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Here
at World Of Stuart, we're all fans of selectively-popular videogame magazine
Edge. Over its 11 years of so of
publication, it's consistently provided a little oasis of intelligent and
thoughtful discourse in the fetid swamp of irredeemably
corrupt,
sub-teenage drivel which passes for the games press. It also - at least until
recently - could be counted on for honesty and integrity in its coverage, a
fact demonstrated at the end of 2003 when almost the entire editorial staff
resigned rather than submit to interference from the magazine's management
aimed at curbing the writers' ability to express opinions which might affect
its publisher's revenues by upsetting advertisers. However, in its entire
history, and throughout many changes of its anonymous personnel, there's been
one other consistent factor in Edge - its reviews are absolutely
terrible.
From
giving the original Doom 7/10 because you couldn't hold conversations with
the monsters instead of shooting them (no, really), to awarding the legendary
Gunstar Heroes a miserly
6/10, to the
mysterious case of Grand Theft Auto 3 (where the game got a short, lukewarm
review and another 6/10, passed off in the next issue as a "printing
error" and amended to a still-absurdly-stingy 8) and right up to their
abysmal treatment of the magnificent Wario Ware Inc - the best and most
inventive videogame of the last two years, and one containing precisely the
things Edge claims to be looking for in games, yet which got a piddly
half-page review written by someone who didn't understand the concept and
gave it 7/10 - Edge's reviews have long been the mag's Achilles heel.
Either
hopelessly misjudged or loaded with factual errors, and quite often both at
once, Edge reviews can practically be guaranteed to turn out to be entirely
wrong when seen in the cold light of history, or even the cold light of the
next month's issue. Which brings us, if you were wondering where this was
going, to Raiden DX.

Japanese
writing: weird.
A
1997 Japanese-only Playstation conversion of a 1994 coin-op, Raiden DX was
reviewed in Edge's June '97 issue, in a small piece which dismissed it as "little
more than a subtle reworking of Raiden II from the
original
Playstation disc...which staggers the full suite of levels between training,
novice and expert modes, and in which the only visible enhancements are
tweaks to backgrounds and some of the boss animations". The reviewer
clearly wasn't impressed and awarded a score of 6/10, which would be fair
enough if the quotes above weren't entirely factually wrong in every
possible regard.
Raiden
DX is, in fact, no more a "subtle reworking" of Raiden II than
GTA:Vice City is a "subtle reworking" of GTA3. It's a significantly
new Raiden game - though unsurprisingly one in very much the same vein as its
predecessors - with a bunch of new levels, stacks of new features and some
significant changes in the gameplay. (Furthermore, the training mode doesn't
in fact contain any of the levels from either Raiden II or the normal Raiden
DX game, but we'll get to that in a bit.) It's a far superior game to Raiden
II, it's one of the best and most perfectly-balanced vertically-scrolling
shmups ever created, and it deserves better than to have practically the only
piece of coverage it's ever received in the UK be so woefully inadequate and
wrong. Lucky WoS is here to put the record straight, eh chums?

We're
sure the people of the countryside below are grateful for their liberation.
Before
we start rambling on about how great Raiden DX is, it's worth spending a
little time on the game's structure, in order to illustrate just how much
more there is here than a slightly tweaked re-release of Raiden II. At the
start, you can select from three basic games. Novice mode is a short game
made up of the first five of Raiden 2's stages, but with one important
gameplay change that we'll get to shortly. Expert mode is a full eight-stage
game with entirely new levels (except in that each stage has the
corresponding Raiden 2 boss at the end), plus an Extra Stage which your
correspondent has to shame-facedly admit he hasn't figured out the access
conditions for yet. (Which is why this feature isn't subtitled "The complete
story of Raiden DX". Usually, unlocking it would require something along
the lines of completing all eight stages without using any continues, and if
that's the case it's a safe bet that your reporter won't be viewing it any
time soon.)
The
third option, however, is one of Raiden DX's most noteworthy innovations. The
misleadingly-named "Training Stage" is a single all-new level,
around 15 minutes long and with only one boss, right at the end. Unlike the
rest of the game, no continues are allowed, and no 1UPs are available - you
get three lives with which to battle all the way to the end, and if you blow
it there are no second chances. Despite the billing, this is full-on Raiden,
no easier than the normal games, and it'll be a long time before you make it
through your "training" in one piece. It's perfect burst gaming,
hugely addictive but also ideal for when you just want to blow things up in a
highly satisfying manner for half-an-hour rather than start wading into some
weeks-long epic RPG quest or exhausting stealth FPS.

