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	<title>Rival Megagun Archives - Toronto Guardian</title>
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	<title>Rival Megagun Archives - Toronto Guardian</title>
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		<title>Rival Megagun (PS4) Review: Long Live the Shmup</title>
		<link>https://torontoguardian.com/2018/12/rival-megagun-review-ps4/</link>
		
		<dc:creator><![CDATA[Steven Lantier]]></dc:creator>
		<pubDate>Wed, 05 Dec 2018 21:10:52 +0000</pubDate>
				<category><![CDATA[Lifestyle]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[playstation]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Rival Megagun]]></category>
		<category><![CDATA[video games]]></category>
		<guid isPermaLink="false">https://torontoguardian.com/?p=46259</guid>

					<description><![CDATA[<p>Our review of Rival Megagun, developed by Spacewave Software (a Canadian company!). Released on November 29, 2018 for PS4 (reviewed), <a class="mh-excerpt-more" href="https://torontoguardian.com/2018/12/rival-megagun-review-ps4/" title="Rival Megagun (PS4) Review: Long Live the Shmup">[...]</a></p>
<p>The post <a href="https://torontoguardian.com/2018/12/rival-megagun-review-ps4/">Rival Megagun (PS4) Review: Long Live the Shmup</a> appeared first on <a href="https://torontoguardian.com">Toronto Guardian</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Our review of <em>Rival Megagun</em>, developed by Spacewave Software (a Canadian company!). Released on November 29, 2018 for PS4 (reviewed), Nintendo Switch, Xbox One, and Microsoft Windows.</p>
<p><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-46263" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-10.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-10.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-10-300x169.jpeg 300w" sizes="(max-width: 678px) 100vw, 678px" /></p>
<p><strong>WHAT IS IT?</strong></p>
<p>A split-screen 1v1 vertically scrolling shoot-em-up. It&#8217;s as if someone mashed together <em>Galaga</em> X <em>Street Fighter</em> X 2-player <em>Tetris</em>.</p>
<p><strong>IS IT GOOD?</strong></p>
<p>It is a novel and worthy attempt to shake up the shmup genre, with great chiptunes and wonderful 16-bit graphics. And it&#8217;s cheap!</p>
<p><strong>WHO SHOULD PLAY IT?</strong></p>
<p>People who know what shmup means. Fans of classic gaming and retro graphics. Anyone with a couch and a roommate and $20.</p>
<p><img decoding="async" class="alignnone size-full wp-image-46261" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-06.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-06.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-06-300x169.jpeg 300w" sizes="(max-width: 678px) 100vw, 678px" /></p>
<p><strong>THE SHMUP IS DEAD</strong></p>
<p>Long live the Shmup.</p>
<p>To say that the shmup, or shoot-em-up, genre is well past its prime is an understatement. What was once a ubiquitous presence in arcades and on home consoles &#8211; think <em>Galaga</em>, <em>R-Type</em>, <em>Raiden</em> &#8211; has long since been relegated to obscure indie downloadables and even more obscure mobile games.</p>
<p>It makes sense: the shmup was never really a candidate for revolution, let alone evolution: for three-plus decades we&#8217;ve been flying the same little 2D spaceships against the same lovingly-rendered 2D backgrounds fighting the same alien bad guys shooting the same screen-filling bullets.</p>
<p>Heck, we can even pinpoint the precise moment the genre peaked, a brief window in the late 90s/early 00s when improvements in tech and the lingering influence of arcades resulted in a handful of masterpiece shmups. It’s generally agreed that games like <em>Einhänder</em> (1997), <em>Ikaruga</em> (1998), and <em>Gradius V</em> (2004) were the final iterations of a genre that had nowhere left to go.</p>
<p>So, more than a decade on since perfection, here lands <em>Rival Megagun</em>, a low-budget Canadian indie title out now on a surprisingly diverse array of platforms. It doesn&#8217;t &#8211; can&#8217;t &#8211; surpass the greats, but it does at least attempt to shake up the genre. Welcome to competitive shmupping.</p>
<p><img decoding="async" class="alignnone size-full wp-image-46265" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-13.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-13.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-13-300x169.jpeg 300w" sizes="(max-width: 678px) 100vw, 678px" /></p>
<p><strong>READY PLAYER TWO</strong></p>
<p>If you&#8217;ve ever played <em>Tetris Attack</em>, <em>Dr. Mario</em>, <em>Bust-a-Move</em>, or any other 2-player tile-matching game, you&#8217;ll grasp how <em>Rival Megagun</em> works: each player fights their own battle on their half of the screen, and the better you do on yours, the more difficult things become for your opponent. In a game like <em>Tetris</em>, that means more tetrominoes dropping against your opponent whenever you clear multiple lines. In <em>Rival Megagun</em>, that translates to extra enemy spaceships deployed against your rival any time you rack up a chain of kills.</p>
<p><em>Rival Megagun</em> actually does those puzzlers one better, by letting you take a more active approach against the other player. With shades of <em>Street Fighter</em>, each character in the (disappointingly small) roster has a set of unique special attacks, which run off a power meter. Spend part of it to unleash sideways(!) attacks &#8211; more on that in a moment &#8211; or risk trying to max it out for one very impressive super attack.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-46260" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-03.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-03.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-03-300x169.jpeg 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></p>
<p>&nbsp;</p>
<p><strong>WARNING. ENEMY DETECTED</strong></p>
