 warships under his command. Still, if there was a way to avoid combat, he had to try. His fleet couldn’t suffer any more losses. “Coms, any attempt by these unknown ships to contact us?”
“I”m not sure, sir,” the diminutive Jezren at the coms replied. “There’s nothing on standard communications channels. The ships are transmitting something, but I can’t figure out what it is.”
“Admiral,” the Lieutenant at the sensors station called out. “I think I might have an idea of where these ships came from. Preliminary scans show there is extensive urbanization on the third and fourth planets, as well as what appear to be habitation sized artificial satellites around the second and sixth planets. One of the moons of the gas giant we’re approaching shows signs of habitation as well. All of them are emitting significant signal pollution. This system clearly already belongs to someone, and they’re broadcasting everywhere.”
Halon Va, High Admiral of the Combined Federation Fleets, turned, slowly and with as much composure as he could muster, to face the young science officer seated to his left. Berendarin sat, mouth agape, staring transfixed at the sensor readouts in front of him. Va had never seen a Vorqual more confused in his life. “I want answers, Officer Lentith.”
“I… I don’t.. This doesn’t make any sense,” the young science officer stammered. “There shouldn’t be anything here.”
“Admiral,” The comms officer cut in, “The signal that we’re picking up from the unknown ships is definitely some kind of communication. I managed to put together audio from it.”
“Play it,” commanded Va. A series of short, guttural, and completely unintelligible sounds came over the speakers in reply. There was a short pause before the sounds repeated themselves again. “Coms, what was that?”
“No idea, sir, but it’s being transmitted on loop. If it is intended as a communication, our translators have no idea what to do with it.”
“Admiral.” The voice came from Va’s left, and was barely audible. Va turned yet again to look at the young science officer. His gaze was locked on the tactical readout, and there something in his eyes that Va couldn’t recognize. A mixture of pure terror and something else. Was it wonder? The young Vorqual’s voice was still barely above a whisper when he continued to address the admiral: “I think we should run the transmission through First Contact Protocols.”




Captain Benjamin Alvarez-León slammed against his restraining harness as the USCS Aurora started it’s decel burn. He had pushed the engines on the outdated cruiser to their limits, and the ship groaned in protest as it started counteracting his rather zealous acceleration orders. He hoped that his mad scramble with his small squadron of outdated ships had been an overreaction. The alternative was something he’d rather not think about.
All Ben had was the reserves; the rest of the fleet was on maneuvers at Sirius. The Admiralty had wanted to test the new, fully modernized fleet’s maneuvering abilities in the gravwell of a binary system. And, in their infinite wisdom, they decided they needed ALL of the new fleet assets, leaving nothing in Sol except for the handful of cruisers and escorts that couldn’t match the capabilities of the modern ships.
A handful of cruisers and escorts that were now hurtling towards more than 200 unknown contacts.
It was the unknown part of all of this that was unnerving Ben. There were no familiar energy signatures. No familiar scan data. No IFF. No signals coming off the contacts of any kind for that matter. Two of the contacts were too big to even be ships. If it wasn’t for the fact that they were moving towards Jupiter in formation, Ben wouldn’t even think they WERE ships.
“So what do you think, Alexi?” Ben asked, turning towards his second in command. “You and the rest of the bridge crew are always making inane bets. Have you whipped up an over-under for what we’re throwing ourselves at yet?”
“Haven’t had time,” came the quick reply from Ben’s right. The short, stocky man from Vladivostok was missing his trademark joviality. “Though, my money is on them being Ithacan, sir.”
Ben bristled at Alexi calling him sir. They’d been friends for twenty years, damnit, and had been practically joined at the hip since going through the Academy together. Outranking him still felt a little off. Now was hardly the time to worry about formalities, though.
“What makes you think they're from Ithaca?”
“It’s the only thing that makes sense. The locals have been getting increasingly radical, and Ithaca is the only sector where reports of piracy have been increasing.”
“Yeah, I could see a rebellion coming from Ithaca,” Ben added slowly, turning over that scenario in his head. “But there’s no way they could swing something of this magnitude. There aren’t even any shipyards in the sector. And even if there were, there’s no way they could keep the construction of over two hundred ships a secret.”
Alexi could only offer him a shrug in response.
It was at that moment that the coms station informed him there was a transmission incoming from the unidentified ships. Ben instructed the ensign to play it, and the bridge was suddenly filled with a stream of grotesque bleating noises and strange grunts, with the occasional recognizable syllable interspersed throughout the transmission. Ben thought he picked out ‘dentify’ from the mess, but he wasn’t sure. There was a long moment of silence on the bridge.
“What the hell was that?”
When no one had any answers for him, Ben tapped his command console and recorded a new message to broadcast.
“This is Captain Alvarez of the USCS Aurora. Unidentified ships, please clarify. Your transmission is badly garbled. We did not receive your identification. You are still trespassing in Commonwealth space and are on an unauthorized course towards Jupiter. Begin decelerating immediately and re-identify yourselves.”
He wouldn’t admit it to the crew, but Ben was profoundly unsettled. Something was deeply, deeply wrong about this whole situation. Not only was he vastly outnumbered by these things, but they were unwilling to communicate properly. He was almost believing this whole thing was some kind of bizarre prank.
“How much longer before we can get a decent visual on these things?
“Any moment now, sir.”
A new transmission arrived just then, and Ben had it played back immediately. This time, instead of almost bovine bleats and grunts, the sounds coming over the speakers were mostly intelligible. Or, they would have been, if any of the syllables were in the right order. It was almost like a toddler was rattling off all of his new favorite sounds, spitting them out in a random order and not knowing how they went together. There were still a few heavy grunts sprinkled in, just for good measure.
Before Ben could process this new joke of a transmission, the contacts finally started slowing. In a matter of moments, the strange wall of contacts was hanging lazily in Jupiter’s orbit, barely moving fast enough to keep their orbit from decaying. They were still in perfect formation.
“Huh. Well, I guess that’s something.”
With nothing to do but sit back and wait as his ship closed the distance, Ben tried to relax and began running over all of the possibilities in his mind of what the new contacts could be. He came up with nothing. Well, nothing feasible, anyway. He took a series of long, calming breaths, trying to clear his mind and focus. This was no time for his imagination to be running wild. But he couldn’t shake the feeling that logic was failing him. Something was off. Something…
“Captain, bringing visual of the unknown contacts up on screen now.”
Ben actually felt his jaw drop. Every contact on his display was clearly a ship. Most were long and spindly, wrapped in layers of some kind of highly reflective armor; a fleet of crystalline arrows hanging in the darkness. The two largest contacts, which Ben had just moments ago thought were too big to be ships, were large enough on the screen for him to clearly see details. In addition to their immense size and strange armor, both ships were dotted with what were clearly weapons platforms, though what kind, Ben couldn’t tell.
Noticeably, almost all of the ships on his screen were heavily damaged. Chunks were missing from some ships, and most had deep lines gouged into their hulls. Any form of decorative paint or markings had been burned away. Something had put these ships through absolute hell. But still, the damage could not take away entirely from the elegance of the ship’s designs. They were graceful and sleek, completely different from anything Ben had ever seen before.
It was all so different. So strange. So very, very… Alien.
Despite every effort he had made to avoid the word, it finally forced itself to form inside Ben’s mind, and forced him to acknowledge the reality that legitimate, extra-Solar life was hanging in the darkness in front of him. It forced him to acknowledge the screams he had been suppressing in the back of his mind. The screams of his imagination crying out in glorious triumph over reality. And with those screams came a deluge of accompanying thoughts and emotions.
He was a child again, staring up at the stars above Armstrong and wondering what else, and who else, was out there. He was a teen again, signing his name to the Academy enrollment paperwork, determined to get out there between the stars and see the galaxy himself. He was a young officer again, screaming and pleading with the Admiralty to at least consider a modern First Contact scenario. He was sitting in his command chair now, hurtling towards honest-to-god aliens, all of his dreams made manifest in an instant. He was overwhelmed. He was terrified.
And he had never imagined that he could feel such elation.
It was the young warrant officer at the coms that snapped Ben out of his reverie. “Sir, the contacts are hailing us on all standard channels, requesting a video feed.” She sounded very, very nervous.
Ben immediately stood up, straightening his uniform as best he could. “If they’re anything less than genocidal monsters, I’m going to offer them aid and repairs. As long as they’re peaceful, there’s no reason not to extend them the full hospitality of humanity.”
“Ben,” Alexi asked, clearly choosing his words carefully, “Are you sure that’s the… Wisest course of action? How will the Admiralty respond to Goddamned alien ships docking at Hephaestus?”
“Alexi, in the 250 years the Commonwealth has existed, the First Contact protocols haven’t been updated since the charter was signed. No one has cared. This has been nothing but a fantasy for most people. I am NOT letting this opportunity get away. Every child that has ever looked up at the stars and wondered finally got an answer, and I will not waste this moment. We’re making friends, the Admiralty and the government be damned.”
“You do realize you’re potentially deciding the fate of our entire species on a whim, right?”
“Is there someone else you’d prefer to have making this call?”
Alexi, apparently deciding that there was not, stood up and straightened his uniform, standing next to his friend as he ordered the connection of the video feed. The channel connected, and the human bridge crew found themselves looking at the bridge of a ship crewed by not one, but three alien races.
The largest alien in the center of the screen opened its mouth to speak. This time, instead of bleats and grunts, a choppy, mechanical voice that didn’t sync up to the alien at all proclaimed from the bridge speakers in broken, stuttering English: “I. Am Admiral. Halon. Va. Of the Federation of. Sentient Races. Greetings and. Welcome. To the. Galaxy.”
Ben couldn’t suppress his smile.
“On behalf of the United Solar Commonwealth, and all of Humanity, greetings, and welcome to Sol. Your ships look like they’ve had a bad time on your way here. If there’s any way we could aid with your repairs, we’d be happy to help.”