You'd
think they'd take the hint, wouldn't you?
If
the Training Stage was the only new addition in Raiden DX, it'd frankly still
make the game worth buying for owners of the Raiden Project release. But in
fact there's a lot more to RDX than that. Playing and beating the normal
games unlocks all sorts of extras, including a beautiful gallery mode in
which you can view all the major player and enemy vehicles and installations
in full moveable-camera 3D, right down to changing the lighting. More
interesting, though is "Master Of Raiden", a demonstration
performance by the CPU on the full Training Stage, which you can watch in
order to feel totally depressed about your hard-won
high score,
as the PS illustrates how you could actually have racked up six times
as many points without breaking sweat or even changing from the initial
weapon. (The CPU completes the entire stage with only the basic powered-up Vulcan
cannon, just to rub in your laser-using-nancy-boy inadequacy.)
The
key to the CPU's big scores on the Training Stage is the same as the key to
big scores in the normal games, and is the core gameplay change mentioned
earlier between the previous Raidens and Raiden DX. In the first two games,
destroying certain ground targets reveals a medal (either gold or blue) which
can be collected for instant points, and also affects your bonus at the end
of each stage (where you get a bonus comprising 1000 points, times the number
of medals collected since you last died on that stage, times the number of
smart bombs you have left). However, in the earlier games, the medal just sat
there and waited for you to collect it for a set number of points (eg 500 for
a gold). In DX you get the same end-of-level bonus, BUT the medal's shine
begins to swiftly fade the moment it appears and the instant points
value for collecting it decreases accordingly, down to just 10 points if you
delay picking it up for three or four seconds until the point where it loses
all its gleam and turns grey. But there's a twist.
A
couple of seconds after the medal has first faded to grey, it flickers
momentarily back to full power, at which point a gold medal will net you a
big 3,000 points, and a blue one a whopping 10,000. Given that there are a
couple of dozen medals in a typical stage, and a total game score of 1
million is a pretty impressive achievement in Raiden, the attraction of a
potential 100,000 or so extra points per stage is a major temptation. And
that finally leads us to just why Raiden DX is such a great game. (And why
Edge reviews are so hopeless.)

All
that money on armour, and hardly any left to bolt on some guns. Poor little
enemy boss.
The
main reason Raiden DX, even when compared to its own predecessors, so
admirably still represents the state of the art in game design even a decade
after its release, is that the key to good videogame design - in any
type of videogame - is the delicate balance between risk and reward. The
Raiden games, particularly RII, were already accomplished in this regard.
(The first game less so, since when you die the game stops and moves you back
a little way, rather than continuing uninterrupted amid the same hail of fire
that killed you.) The most critical points in Raiden II aren't when you meet
the big bosses, but the moments after you die, when you have to decide
whether to just quickly and blindly grab all the power-ups released by your
destroyed ship (running the risk of ending up with a hopelessly underpowered
weapon, since collecting two differently-coloured powerups consecutively will
change your weapon without increasing its strength), or whether to dodge
frantically around in the continuing enemy onslaught until the powerups
agonisingly-slowly cycle round to the right colours, whereupon you'll have
enough firepower to have a decent chance of getting back on top of the
baddies.
Raiden
DX takes this theme and expands it enormously, with the single simple
addition of the decaying bonus medals. Now, from only having to make the
risk-reward decision (and the skilled manoeuvring it requires) when there are
powerups to collect, you have to make such decisions more or less constantly
(since there's rarely a moment in the game when there isn't either a medal or
a powerup on screen). The frequent occasions when there are both, and you
have to plot and navigate a perfectly-timed path, through a blizzard of fire,
to collect a moving powerup while it's the right colour and a
fading medal in the tiny fraction of a second that it's worth the big points,
may well blow a fuse in the brain of anyone who isn't extremely good at
spatial mathematics under extreme pressure. It's the videogaming equivalent
of talking someone through solving a Rubik's cube down a mobile phone in a
foreign language while you're running across a rickety rope bridge over a
300-foot river canyon juggling Molotov cocktails, as 500 angry Aztecs fire arrows
at you from both sides.
(Of
course, you could just pick the medals up whenever, stay alive and
only get 1/300th of the points. But if you're not trying for the high score,
why are you bothering to play the game at all, you wimp?)