<p>The super attacks are uniformly awesome, transforming you into a massive boss-like spaceship &#8211; a unique one for each character &#8211; replete with its own health metre and four different screen-filling attacks. Add in the &#8220;boss&#8221; ability to curve bullets after they&#8217;ve been shot, and you&#8217;re all but guaranteed to land at least one blow (in a game that only requires two hits to win.)</p>
<p>Understandably, the game doesn&#8217;t exactly make it easy to max out the meter. For one thing, it takes quite a bit of time to hit 100%, in a game where rounds rarely last longer than a minute. For another, your secondary attacks &#8211; unique and very helpful special abilities that launch sideways onto your opponent&#8217;s screen &#8211; also consume a portion of the same meter.</p>
<p>Very few of those secondary abilities are direct attacks &#8211; it&#8217;s not like you can just turn horizontal and shoot the other player, which would make the game way too difficult &#8211; but rather different kinds of projectiles that can create serious mayhem. These are again character-specific, and include things like heat-seeking rockets, bouncy glowing bullets, and a cascade of rockets that flies down screen.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-46264" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-11.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-11.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-11-300x169.jpeg 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></p>
<p><strong>ROUND TWO</strong></p>
<p>If all of this sounds overwhelming, well, frankly, it is. Shmups are a notoriously difficult genre, and with the added ability to sabotage another player&#8217;s run, perfection isn&#8217;t the goal here, merely survival. If it weren&#8217;t for the game&#8217;s generous release of health pickups, rounds would probably last mere seconds.</p>
<p>It also shouldn&#8217;t be surprising that, given the diversity of abilities, there appear to be some balancing problems. It&#8217;s hard to gauge so early on, and there&#8217;s a chance the gaming community will eventually figure out each character’s strengths and weaknesses (again, shades of <em>Street Fighter</em>). But it&#8217;s hard not to shake the feeling that some characters are just better &#8211; especially those with nigh-unavoidable sideways attacks &#8211; while others are basically useless.</p>
<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-46262" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-09.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-09.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-09-300x169.jpeg 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></strong></p>
<p><strong>K.O.</strong></p>
<p>Speaking of balancing, for a game structured around 1 v 1 play, it&#8217;s disappointing how bad the online matchmaking is. It can take forever to find a match, which is a big problem in a game where even hard-fought battles may be over in a minute. (To be fair, this is something for which I similarly faulted the most recent <em><a href="https://torontoguardian.com/2018/10/black-ops-iiii-review" target="_blank" rel="noopener">Call of Duty</a></em>, proving it&#8217;s not merely an &#8220;indie&#8221; problem.) Even worse, you can&#8217;t really set any constraints in online battles, meaning that one player may come in with a supercharged load-out, the kind only unlocked by playing through the campaign multiple times. That&#8217;s plain unfair.</p>
<p>Speaking of which, there&#8217;s no real way to tell which 1-player character campaigns you’ve beaten, so you’ll need to keep a memo handy if you don’t want to repeat yourself. Also annoying: the fact that you can’t preview a character’s special abilities at the character select screen. (Sure, that&#8217;s also true in <em>Street Fighter</em>, but it&#8217;s a lot easier to differentiate between Ryu and Chun-Li than it is to differentiate between a bunch of retro-styled 2D spaceships.)</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-46266" src="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-14.jpeg" alt="rival megagun" width="678" height="381" srcset="https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-14.jpeg 678w, https://torontoguardian.com/wp-content/uploads/2018/12/rivalmegagun-14-300x169.jpeg 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></p>
<p><strong>HERE COMES A NEW CHALLENGER</strong></p>
<p>It&#8217;s a funny thing: even though I&#8217;ve always loved <em>Street Fighter</em>, I&#8217;ve never been particularly good at it. Yet because the core gameplay is so good, even as I&#8217;m losing my Nth online match, I&#8217;m still enjoying myself.</p>
<p>Conversely, <em>Rival Megagun</em> can&#8217;t exactly claim &#8211; nor does it aspire to &#8211; that kind of greatness. It&#8217;s a (new!) sub-genre in an already niche genre, one that peaked long ago. But &#8211; and this is all my decades of <em>Raiden</em>, <em>Gradius</em>, <em>Space Invaders</em>, <em>Ikaruga</em>, <em>R-Type</em>, <em>Galaga</em>, etc. speaking &#8211; there are times when I honestly enjoyed it more.</p>
<p>That&#8217;s not going to be the case for everyone, but if you love the genre like I do, feel a certain nostalgia for it, or are just plain better at shmups than at fighting games, then $20 is a more than worthy investment. I really think there&#8217;s a great idea here, and given the right support, it&#8217;s the kind of game that could live on in tournament play and in dorm rooms everywhere.</p>
<p>Plus, any game that requires that you spy on your opponent&#8217;s screen &#8211; to find opportune moments to sabotage your rival &#8211; is okay by me.</p>
<p>***</p>
<p><strong>Final score: 8/10 screen-filling attacks.</strong></p>
<p>Visit the official page for <em>Rival Megagun</em> <a href="https://rivalmegagun.com/" target="_blank" rel="noopener">here</a>.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The post <a href="https://torontoguardian.com/2018/12/rival-megagun-review-ps4/">Rival Megagun (PS4) Review: Long Live the Shmup</a> appeared first on <a href="https://torontoguardian.com">Toronto Guardian</a>.</p>
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