Slave 782 slammed his right appendage onto the control console hard enough to rupture his outer membrane and smear ichor over the panel. It had been four days since the battle in the nebula, and with the latest round of reports, he finally had to admit that the rest of the Federation fleet had escaped him.
It was a minor frustration, all things considered, but the escape prevented this from being a total victory. Still, he had proven his worth to his owners in this battle, and his experiments with the Zelnassi had paid dividends beyond his wildest imagination. He had earned a command today, and with every success in that command, his ability to bargain for his people's freedom only increased. For what he would be asking, it might take the total defeat of the Federation to earn that kind of leverage. Also frustrating, but not a task that he couldn’t handle. It would be a long war, he was sure, but like his owners, he was patient.
He would earn his freedom, even if it meant reducing the entire Federation to glass.


NEXT
submitted by STATICinMOTION to HFY [link] [comments]

Bug Fables is Paper Mario TTYD but a little better AND a little worse - and that's high praise!

Lil intro:
So Bug Fables: The Everlasting Sapling is an indie game, put together by Panamanian dev duo Moonsprout Games, to follow the legacy of the original two Paper Mario games. Now as someone who would name Paper Mario 2 in my top 5 games since it came out in 2004, I'm happy to report Bug Fables is an excellent successor to that legacy and the few negative comparisons that can be made seem to me to be the result of the difference in scale of available resources between Nintendo and Moonsprout.
The prologue and first chapter introduce the explorers league and the three main characters who enlist together to further their own goals, which are given time to gestate while the world and characters are established. The player characters, a standard trio of an honour-bound knight, a feisty rogue, and a dry humoured, aloof mage, are tasked with adventuring across the lands of Bugaria to collect MacGuffins by the Ant Queen's royal blade Maki. This typical plotline is interrupted and diverted in interesting ways, and the trio of different attitudes keep the dialogue fresh. It's especially nice to see the trio's dynamic shifting as they grow closer. All this to say the writing is about on par with Paper Mario 2, what it lacks in (comparative!) charm it makes up with in coherence.
The better:
There's a lot in this game that could be pulled pretty directly from its inspirations, but in many cases those ideas have been reinterpreted to suit Bug Fable's setting, characters, and unique aspects. This starts with the three main characters allowing a good amount of customization via levelups and badges, which in turn allows for a large variety of strategies to be employed in combat. This is improved by Bug Fables excellent badge selection; very few (often expensive) badges only add power and most badges include trade-offs or otherwise incentivize normally unusual strategies. This deeply strengthens the customization by eliminating the obvious choices for all situations that the Paper Mario games had.
Another large improvement was the use of the trio with the Tattle function, allowing every NPC, enemy, and room to be an opportunity for optional characterization between the teammates. Comparatively, in the Paper Mario games this characterization was limited to Goombario and Goombella, with cutscenes being the only chance other partners could be characters at all - often interchangeably. Often in Bug Fables I would extend a boss fight just so I could hear each of the trio's reaction to the enemy.
Beyond that, many features just seem so much more streamlined than in the Paper Marios: the transit systems fit better into the world and were available sooner though money-gated early on to preserve difficulty, the game economy was balanced to allow for resource scarcity or exploitation without either being tedious as well as having purchases worth saving up for, and a lot of freedom in where and how to travel is given remarkably early on which allows for certain items or badges to be rushed. Best of all, a lot of the lore, world building, and characterization is optional, allowing for uninterested players, replayers, or speedrunners to bypass many walls of text. So many features like these struck me as something a dev would include in a post-release patch, and they make the game much smoother to play.
Lastly, the biggest improvement for me was the difficulty: after the first battle a zero cost Hard Mode badge becomes an option, which keeps the battles threatening til lategame. This is such an important improvement as it turns the early game into a resource balancing act, which encourages thoughtful battling, using the cooking system, and creating badge builds. Unlike in Paper Mario, items are relevant all game long with the best items being simple, if expensive, cooked items that won't win fights on their own. Also, superblocking reduces damage by 1 more than blocking, removing the binary "all or nothing" aspect of superguarding. The only times combat felt unfair was when one enemy had an unpreventable, single target status effect which twice caused me to lose by unluckily targeting my buffed bug, and another when a rapid shot status ailment attack one-shot my tank after a marathon of battling. Additional difficulty options are also available, tho I haven't play around with them yet.
The worse:
The "in the field" controls are somewhat finicky, especially when the camera angle in large or curved rooms adjusts as you move. Additionally, most field skills are usable 360 degrees around the leading character, as opposed to Mario skills which usually are restricted to Mario's direct left or right. This can lead to some spatial confusion, as positioning 2D character models to use 2D animations in a 3D environment can be frustrating - dodging enemy shots while trying to engage in combat comes to mind.
This is also true of several platforming puzzles; solving the puzzle was frequently much easier than executing the solution. While this was barely an issue that took longer than a minute, I could see how it could be frustrating, especially without certain badges.
I also felt that a lot of the decorations in areas could have questionable physics models. Poking around behind foreground or midground items could feel awkward, as their meshes sometimes didn't feel like what the graphics reflected - especially when the item was large enough for the backside of the object to have to be assumed.
Lastly, some of the side content felt unfleshed-out: interesting characters used for a single fetch quest or function, cool side areas with a single purpose, or just unused potential like a sea with two islands. Add to this that the enemy variety was good for the story (exactly one instance of palate swaps, and one area of mostly reused enemies) but lacking for side areas, and my biggest problem with the game is there isn't slightly more of it.
Also:
The music is consistently great, with very few songs not memorably contributing to an area/event's mood. Midway thru the game, the battle music changes to reflect the upped stakes and that's just great. Snakemouth Den and several boss tracks being standouts for me.
Conclusion:
With Bug Fables being an indie dev game as well as a first release its possible the 1.1 patch and/or DLC could change some of the rougher parts, but even besides this it is a solidly great game within the genre. With a bit of sequel baiting sprinkled into the endgame, I'm very impressed by Moonsprout and I may actually change my Sticker Star created rule to never, ever preorder once Bug Fables 2 is announced. If the improvement between this game and its sequel is as big as between the Paper Marios, it could easily be my favourite game of all time.
submitted by OberstScythe to patientgamers [link] [comments]

