Who is going to take the first plunge on Soldner X?
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interim descriptor
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I received Soldner-X in the mail, today, and have been playing it for a couple hours. I've only played the first few levels so far.
My intention is to provide constructive criticism, from the perspective of a designer, and as a fan of the genre. The fact that this post is largely devoid of praise shouldn't discourage the developer. I've barely scratched the surface of the chaining system and the beserker system. I haven't even completed the game. These are merely my first impressions.
The packaging is beautiful. This felt like a proper limited edition.
Trying to run the game in Ubuntu Gutsy failed. Wine wasn't able to switch my screen's resolution to 1024x768. When I switched resolutions manually, it still refused to run. I blame Wine, though it would have been nice if a native linux port were available. The rest of this post is based on my experiences running the game on my windows machine, at work.
I was happy to see that I didn't need to install anything, though I would like the option. I didn't have to type in a CD-key to play the game.
I used a PS2 controller, through a USB interface. At first, the menus didn't quite work. Hitting [DPAD-Down] wouldn't work. Once I toggled off the PS2 controller's analog setting to OFF, the problem was resolved, and I could navigate the menus.
On to the game itself.
The last shmup I played extensively was Einhander, a few months ago. Playing Soldner-X, I immediately noticed that enemies weren't physically affected by being shot. They merely briefly turned a different shade of color. In Einhander, every enemy had satisfying react animations, and the player's bullets would push enemies back. Distinct pieces could be shot off. Soldner-X, in comparison, felt wispy.
Power-ups would appear, but it wasn't clear to me WHY they appeared, or which enemies I had to shoot to make them appear. They all had the same shape, and most had the same color scheme, and thus looked quite similar. The pictographs didn't really make it clear to me what they were going to do. The text on the screen, after you picked one up, clarified this, but most shmups don't require text-explanations of power-ups.
As I picked up these power-ups, the game would stop, and a large block of tutorial-text would appear on the screen. This really interrupted the flow of the game, and felt intrusive. None of my favorite shooters interrupt the player like this, because their gameplay concepts are sufficiently self-explanatory. You pick up a power-up, and its effect is crystal-clear. If tutorial screens are truly necessary, I would prefer a distinct tutorial mode rather than in-game interruptions.
As I progressed, my weapons would switch at seemingly random times. I realize it's because they overheated, or something to that effect, but it felt arbitrary, and counter to my intentions.
The electricity gun felt really underpowered. I would try my best to hit a line of popcorn enemy ships, but often they would just fly past me, moving too quickly for my gun to have any effect. Adding insult to injury, they didn't physically react to my gun, as noted above, so my efforts to destroy them had a minimal visible impact, and merely put me into a dangerous position. Such a first impression makes me hesitant to use such a weapon. Rather, I would prefer to be introduced to weapons in a way such that their utility is immediately apparent. Design waves of enemies that are especially vulnerable to the gun I just picked up, to make me feel like it's a good weapon. I didn't end up liking any of my weapons.
One reason I probably disliked my weapons was the fact that enemies were spawned a rate far higher than the player's ability to destroy them, from the very first level. The screen regularly filled to capacity with enemies. Now, I love bullet-hell games, but this wasn't the good kind of hell. Bullet-hell games have interesting patterns of bullets that are carefully designed to provide a skilled player a path to safety. Soldner-X's enemy-hell consistently cumulated in my ship being trapped in an ever-decreasing section of the screen, until I was destroyed.
I used the PS2 controller's L/R shoulder buttons to switch weapons. L2/R2 did the trick, but L1/R1 would pause the game, which is quite a non-sequitor. In the heat of battle, my first instinct was to use L1/R1, rather than L2/R2, which made me quite unhappy when I accidentally paused the game.
Regarding the health bar... I don't like it. If I took my eyes off my ship, while dodging bullets, I'll quite likely get hit (Schrödinger's health bar?). Furthermore, it encourages sloppiness, both on the part of the player, and the designers. Players don't feel like they have to dodge every last bullet, and designers needn't design their levels in a way such that the player can finesse their way through it, without being hit. One-hit kills are the way to go.
I didn't get good visual feedback when hit by a bullet. My ship briefly looked slightly more red, and there was particle effect that was identical to the particle effect that occurs when an enemy is shot. Enemy bullets have a very wide alpha-fade-out halo, making it difficult to judge how to precision-dodge. Also, the player's hit box doesn't seem to be -or include- the ship's cockpit. I'm not saying it felt too big, but I just didn't have a good feeling of where I could get hit. Because of the minimal visual feedback, it was also hard to *learn* where my hitbox was.