A
cameo appearance from the little-seen Player Two, there.
Did
we mention the secret targets yet? The DX-only, Xevious-inspired little towers
that are hidden underground in all the game's modes and only pop up to be
lucratively destroyed if you happen to fly over them, giving you another risk
to take even in quiet moments? Sorry, must have forgotten those. What about
the big secret bonuses, for example the 50,000 you get every time you pick up
a smartbomb powerup when you've already got eight of the same type on board
your ship, forcing another awkward timing issue when collecting things (grab
whatever comes, or wait and dodge until the bomb cycles to the type you've
already got) and another tricky decision (about whether to use your bombs for
tough bosses and emergencies or stockpile them in the hope of a giant points
bonanza in the latter stages)? Or the way the game judges how bravely you've
played and awards a bonus at the end accordingly, so that to score well you
have to get stuck right in toe-to-toe rather than hiding in a corner and
smartbombing all the big enemies? We didn't mention any of that? Dang.
If
all that still isn't enough challenge for you, don't worry. After more play,
you'll also unlock the Special Stage (yet another exclusive-to-DX addition),
in which the nervous player must face all ten of the game's bosses one after
the other, with generous power-ups but again without the benefit of
continues, in a round which is played not for points but against the clock
(you get awarded a "lap time" for each individual boss, and for the
stage as a whole should you finish). The only way to get on the Special
Stage's high score table is to complete it, a task which will keep even the
most hardcore expert shooter busy for many an hour.
(Raiden
DX's high-score tables themselves are pretty uncompromising, incidentally.
There are separate tables for each mode, and unlike some lily-livered recent
shooters, you don't get to enter your name if you continue - your score still
appears on the table if you get enough points on any particular credit,, but
under the name "=C=". The only way to get a proper, credited
high score is to take the game on from the start - and don't think you can
cheat by ramping the difficulty down either, because DX keeps and saves
separate tables for each of the six difficulty settings.)

The
blue straight-ahead laser looks oddly wimpy in screenshots, but isn't.
Interested
yet? Of course, the point of this feature is that these are only the traits
and characteristics that are exclusive to Raiden DX. This piece
doesn't even touch on any of the excellent qualities that are shared by all
of the Raiden games - the simple, well-balanced selection of weapons, the
timeless graphics, the relentless action, the painstaking fairness of even
the most demanding enemy attacks, the full-blooded sound and the memorable
music. Heck, we haven't even mentioned the inclusion (pioneered in Raiden II)
of the single best weapon in shoot-'em-up history, the purple Plasma Laser
(variously known to dedicated Raiden aficionados as either the "Wiper Laser"
or, more picturesquely, the "Toothpaste Laser"). The appreciation
of that particular work of art will have to wait until another day.
Naturally,
here at World Of Stuart we understand the difficulties faced by fellow
journalists in trying to convey the amount of information contained in a
sprawling, extensive piece like this one in a tiny 150-word round-up review
in a busy working month, especially when it's of an obscure import game that
almost none of your readers are likely to be buying anyway (or indeed, would
be able to buy even if they wanted to). But when you haven't got room to say
much, you really ought to make sure that at least what you DO say isn't
totally wrong. Games as good as Raiden DX deserve to be treated with a little
more respect than that.

The mighty Toothpaste Laser, seeking out
enemy "plaque" with tireless vigour.
(All of this, of course,
is somewhat academic, since the chances of anyone being able to locate a copy
of Raiden DX and discover its majesty for themselves now are significantly
worse even than they were in 1997. It's a particular shame given that the
game runs so well in Playstation emulators like
ePSXe.
If only the 81MB zipped BIN/CUE file, which the emulators will run directly
without it having to be burned to a CD first, could be even briefly available
for download, so that people could play
Taken from http://worldofstuart.excellentcontent.com
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