THE SEARCH FOR THE GREATEST SHMUP: EPISODE 27 – Darius Cozmic Collection Console

This is it. We have finally managed to reach the shmup that started it all. The one shmup I played before any other and which inspired me to devote my time to the genre. It isn’t the best Darius game by any means, but it is certainly the one closest to my heart. We are finally reviewing Super Nova!
Ok, maybe we’re not just reviewing Super Nova. We are going to be taking a look at the entire Console Cozmic Collection and seeing how it stacks up against the Arcade Collection. They say console ports are usually downgraded versions, but will it also be the case here?
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $59.99
Tate: Please don’t use your flip grip on this one
The Darius Cozmic Collection Console is a compilation of Darius games released on consoles. This port was also developed by the brilliant M2. You can definitely set your expectations on high, because this collections is as high quality as the arcade collection, albeit with some notably absent features.
The titles included in this collection are:
THE BESTEST PORTS ARE M2 PORTS
If you read my review for the Arcade Collection, then you know what to expect from this collection. Each of the 9 included games feature a wonderful wrapping of quality of life enhancements as well as customization options.
Each title can be accessed from a main menu that features a museum style listing for each game. When highlight a game, you will be presented with an image of the title screen and a brief description of the game on its right. I found the descriptions extremely helpful when deciding which game to play. Having several versions of the same game is great for collection purposes, but the descriptions provided some much needed guidance.
While in-game, you can pull a special menu at any point by pressing ZR or ZL. This menu lets you customize several aspects of a game, such as the controls and the visuals. Just as the arcade collection, you can set your controllers to map buttons to be fire+bomb and even adjust the rapid fire setting. The visuals have less options, but staples such as the display type and scanlines are available. The “other” tab is quite lacking, as it only has the volume setting.
It wouldn’t be much emulation without some save states! Each game has a quick save option which lets you save your current state in one of 12 different slots. The saving and loading process is very smooth, and it doesn’t take any time at all to load any given state. Unlike the arcade collection, there are no ranking penalties for using save states. Rather than being a good thing, it mostly relates to a lack of rankings, but more on that later.
THE MISSING FEATURES
Whereas the arcade collection felt like a love letter to the arcade culture, the console collection lacks a lot of the charm. It’s in part understandable due the nature of consoles not being as flashy as arcades. I don’t mean to say that the work in this collection is lacking in comparison, it’s just that in general arcades had much more going on.
One of my highlights in the arcade collection was my introduction to Darius I with controller vibration in sync to the music. Sound and vibration fanfares were not available on console because there is no such thing as coin operated credits. As a result, rumble is completely absent in this collection.
All of the gadgets are missing from this edition as well. Rather than getting the art of the arcade panels or useful information, all the console collection gets is a background. When looking at both collections side by side, the console collection like extremely empty, as you only have the game screen and nothing else. The only exception is Darius Alpha, which has a boss gadget on the right side of the screen.
THE LONG LOST GAME CHANGERS
To the detriment of gameplay, some of the more useful gadgets won’t be making a return. Losing the boss analyzer and life gauges is rough, but pales in comparison to losing your arm counter. Other than relying on in-game visuals, you no longer have additional graphics showing arm strength, weapon strength or even bonus score counters.
Another addition I was really fond of was the map/zone overview on the pause screen. Most of the games show the route progression in-game (except for Darius Plus). What is lost is the ability to see the map at any time by pressing ZZL, and even worse is losing the information related to a zone. I really enjoyed knowing how many power-ups were present in a given stage, but I absolutely loved knowing which bosses would appear on which route. My routing decisions have 100% been influenced by fighting cool fishes.
To make matters worse, the replay system has been completely revamped. You can no longer save replays of your playthroughs in most of the main games. Instead, replays are reserved only for the special modes of Darius Alpha, the boss rush of Darius Force and the boss rush of Darius II. While this means there’s still a way to relive some of your greatest moments, it is limited to some modes which pale in comparison to the actual games. Oh yeah, the leaderboards are also limited to the special modes as well.
But enough about the collection, let’s get to the games.
DARIUS II/SAGAIA
Darius II and SAGAIA are ports of the original arcade game into the Mega Drive/Sega Genesis. As with arcade ports, the game had to undergo some changes in order to be playable on consoles. Sprites were redrawn to be smaller, gameplay was adapted to a single screen and co-op had to be removed. Still, it manages to fit the entire Darius II in both versions, as opposed to arcade SAGAIA which was a reduced version.
Just to clarify, Darius II and SAGAIA are the same game. The difference in naming comes from localizing the game to North America.
I’ll be honest, out of all the games in the collection, this was the one I played the least. I don’t mean to say the game isn’t good. My reduced play time comes from the fact that I already played A LOT of Darius II for the arcade collection, so for an in-depth overview I recommend checking out the Arcade Collection review.
However, I did get a couple of full playthroughs and I gotta say that it does a great job at capturing the original game’s essence! Gameplay is essencially untouched, so expect to go through the same all-or-nothing upgrade system, branching paths with Darius II bosses and some wacky endings! One of my thoughts that I have to rehash is that the game is either a cakewalk or extremely brutal depending on your upgrade level. If you keep it maxed, then the game is a breeze. If you fall even once, it’s a very tough hill to climb.
SAGAIA MASTER SYSTEM – THE BUDGET DARIUS
In an odd turn of events, a version of SAGAIA was released for the Sega Master System. For those unfamiliar, the Master System is basically the equivalent of the NES. This game exists because the 8-bit market was still going strong in Europe when it released.
As impressive as it might be to have SAGAIA on an 8-bit console, we have to consider that it had to be downgraded from an already downgraded version. If it sounds rough, it is because the game itself is extremely rough. The framerate is lower, the sprites flicker on screen and the game lags when there are too many sprites on screen.
I found it next to impossible to play this game for long periods of time. It really is hard to justify playing the lesser version when I have better alternatives in this same collection.
DARIUS TWIN
Darius Twin was the first Darius to actually be made for consoles. It isn’t an arcade port or a game adapted from a multiple screen format into a single screen. Darius Twin is a completely original entry, and as such it takes full advantage of the console format for the better!
Out of the box I have to say this: Darius Twin is easily my favorite game on this entire collection. The biggest reason is that this feels like a game that doesn’t try to be a coin sink. Instead, it plays around with the concept of a single credit and balances the game around it. The result is a shmup that feels much more fast paced, but never overwhelming and certainly not one where it’s impossible to repair from death.
In terms of mechanics, it is by all means a Darius game in its fundamentals. Pilot the Silver Hawk through branching paths, collect red/green/blue upgrades and beat the fishes. One distinct difference is that you do not lose your power level on death. Although it doesn’t sound like much, I do believe this is the one difference that greatly improves the experience.
Previous Darius games have felt, to varying degrees, as games that should be played without getting hit or else risk not being able to recover. Since Darius Twin doesn’t have this hindrance, you are always in your best shape and it helps keep the fun going. You do have to be careful, as you respawn without arm, but other than that it’s never a lost cause.
SNES AND SUPER FAMICON