Also, on the topic of particle effects, if I destroy an enemy, I expect the debris to have a trajectory influenced by some combination of the enemy's velocity, and my weapon's velocity. Instead, the explosion is always stationary, equally distributed in all directions.
While playing Soldner-X, quite often I wouldn't know what hit me. Then I realized what was happening: The particle-effect explosions would obscure bullets that the player had to dodge. Enemy bullets must always be drawn on the top-most layer, because it's critical for the player to be able to see what they must dodge. Because I would fly close to ships I was attacking, to do more damage (mostly because my weapons felt so weak), I was creating a cloud of particles that prevented me from seeing the bullets I had to dodge.
Levels were long. It felt like I was fighting the same selection of the same enemies in front of the same background for too long. It felt very static, if you compared it to the first level of Gradius V, or Einhander, both of which have many very distinct sections. Also, the background and the foreground didn't contrast enough. Foreground objects overall had way too much transparency. The light-blue power-ups were often very difficult to see on the background of the light-blue sky. I could say the same for the light-green bullets.
Regarding enemy formations, enemy ships would occasionally move in a very unpredictable way, often changing directions far more rapidly or moving far more quickly than the game had hitherto taught me they were capable of. Also, ships would often quickly dart onto the screen, without warning, from the top, killing me. If I flew too close to the edges, even on the left side, it felt like a designer could snipe me at any time.
The menu sounds were fine, but the in-game sound felt very bland. I thought the music fit a shmup quite well.
I wish Sidequest and EastAsia the best, and I hope they continue making this kind of game. Fans of this genre (myself emphatically included) are *exceedingly* demanding. We're quite quick to point out that which we perceive as flaws. Please understand that such criticism isn't an attack on a studio's abilities, but is intended to further the discussion on what makes a good shmup, and give developers feedback that will be valuable in designing each subsequent iteration.
My intention is to provide constructive criticism, from the perspective of a designer, and as a fan of the genre. The fact that this post is largely devoid of praise shouldn't discourage the developer. I've barely scratched the surface of the chaining system and the beserker system. I haven't even completed the game. These are merely my first impressions.
The packaging is beautiful. This felt like a proper limited edition.
Trying to run the game in Ubuntu Gutsy failed. Wine wasn't able to switch my screen's resolution to 1024x768. When I switched resolutions manually, it still refused to run. I blame Wine, though it would have been nice if a native linux port were available. The rest of this post is based on my experiences running the game on my windows machine, at work.
I was happy to see that I didn't need to install anything, though I would like the option. I didn't have to type in a CD-key to play the game.
I used a PS2 controller, through a USB interface. At first, the menus didn't quite work. Hitting [DPAD-Down] wouldn't work. Once I toggled off the PS2 controller's analog setting to OFF, the problem was resolved, and I could navigate the menus.
On to the game itself.
The last shmup I played extensively was Einhander, a few months ago. Playing Soldner-X, I immediately noticed that enemies weren't physically affected by being shot. They merely briefly turned a different shade of color. In Einhander, every enemy had satisfying react animations, and the player's bullets would push enemies back. Distinct pieces could be shot off. Soldner-X, in comparison, felt wispy.
Power-ups would appear, but it wasn't clear to me WHY they appeared, or which enemies I had to shoot to make them appear. They all had the same shape, and most had the same color scheme, and thus looked quite similar. The pictographs didn't really make it clear to me what they were going to do. The text on the screen, after you picked one up, clarified this, but most shmups don't require text-explanations of power-ups.
As I picked up these power-ups, the game would stop, and a large block of tutorial-text would appear on the screen. This really interrupted the flow of the game, and felt intrusive. None of my favorite shooters interrupt the player like this, because their gameplay concepts are sufficiently self-explanatory. You pick up a power-up, and its effect is crystal-clear. If tutorial screens are truly necessary, I would prefer a distinct tutorial mode rather than in-game interruptions.
As I progressed, my weapons would switch at seemingly random times. I realize it's because they overheated, or something to that effect, but it felt arbitrary, and counter to my intentions.
The electricity gun felt really underpowered. I would try my best to hit a line of popcorn enemy ships, but often they would just fly past me, moving too quickly for my gun to have any effect. Adding insult to injury, they didn't physically react to my gun, as noted above, so my efforts to destroy them had a minimal visible impact, and merely put me into a dangerous position. Such a first impression makes me hesitant to use such a weapon. Rather, I would prefer to be introduced to weapons in a way such that their utility is immediately apparent. Design waves of enemies that are especially vulnerable to the gun I just picked up, to make me feel like it's a good weapon. I didn't end up liking any of my weapons.
