Jan 9, 2008
Technically, they weren%26rsquo;t lying when they called the last game R-Type Final. This apparent sequel might look and scroll like a conventional shoot-em-up, but really it%26rsquo;s a universe apart. A turn-based strategy shooter, it%26rsquo;s a test of mind rather than reflexes. Once you%26rsquo;ve fumbled your way through the menus, you set up your attack fleet, each squadron of ships occupying one or more hexagonal tiles. Alongside the usual fighters and scouts of the R-Concept fleet, you%26rsquo;re also responsible for capital ships and power-ups. If you want to couple R-Type%26rsquo;s famous Force upgrade to a particular squadron, for instance, you have to position the two accordingly.
It%26rsquo;s fairly logical, and things soon get lively as your fleet sizes increase to cope with ever-greater opposition. It%26rsquo;s also obvious strategy-RPG stuff, full of quick cutscenes and hitpoint exchanges. But above all it%26rsquo;s R-Type, back from extinction in unusual form, but never unrecognisable. Fans might feel confused at first, but they won%26rsquo;t be disappointed.