Darius Twin comes in 2 different versions: One for the SNES and the other for the Super Famicon. Unlike other entries, the versions are for the most part the same. The difference is that the SNES version has localization. It also features stereo sound, whereas the SFC version had mono. Although it is nice to have the SFC version, in reality you probably want to play the SNES version all the time. Unless, of course, you want humanity to create weapons made from the bones of its kill instead of wood and rocks.
One of the most surprising aspects about Darius Twin is the sound. I’m unapologetically a SNES fan, so when I heard the game’s OST and sound effects, I felt a wave of nostalgia. The tracks and sounds are very SNES-ish and it is a style that I’m very fond of.
I really encourage everyone to go hard on this game. I really enjoyed it and I think you might share my love if you give it a go! It offers a perfect blend of action and challenge which pushes you to your limits, but is never unfair. As an extra bonus, it features several different endings depending on how many lives you lost, with the best ending being unlocked on a true no death run. Also, once you max your wind slash, don’t pickup the weapon swap.
DARIUS FORCE/ SUPER NOVA
Super Nova is a special game for me. It is the one game I remember seeing on the video store and renting thanks to the cool box art. The first stage is a memory I can vividly remember. The first enemy waves, the trilobyte miniboss, the boss theme and even his name: Biohazard.
As a side note, to this day I don’t really know who is the boss on the Super Nova box art. Judging by how long it is, it might be Peace Destroyer, but I’m not really sure.
Darius Force was released after Darius Twin. It certainly has console gaming in mind, but it draws several gameplay elements from arcade Darius. Sadly, they brought my least favorite: the checkpoint system. Dying in Darius Force has to be one of the most disappointing experiences. Upon death, the screen blacks out and you are taken back to the last checkpoint you crossed. Your beam and bombs are reset to level one, although you keep your arm upgrade levels.
It’s also the first game to feature bosses other than marine organisms. Expect to see prehistoric creatures and dinosaurs.
To counter balance the checkpoint system, Darius Force is much more generous on the power-ups. After returning to a checkpoint, you are always treated to a beam and arm power-up. A level 2 beam is quite a downgrade, but at least you get an arm to claw your way back into the game.
A TRIBUTE TO THE CLASSICS
One of the new features of Darius Force is the ability to choose your ship. At the beginning, you are given a choice of 3 different models of the Silver Hawk. The green Hawk is based on Darius I and has the wave upgrade path. The blue Hawk is based on Darius II with the napalm beam. Finally, the red Hawk is an original ship.
Another change is the fact that beam and bombs upgrade together. There are 8 different upgrade levels, with your main beam switching fire type until its final form. Collecting a red power-up will upgrade both of them 1 level. As mentioned before, dying will set you back to level 1, so it becomes crucial to stay alive once you reach level 8. A neat change is that, for the first time, you can switch your bomb type between bomb and laser. Bombs will deal more damage, while laser will go through weak enemies.
The merger of beam and bombs also has a neat strategic implication. For one, you can no longer freely shoot your beam in tandem with your bombs. If you attempt to press both buttons at once, you will fire a downgraded version of both the beam and bombs. This means you need to be more mindful of whether you want the power of your beam or the power of your bombs.
INTENTIONAL WEAKNESS
Luckily, downgrading your weapons might actually be a desirable outcome. For me, the middle levels of the green Hawk were too awkward to use, as they were piercing lasers. By pressing both buttons, I was able to revert to the trusty spread shot until my level was high enough to bypass the beam in favor of the wave shot. If you think about it, the laser is a lot like puberty. No one really likes puberty, but it is an important transition phase we can totally avoid by firing and bombing.
Darius Force includes an extra boss rush mode that was previously accessible with a special code. Rather than needing complicated button inputs, the boss rush mode can be directly accessed when choosing Darius Force from the main menu (not available for Super Nova). It is also one of the few modes which have been blessed replays and leaderboards.
DARIUS PLUS/ DARIUS ALPHA
Finally rounding up the collection are the PC titles. You can think of them as parallel universe versions of the main game.
Darius Plus is a “lite” version of Super Darius, which itself is a souped up version of the original Darius. So you can think of it as just a port of Darius on a single screen format.
As a port of Darius, it has all the levels you are familiar with, while boasting 16 different bosses. The rest of the gameplay is straight up Darius, with the notable exception being that the action is reduced to a single screen instead of having 3.
In terms of where I stand on Darius Plus as a game, I gotta say it is fun but a straight up worse version. The game doesn’t look as clean as the arcade version and the sound is also worse. I also feel like the levels are longer, or perhaps it’s just the screen reduction making levels seem longer than they should be. One thing for sure, is that the gameplay feels dragged on to the point of feeling boring at times. There are sequences that felt like they repeat endlessly until you reached the end of the stage.
The one thing it’s got going over the its original arcade counter part is the 1cc gameplay. Rather than being able to pump credits endlessly, Darius Plus plays on a single credit and is balanced around that as a result. One particular change that makes me happy is that you don’t return to a checkpoint upon dying.
This game exists to remind me how much I hate the laser on the original Darius.
DARIUS ALPHA: THE BOSS RUSH: THE GAME
Finally we have Darius Alpha, the compilation of the extra modes. Instead of being an actual game, Darius Alpha is a boss rush against the 16 bosses. Just like Plus, you have a single credit to beat the whole game. Power-ups are automatically acquired in between boss rounds, but the same restrictions as the main game applies. This means that you will lose your power level if you die, up until your latest upgrade.
The selling point of Alpha in this collection is that it has most of the ranking modes for the collection. The extra modes are the following:
LAST WORDS
Out of the gate, I have to say that this is the worse of the 2 collections. The arcade collection has the Darius games in its pure arcade form. Games which stand strong even to this day when it comes to quality. M2 took these games and made them even better with their porting expertise and several love letters to the games. The console collection not only contains downgraded versions, but also lacks some of the finer details that made them great in the first place.
Despite having more games, Darius II/SAGAIA and Darius Plus are basically downgrades of Darius II and Darius I respectively. This leaves us with Darius Twin and Darius Force to carry the collection, and they actually do! Darius Force might not be as fantastic as I remember, it certainly feels slower than I remember, but I did constantly revisit it while creating this piece because it is a very enjoyable game. Darius Twin was the great surprise, as I find it to be my absolute favorite in this collection, and a strong contender to Darius Gaiden in my opinion.
With all that being said, I consider the contents of this collection to be very good, but with a very notable flaw: the price. At $59.99, this collection is a very tough sell. I can’t in good faith recommend it highly, as the same amount of money can purchase several highly rated titles in this list. In fact, it could even get you the arcade collection and the #1 shmup Ikaruga. Still, the quality of the collection is something I can’t deny, so I’ll be weighting that much more than the price in its final ranking.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Darius Cozmic Collection Console
  9. Tengai
  10. Steredenn: Binary Stars
  11. Stardust Galaxy Warriors: Stellar Climax
  12. Sky Force: Reloaded
  13. Strikers 1945
  14. Black Paradox
  15. R-Type Dimensions EX
  16. Sine Mora EX
  17. Shikhondo – Soul Eater
  18. Ghost Blade HD
  19. AngerForce: Reloaded
  20. Aero Fighters 2 (ACA Neogeo)
  21. Q-YO Blaster
  22. Lightening Force: Quest for the darkstar (Sega Ages)
  23. Pawarumi
  24. Red Death
  25. Task Force Kampas
  26. Switch ‘N’ Shoot
  27. Last Resort (ACA Neogeo)
submitted by AzorMX to shmups [link] [comments]

[Review] Ranking all the Switch shmups Ep27 – Darius Cozmic Collection Console

This is it. We have finally managed to reach the shmup that started it all. The one shmup I played before any other and which inspired me to devote my time to the genre. It isn’t the best Darius game by any means, but it is certainly the one closest to my heart. We are finally reviewing Super Nova!
Ok, maybe we’re not just reviewing Super Nova. We are going to be taking a look at the entire Console Cozmic Collection and seeing how it stacks up against the Arcade Collection. They say console ports are usually downgraded versions, but will it also be the case here?
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $59.99
Tate: Please don’t use your flip grip on this one
The Darius Cozmic Collection Console is a compilation of Darius games released on consoles. This port was also developed by the brilliant M2. You can definitely set your expectations on high, because this collections is as high quality as the arcade collection, albeit with some notably absent features.
The titles included in this collection are:
THE BESTEST PORTS ARE M2 PORTS
If you read my review for the Arcade Collection, then you know what to expect from this collection. Each of the 9 included games feature a wonderful wrapping of quality of life enhancements as well as customization options.
Each title can be accessed from a main menu that features a museum style listing for each game. When highlight a game, you will be presented with an image of the title screen and a brief description of the game on its right. I found the descriptions extremely helpful when deciding which game to play. Having several versions of the same game is great for collection purposes, but the descriptions provided some much needed guidance.
While in-game, you can pull a special menu at any point by pressing ZR or ZL. This menu lets you customize several aspects of a game, such as the controls and the visuals. Just as the arcade collection, you can set your controllers to map buttons to be fire+bomb and even adjust the rapid fire setting. The visuals have less options, but staples such as the display type and scanlines are available. The “other” tab is quite lacking, as it only has the volume setting.
It wouldn’t be much emulation without some save states! Each game has a quick save option which lets you save your current state in one of 12 different slots. The saving and loading process is very smooth, and it doesn’t take any time at all to load any given state. Unlike the arcade collection, there are no ranking penalties for using save states. Rather than being a good thing, it mostly relates to a lack of rankings, but more on that later.
THE MISSING FEATURES
Whereas the arcade collection felt like a love letter to the arcade culture, the console collection lacks a lot of the charm. It’s in part understandable due the nature of consoles not being as flashy as arcades. I don’t mean to say that the work in this collection is lacking in comparison, it’s just that in general arcades had much more going on.
One of my highlights in the arcade collection was my introduction to Darius I with controller vibration in sync to the music. Sound and vibration fanfares were not available on console because there is no such thing as coin operated credits. As a result, rumble is completely absent in this collection.
All of the gadgets are missing from this edition as well. Rather than getting the art of the arcade panels or useful information, all the console collection gets is a background. When looking at both collections side by side, the console collection like extremely empty, as you only have the game screen and nothing else. The only exception is Darius Alpha, which has a boss gadget on the right side of the screen.
THE LONG LOST GAME CHANGERS
To the detriment of gameplay, some of the more useful gadgets won’t be making a return. Losing the boss analyzer and life gauges is rough, but pales in comparison to losing your arm counter. Other than relying on in-game visuals, you no longer have additional graphics showing arm strength, weapon strength or even bonus score counters.
Another addition I was really fond of was the map/zone overview on the pause screen. Most of the games show the route progression in-game (except for Darius Plus). What is lost is the ability to see the map at any time by pressing ZZL, and even worse is losing the information related to a zone. I really enjoyed knowing how many power-ups were present in a given stage, but I absolutely loved knowing which bosses would appear on which route. My routing decisions have 100% been influenced by fighting cool fishes.
To make matters worse, the replay system has been completely revamped. You can no longer save replays of your playthroughs in most of the main games. Instead, replays are reserved only for the special modes of Darius Alpha, the boss rush of Darius Force and the boss rush of Darius II. While this means there’s still a way to relive some of your greatest moments, it is limited to some modes which pale in comparison to the actual games. Oh yeah, the leaderboards are also limited to the special modes as well.
But enough about the collection, let’s get to the games.
DARIUS II/SAGAIA
Darius II and SAGAIA are ports of the original arcade game into the Mega Drive/Sega Genesis. As with arcade ports, the game had to undergo some changes in order to be playable on consoles. Sprites were redrawn to be smaller, gameplay was adapted to a single screen and co-op had to be removed. Still, it manages to fit the entire Darius II in both versions, as opposed to arcade SAGAIA which was a reduced version.
Just to clarify, Darius II and SAGAIA are the same game. The difference in naming comes from localizing the game to North America.
I’ll be honest, out of all the games in the collection, this was the one I played the least. I don’t mean to say the game isn’t good. My reduced play time comes from the fact that I already played A LOT of Darius II for the arcade collection, so for an in-depth overview I recommend checking out the Arcade Collection review.
However, I did get a couple of full playthroughs and I gotta say that it does a great job at capturing the original game’s essence! Gameplay is essencially untouched, so expect to go through the same all-or-nothing upgrade system, branching paths with Darius II bosses and some wacky endings! One of my thoughts that I have to rehash is that the game is either a cakewalk or extremely brutal depending on your upgrade level. If you keep it maxed, then the game is a breeze. If you fall even once, it’s a very tough hill to climb.
SAGAIA MASTER SYSTEM – THE BUDGET DARIUS
In an odd turn of events, a version of SAGAIA was released for the Sega Master System. For those unfamiliar, the Master System is basically the equivalent of the NES. This game exists because the 8-bit market was still going strong in Europe when it released.
As impressive as it might be to have SAGAIA on an 8-bit console, we have to consider that it had to be downgraded from an already downgraded version. If it sounds rough, it is because the game itself is extremely rough. The framerate is lower, the sprites flicker on screen and the game lags when there are too many sprites on screen.
I found it next to impossible to play this game for long periods of time. It really is hard to justify playing the lesser version when I have better alternatives in this same collection.
DARIUS TWIN
Darius Twin was the first Darius to actually be made for consoles. It isn’t an arcade port or a game adapted from a multiple screen format into a single screen. Darius Twin is a completely original entry, and as such it takes full advantage of the console format for the better!
Out of the box I have to say this: Darius Twin is easily my favorite game on this entire collection. The biggest reason is that this feels like a game that doesn’t try to be a coin sink. Instead, it plays around with the concept of a single credit and balances the game around it. The result is a shmup that feels much more fast paced, but never overwhelming and certainly not one where it’s impossible to repair from death.
In terms of mechanics, it is by all means a Darius game in its fundamentals. Pilot the Silver Hawk through branching paths, collect red/green/blue upgrades and beat the fishes. One distinct difference is that you do not lose your power level on death. Although it doesn’t sound like much, I do believe this is the one difference that greatly improves the experience.
Previous Darius games have felt, to varying degrees, as games that should be played without getting hit or else risk not being able to recover. Since Darius Twin doesn’t have this hindrance, you are always in your best shape and it helps keep the fun going. You do have to be careful, as you respawn without arm, but other than that it’s never a lost cause.
SNES AND SUPER FAMICON
Darius Twin comes in 2 different versions: One for the SNES and the other for the Super Famicon. Unlike other entries, the versions are for the most part the same. The difference is that the SNES version has localization. It also features stereo sound, whereas the SFC version had mono. Although it is nice to have the SFC version, in reality you probably want to play the SNES version all the time. Unless, of course, you want humanity to create weapons made from the bones of its kill instead of wood and rocks.
One of the most surprising aspects about Darius Twin is the sound. I’m unapologetically a SNES fan, so when I heard the game’s OST and sound effects, I felt a wave of nostalgia. The tracks and sounds are very SNES-ish and it is a style that I’m very fond of.
I really encourage everyone to go hard on this game. I really enjoyed it and I think you might share my love if you give it a go! It offers a perfect blend of action and challenge which pushes you to your limits, but is never unfair. As an extra bonus, it features several different endings depending on how many lives you lost, with the best ending being unlocked on a true no death run. Also, once you max your wind slash, don’t pickup the weapon swap.
DARIUS FORCE/ SUPER NOVA
Super Nova is a special game for me. It is the one game I remember seeing on the video store and renting thanks to the cool box art. The first stage is a memory I can vividly remember. The first enemy waves, the trilobyte miniboss, the boss theme and even his name: Biohazard.
As a side note, to this day I don’t really know who is the boss on the Super Nova box art. Judging by how long it is, it might be Peace Destroyer, but I’m not really sure.
Darius Force was released after Darius Twin. It certainly has console gaming in mind, but it draws several gameplay elements from arcade Darius. Sadly, they brought my least favorite: the checkpoint system. Dying in Darius Force has to be one of the most disappointing experiences. Upon death, the screen blacks out and you are taken back to the last checkpoint you crossed. Your beam and bombs are reset to level one, although you keep your arm upgrade levels.
It’s also the first game to feature bosses other than marine organisms. Expect to see prehistoric creatures and dinosaurs.
To counter balance the checkpoint system, Darius Force is much more generous on the power-ups. After returning to a checkpoint, you are always treated to a beam and arm power-up. A level 2 beam is quite a downgrade, but at least you get an arm to claw your way back into the game.
A TRIBUTE TO THE CLASSICS
One of the new features of Darius Force is the ability to choose your ship. At the beginning, you are given a choice of 3 different models of the Silver Hawk. The green Hawk is based on Darius I and has the wave upgrade path. The blue Hawk is based on Darius II with the napalm beam. Finally, the red Hawk is an original ship.
Another change is the fact that beam and bombs upgrade together. There are 8 different upgrade levels, with your main beam switching fire type until its final form. Collecting a red power-up will upgrade both of them 1 level. As mentioned before, dying will set you back to level 1, so it becomes crucial to stay alive once you reach level 8. A neat change is that, for the first time, you can switch your bomb type between bomb and laser. Bombs will deal more damage, while laser will go through weak enemies.
The merger of beam and bombs also has a neat strategic implication. For one, you can no longer freely shoot your beam in tandem with your bombs. If you attempt to press both buttons at once, you will fire a downgraded version of both the beam and bombs. This means you need to be more mindful of whether you want the power of your beam or the power of your bombs.
INTENTIONAL WEAKNESS
Luckily, downgrading your weapons might actually be a desirable outcome. For me, the middle levels of the green Hawk were too awkward to use, as they were piercing lasers. By pressing both buttons, I was able to revert to the trusty spread shot until my level was high enough to bypass the beam in favor of the wave shot. If you think about it, the laser is a lot like puberty. No one really likes puberty, but it is an important transition phase we can totally avoid by firing and bombing.
Darius Force includes an extra boss rush mode that was previously accessible with a special code. Rather than needing complicated button inputs, the boss rush mode can be directly accessed when choosing Darius Force from the main menu (not available for Super Nova). It is also one of the few modes which have been blessed replays and leaderboards.
DARIUS PLUS/ DARIUS ALPHA
Finally rounding up the collection are the PC titles. You can think of them as parallel universe versions of the main game.
Darius Plus is a “lite” version of Super Darius, which itself is a souped up version of the original Darius. So you can think of it as just a port of Darius on a single screen format.
As a port of Darius, it has all the levels you are familiar with, while boasting 16 different bosses. The rest of the gameplay is straight up Darius, with the notable exception being that the action is reduced to a single screen instead of having 3.
In terms of where I stand on Darius Plus as a game, I gotta say it is fun but a straight up worse version. The game doesn’t look as clean as the arcade version and the sound is also worse. I also feel like the levels are longer, or perhaps it’s just the screen reduction making levels seem longer than they should be. One thing for sure, is that the gameplay feels dragged on to the point of feeling boring at times. There are sequences that felt like they repeat endlessly until you reached the end of the stage.
The one thing it’s got going over the its original arcade counter part is the 1cc gameplay. Rather than being able to pump credits endlessly, Darius Plus plays on a single credit and is balanced around that as a result. One particular change that makes me happy is that you don’t return to a checkpoint upon dying.
This game exists to remind me how much I hate the laser on the original Darius.
DARIUS ALPHA: THE BOSS RUSH: THE GAME
Finally we have Darius Alpha, the compilation of the extra modes. Instead of being an actual game, Darius Alpha is a boss rush against the 16 bosses. Just like Plus, you have a single credit to beat the whole game. Power-ups are automatically acquired in between boss rounds, but the same restrictions as the main game applies. This means that you will lose your power level if you die, up until your latest upgrade.
The selling point of Alpha in this collection is that it has most of the ranking modes for the collection. The extra modes are the following:
LAST WORDS
Out of the gate, I have to say that this is the worse of the 2 collections. The arcade collection has the Darius games in its pure arcade form. Games which stand strong even to this day when it comes to quality. M2 took these games and made them even better with their porting expertise and several love letters to the games. The console collection not only contains downgraded versions, but also lacks some of the finer details that made them great in the first place.
Despite having more games, Darius II/SAGAIA and Darius Plus are basically downgrades of Darius II and Darius I respectively. This leaves us with Darius Twin and Darius Force to carry the collection, and they actually do! Darius Force might not be as fantastic as I remember, it certainly feels slower than I remember, but I did constantly revisit it while creating this piece because it is a very enjoyable game. Darius Twin was the great surprise, as I find it to be my absolute favorite in this collection, and a strong contender to Darius Gaiden in my opinion.
With all that being said, I consider the contents of this collection to be very good, but with a very notable flaw: the price. At $59.99, this collection is a very tough sell. I can’t in good faith recommend it highly, as the same amount of money can purchase several highly rated titles in this list. In fact, it could even get you the arcade collection and the #1 shmup Ikaruga. Still, the quality of the collection is something I can’t deny, so I’ll be weighting that much more than the price in its final ranking.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Darius Cozmic Collection Console
  9. Tengai
  10. Steredenn: Binary Stars
  11. Stardust Galaxy Warriors: Stellar Climax
  12. Sky Force: Reloaded
  13. Strikers 1945
  14. Black Paradox
  15. R-Type Dimensions EX
  16. Sine Mora EX
  17. Shikhondo – Soul Eater
  18. Ghost Blade HD
  19. AngerForce: Reloaded
  20. Aero Fighters 2 (ACA Neogeo)
  21. Q-YO Blaster
  22. Lightening Force: Quest for the darkstar (Sega Ages)
  23. Pawarumi
  24. Red Death
  25. Task Force Kampas
  26. Switch ‘N’ Shoot
  27. Last Resort (ACA Neogeo)
submitted by AzorMX to NintendoSwitch [link] [comments]

[Review] Ranking all the Switch shmups Ep26 – Darius Cozmic Collection Arcade

We’ve all had a game that is a gateway to a specific genre. That one game which made us pay attention to a style of games and allowed us to fully experience the genre. It might not have been the first one we play, but it is definitely one that stays closer to our hearts. For me, this game was Darius.
I’ve mentioned this in the past, but I will say it again: Darius is the shmup that is closest to my heart. I loved the horizontal gameplay, I loved the Silver Hawk, I loved all the huge bosses that looked like fishes. The gameplay also hit bunch of chords that resonate with what I love about shmups. I’ve been waiting so long for this, so alas, I present to you: Darius Cozmic Collection Arcade!
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $44.99
Tate: Built-in
Darius Cozmic Collection Arcade is a collection of the Darius games released on the arcades. This wasn’t your typical cabinet, as one of its main features was the usage of multiple screens. Darius used 3 screens, while Darius II/SAGAIA used 2 screens. M2 really went out of their way to bring the most authentic arcade experience! The result is impressive to say the least!
This collections includes 4 games:
Darius and SAGAIA include 3 and 2 different versions respectively, bringing it to a total of 7 playable games.

ARCADE GLORY

As hard as this might be to believe, I have never played an arcade Darius game before. I always mentioned Darius as my favorite shmup, but the truth is that I began with the SNES games. I had heard on the street that the arcade versions were superior so I was very excited.
When I booted the original version, I couldn’t help but feel like I was standing next to an actual arcade cabinet. The game greeted me with 3 screens places next to each other on the center of the screen. I was excited to play, so I pressed the coin button. I was not prepared for what I was about to experience…
As soon as I inserted the coin, a typical fanfare played along as my credit counter increased by one. But there was something else. The controller started vibrating to the tune of the music. I just can’t make justice to this effect with words. It felt like being inside an actual arcade cabinet. Vibrations and sound made the experience feel authentic. It made me think about the arcade days where you would hear cabinets everywhere and just feel the energy of the place.
As soon as I started to play, the screen changed and the empty spaces were replaced by arcade artwork. This artwork was exactly the kind you would see pasted near the controllers to show you how to play and other general information. Everything about the game was designed to make you feel like on the arcade. This is the kind of presentation that every other arcade port should try to achieve.

FISH GRAVY

What truly sets apart the Darius Cozmic Collection from any other collection is the amount of features and arcade fidelity that M2 added to the game. Every single aspect, every single menu and every single feature was lovingly added to create a masterpiece.
From the get go, you will be presented with the very familiar “A boss is approaching” message featuring King Fossil. The message just says that your game data is approaching fast. It really is only a fancy way of saying the game is loading, but it sets the tone to the orgasmic experience that you are about to have with the game.
After going through the intro scene, you will be greeted with the main menu which contains all 7 playable titles in this collection. You also have a replay, manual and staff options. If you are wondering where the options are, they are specific for each game, so they must be adjusted from within each game. My only complaint here is that the manual is in japanese. There isn’t much to learn from a manual though. The only thing was the Darius Gaiden capture mechanic, so I picked that one up from the internet.

AN ENTIRE LEGACY

Speaking of the games, 7 different titles can be quite intimidating. If you are anything like me, then chances are you don’t know what’s “new ver” or “extra ver”. Thankfully, each game features a sort of museum display that features a screenshot of the menu, the title, the launch date and a very thorough description of the game. The text will navigate you through each version of the games and specifically highlight why it is different from its predecessor or what was changed when going to western markets.
Each game includes a training mode for those who wish to challenge specific parts of the game. Training mode will let you choose to play any stage and customize a variety of settings such as the strength of your Silver Hawk and the game rank, which is the in-game difficulty. The obvious use for this mode is to practice your piloting skills and go for the 1CC. Even casual players can view this as a pseudo level select cheat code for maximum enjoyment!
Perhaps one of the most amazing inclusions of the collection is the replay mode. For every one of your play throughs, there is an option to save a replay of your play session. What differs from regular replays, is that they pack an incredibly robust set of features. Other than being able to watch a recording of yourself, you can see your inputs and control the playback of the replay. You can rewind, fast forward, go back, increase the speed or even go full slow-mo to analyze your gameplay.

KING OF THE ARCADE

Challenging oneself is one thing, but going after the world is the true spirit or arcade shmups. Darius Cozmic Collection Arcade features online rankings which are separated into 2 categories: “Arcade” and “All-mix”. Arcade is played with every setting on default and using only one credit. If you are playing and choose to spend an additional credit to continue, then your scoring is changed to “All-mix”. All-mix is a catch-all for every other style, from easy difficulty to hard or even static rank modes.
If you ever wondered what’s it like to play like the king of the leaderboards, then you’ll be glad to know you can download leaderboard replays! This allows you to watch the entire play throughs of top players, along with their inputs and the previously mentioned playback features of a replay. A must have for those willing to go for the record or even those curious about what it means to be a champion.

YOUR PERFECT CABINET

The in-game menu for each game will further let you customize your gameplay experience. The amount of options is truly staggering, so suffice to know that you can change in-game setting as difficulty and score for an extend, screen quality adjustments like scan lines and gadgets, and the controllers.
One menu I really want to highlight is the gadgets menu. Gadgets are responsible for making the gameplay experience truly stand out. They track all sorts of data from yourself and the enemies. From a friendly side, you can see your current level of power, the number of hits your arm can take and the information related to the current zone. From a less friendly side, you have all sorts of analyzers that display the current boss, their weakness and detailed HP for each of their parts. There’s even a life gauge that appears at the bottom of the screen for easy viewing when fighting bosses!
Although I could see an argument against being way too much information, I’m personally thankful because I’m a data nerd and I love knowing all this information. If it is too much for you, then you can always turn off the gadgets and customize the screen to your liking. The real beauty comes from creating your perfect cabinet.

THE EMULATOR ADVANTAGE

One of the main selling points of emulators has been the ability to use save states. Darius Cozmic Collection is no slouch and features save states of its own! These save states will let you cheese the game as much as you want, but they also let you replay specific sections and master them for your future arcade runs. I won’t judge you, so have fun with save states! The only caveat is that using save states will not record your score. Unfortunately, replays will only record from the last time you loaded the save state onwards. So there’s no chance of creating tool-assisted runs.
Oh yeah, I forgot to mention that bringing up the in-game menu will completely pause the game and show you a fully-fledged map of the game, complete with boss encounters for each zone and the amount of power-ups featured in said zone. It really is great for strategy purposes to know which stage will allow you to upgrade your Silver Hawk! Resuming a game will also give you a 3 second count down with a jumping robot animation to ensure you are ready for action. This detail wasn’t really needed, but it is one of the many ways in which M2 shows appreciation for Darius and the player.
Out of all this nitty gritty details, I have to say the song name is one of my favorites. In the bottom right corner of the screen there is a pop-up that appears when the song changes and displays the song name. I just think it looks really cool. By the way, don’t forget to check “Olga Breeze”, my favorite song!

DARIUS, THE OG

Darius, the game that started it all. Featuring 3 screens, this is the biggest Darius game featured in this collection (ha!). If I may add, I also think this is the game that highlights all the love M2 poured into bringing arcade experiences to your living room. With features such as the cabinet art and the body sonic vibration, it really brings home the arcade feeling.
As you can expect, playing the first game on the series is both, a nostalgic and a painful experience. Playing on 3 screens is truly magical, but at the same time, it is a victim to the older design choices. Not much that can be done here, after all, it is a decades old game. Just a small detail to keep in mind.
Darius helps establish the foundations of the franchise from the very first game. One of the Darius staples is the upgrade system for the Silver Hawk. Throughout the game, you can encounter 3 different orbs which are dropped by different colored enemies. The orbs can be red, green or blue.

SILVER HAWK

Red orbs will upgrade your primary fire. Each orb increases your power, but collecting 7 will upgrade your shot to the laser, and then the wave. Green orbs will upgrade your bomb, which is your secondary fire. Bombs also get stronger with more orbs and also upgrade when you reach 7. Blue orbs will give you a shield called arm. The initial shield blocks 3 hits and any additional orb will add 1 more hit. Just like red and green, you can upgrade after 7 orbs which will make it so that additional orbs give you 2 hits and then 3.
The downside to the upgrade system is that, upon death, you will lose every orb you collected in your current tier. The good news is that if you, for instance, managed to upgrade to the laser, then your shot can never fall below that. The bad news is that the number of orbs is limited per stage, which means it is almost impossible to upgrade within a stage the same stage where you died. The exception is a single stage that has 7 blue orbs in the old version and one with 7 green in the extra version.

THE FISH

The most distinguishable characteristic of the franchise is definitely the marine bosses. The stages are all over the place with a very diverse space settings, but the bosses are always one thing: fish. Actually, I’d say it is marine biology, but fish is an overly simplistic way to describe it. Darius also has one peculiarity which is that every set of stages has the same boss. For example, the 4th stage boss will always be Fatty Glutton in a different version depending on which zone you chose.
The other defining feature of Darius is being able to choose your adventure. After each boss, you can choose to go to one of 2 different zones. This choice is made by either being on the top or bottom half of the screen, as the stage actually splits after beating the boss. It certainly took me off guard the first time as I crashed into the divider. Despite having the same boss, the zones are drastically different and carry the strategic choice of having a different number of orbs. Your path will be determined by which aspect of your Silver Hawk you want to improve.

THE COINS

What struck me the most about Darius is how unforgiving it is. This is expressed in the descriptions of the newer versions. The thing about Darius, is that the game is next to impossible to beat if you didn’t fully upgrade. Later enemies are merciless and if you don’t have sufficient firepower, then you probably won’t stand a chance. This ruthlessness is exacerbated by the death system, as death will set you considerably behind. Because upgrades are usually a 2-stage effort, getting shot will set you back 2 levels worth of progress.
A fun aspect I found on Darius is the dynamic created by having 3 screens. This is probably the widest game I have played, and it brings new challenges to the table. The first one is that you need to gain screen position to succeed. Being at the front is usually better, with moving back feeling like losing real estate. The reason behind this is that you are able to shoot down enemies before they become a threat with their numbers. The other less obvious reason is the number of bullets allowed on screen. That number is limited, so it is in your best interest that those bullets expire fast so you can fire new ones. Being back equals more time before they reach the end of the screen, which is undesirable.
Overall, the game poses a unique challenge, but I’m not going to lie, it is actually really fun to play. Achieving an upgraded Silver Hawk is a hard endeavor, but that makes it even more rewarding when you pull it off!

DARIUS II/SAGAIA, THE PROOF US WESTERNERS HAVE SHORT ATTENTION SPANS

Darius II came in and simplified the game in some interesting ways. First of all it reduced the upgrade system so that it is now only a single stage that can be maxed out. The number of orbs was reduced to compensate. Another simplification comes courtesy of the screens themselves. The number of screens was reduced from 3 to 2 in order to be installed in other dual screen cabinets such as The Ninja Warriors.
Unfortunately, the single stage of upgrades means that the game is even more savage when you die. This time around, you actually lose all of your progress in terms of firepower. There will be special rainbow orbs which help you catch up a little, but even then they might be a little too late. As a result, my 1CC had to be done by never dying.

I ALWAYS WANTED A THING CALLED A TUNA SASHIMI

One thing I want to mention, is that Darius II has my absolute favorite intro sequence of any Darius game in this collection. From the music that goes ramping up to the main theme, to the voice lines calling out the launching sequence:
“Main engine energy level, 20% increase !”
“I always wanted a thing called tuna sashimi”
“3…2…1…”
It all creates an unbelievable sense of excitement!
A very fun piece of trivia is the existence of SAGAIA. It exists to be a compact version of Darius II to be sold on western markets. Then there’s actually 2 versions of it which feel like 2 pieces of the same game. If SAGAIA trimmed certain pieces of the game, then version 2 came to use those trimmed pieces and created another entry. It’s actually quite funny.

DARIUS GAIDEN, THE KING

Darius Gaiden is definitely the reason you will keep playing the arcade collection. Quality in older games under a modern eye is usually a product of nostalgia and design elements that still hold on in today’s gaming landscape. Contrasting with that, Darius Gaiden IS a fantastic game that I wouldn’t hesitate to purchase if it was released today.
For Darius Gaiden, less is more, as this time around the game was played on a single screen arcade cabinet. The game does seem to lack some of the ambient goodies such as the rumble effects, but it makes up for it in gameplay experiences.

TRUE POWER

One aspect that is radically different from its predecessor is the upgrade system. Whereas Darius II simplified the Silver Hawk upgrade system, Darius Gaiden took it back to its original Darius roots. This means that, once again, we have multiple upgrade points. Upgrades take considerably less red power-ups to achieve, which actually makes it possible to upgrade multiple times during the same stage.
Death penalties are lower as well with death only losing you a level of power. Because there are more power levels, it is more forgiving and doesn’t set you completely behind like the previous entries. Perhaps the best of all is that neither arm nor bombs have any penalty whatsoever. What’s more, you don’t even lose your arm or bomb level when losing a credit. I can say with 100% certainty that this game is actually possible to complete within a reasonable number of credits if you die on the later zones.
I would take it one step ahead and say this game has a little of the Contra syndrome. The original Contra is a game that was considered hard, but was significantly easier if you could maintain the spread shot. In the same vein, getting the earliest upgrades makes Darius Gaiden a breeze. A well deserved victory, if you ask me.

YOU’RE MINE NOW!

New to Darius Gaiden is the ability to capture mid bosses. Half-way through a stage, you will encounter a medium sized boss with a purple orb somewhere in its back. If you manage to take down the orb without killing the enemy, it will detach and slowly drift away. If you capture this orb, then the mid boss will fight alongside you until its timer expires. I gotta say that having a huge fish on your side is surprisingly satisfying!
Having a single screen makes the experience much more familiar for shmup enthusiasts. While it does lose some of the charm of the ultra wide field of view, it also rids itself of nuances such as your horizontal movement being low in terms of total horizontal space or the limit on on-screen bullets.
A combination of those factors I mentioned contribute to making Darius Gaiden a much better experience. It’s simple to play and forgiving when you lose. Every stage is unique and makes every new play through a completely different experience, not just in a different-ish way, but rather full blown new content!

A LEGENDARY PACKAGE OF NOSTALGIA

There’s one thing that you might be thinking, and that’s that I might be biased because it is Darius. It is true that I openly admit everywhere that Darius is my favorite. However, in this particular case my work was cut out for me, I don’t need to be biased because this is truly a wonderfully crafted collection that deserves to be on everyone’s Switch.
It contains every possible version of Darius you might have encountered on the arcades and then sprinkled some top notch features that make it stand on a class of its own when it comes to ports. It also helps that the Darius games remain to be as fun as they always have been, even with their caveats. I took 3-4 times more time to play this collection, not because it had a lot of content, but because I loved playing every second of it and wanted to try it all. Wanted to 1CC every version, wanted to traverse every possible stage, wanted to created masterful replays.
The only possible downside I can see to this collection is the price. $44.99 is a very high price compared to other shmups on the market. In terms of features and overall content (because remember, every game has more than an alphabets worth of different zones) it does warrant its price. Although I can see people double guess their decision, with this game being close to the cost of a first party title and significantly higher than other shmups.

TOP 3

My tentative placement for Darius Cozmic Collection Arcade was on the top 3 spots. I really had a hard time deciding where to put it, so I went back and revisited both Ikaruga and Psyvariar Delta. After finishing my Ikaruga play through, I was reminded of the magic that is Ikaruga and how special it is. Psyvariar Delta also reminded me of the buzz system and how the refined gameplay and level ups work towards creating an experience that I can’t quite put into words.
The main defining factor, however, was that I don’t think any of the Darius games in the collection beats the top 2 contenders. The 7 games as an aggregate, are certainly a force to be reckoned with thanks to the superb M2 porting labour. With that being said, I will award it a 3rd spot because the gameplay experience is incredible, but a little held back by the age of the games and the hefty price tag.
Still, Darius will always be #1 in my heart.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Tengai
  9. Steredenn: Binary Stars
  10. Stardust Galaxy Warriors: Stellar Climax
  11. Sky Force: Reloaded
  12. Strikers 1945
  13. Black Paradox
  14. R-Type Dimensions EX
  15. Sine Mora EX
  16. Shikhondo – Soul Eater
  17. Ghost Blade HD
  18. AngerForce: Reloaded
  19. Aero Fighters 2 (ACA Neogeo)
  20. Q-YO Blaster
  21. Lightening Force: Quest for the darkstar (Sega Ages)
  22. Pawarumi
  23. Red Death
  24. Task Force Kampas
  25. Switch ‘N’ Shoot
  26. Last Resort (ACA Neogeo)
submitted by AzorMX to NintendoSwitch [link] [comments]

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