One reason I probably disliked my weapons was the fact that enemies were spawned a rate far higher than the player's ability to destroy them, from the very first level. The screen regularly filled to capacity with enemies. Now, I love bullet-hell games, but this wasn't the good kind of hell. Bullet-hell games have interesting patterns of bullets that are carefully designed to provide a skilled player a path to safety. Soldner-X's enemy-hell consistently cumulated in my ship being trapped in an ever-decreasing section of the screen, until I was destroyed.
I used the PS2 controller's L/R shoulder buttons to switch weapons. L2/R2 did the trick, but L1/R1 would pause the game, which is quite a non-sequitor. In the heat of battle, my first instinct was to use L1/R1, rather than L2/R2, which made me quite unhappy when I accidentally paused the game.
Regarding the health bar... I don't like it. If I took my eyes off my ship, while dodging bullets, I'll quite likely get hit (Schrödinger's health bar?). Furthermore, it encourages sloppiness, both on the part of the player, and the designers. Players don't feel like they have to dodge every last bullet, and designers needn't design their levels in a way such that the player can finesse their way through it, without being hit. One-hit kills are the way to go.
I didn't get good visual feedback when hit by a bullet. My ship briefly looked slightly more red, and there was particle effect that was identical to the particle effect that occurs when an enemy is shot. Enemy bullets have a very wide alpha-fade-out halo, making it difficult to judge how to precision-dodge. Also, the player's hit box doesn't seem to be -or include- the ship's cockpit. I'm not saying it felt too big, but I just didn't have a good feeling of where I could get hit. Because of the minimal visual feedback, it was also hard to *learn* where my hitbox was.
Also, on the topic of particle effects, if I destroy an enemy, I expect the debris to have a trajectory influenced by some combination of the enemy's velocity, and my weapon's velocity. Instead, the explosion is always stationary, equally distributed in all directions.
While playing Soldner-X, quite often I wouldn't know what hit me. Then I realized what was happening: The particle-effect explosions would obscure bullets that the player had to dodge. Enemy bullets must always be drawn on the top-most layer, because it's critical for the player to be able to see what they must dodge. Because I would fly close to ships I was attacking, to do more damage (mostly because my weapons felt so weak), I was creating a cloud of particles that prevented me from seeing the bullets I had to dodge.
Levels were long. It felt like I was fighting the same selection of the same enemies in front of the same background for too long. It felt very static, if you compared it to the first level of Gradius V, or Einhander, both of which have many very distinct sections. Also, the background and the foreground didn't contrast enough. Foreground objects overall had way too much transparency. The light-blue power-ups were often very difficult to see on the background of the light-blue sky. I could say the same for the light-green bullets.
Regarding enemy formations, enemy ships would occasionally move in a very unpredictable way, often changing directions far more rapidly or moving far more quickly than the game had hitherto taught me they were capable of. Also, ships would often quickly dart onto the screen, without warning, from the top, killing me. If I flew too close to the edges, even on the left side, it felt like a designer could snipe me at any time.
The menu sounds were fine, but the in-game sound felt very bland. I thought the music fit a shmup quite well.
I wish Sidequest and EastAsia the best, and I hope they continue making this kind of game. Fans of this genre (myself emphatically included) are *exceedingly* demanding. We're quite quick to point out that which we perceive as flaws. Please understand that such criticism isn't an attack on a studio's abilities, but is intended to further the discussion on what makes a good shmup, and give developers feedback that will be valuable in designing each subsequent iteration.
Sssh, quiet...you don't want to bring Ceph's rage upon youshoe-sama wrote:help I'm infected with vista how i remove

@interim descriptor
Pretty detailed review. After having spent a couple of hours with it - still liking the scoring system - the "enemy-hell" as you describe it really doesn't feel right I think. However, the potential for a really good hori is still there if they would redesign/fix some of the flaws...
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interim descriptor
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All you need to do is to copy all files to a directory on your HDD.The Coop wrote:There probably won't be a patch until they create an installation program, so that they can access and edit the needed files. It's a bit hard to patch a CD.
rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
The future of ST-V rests upon our work and your work
True, but they'd probably want some kind of security put in place... like perhaps something that would require you to type in the sticker code that's supposedly in the DVD case with the game. Can't do that if all you do is just copy it over.rtw wrote:All you need to do is to copy all files to a directory on your HDD.The Coop wrote:There probably won't be a patch until they create an installation program, so that they can access and edit the needed files. It's a bit hard to patch a CD.
rtw
Of course, I guess that'll depend on how paranoid they are about the ZOMG PIRAYTS!
@The Coop
The game is not copyprotected in any way.
Update/Edit: Patch released
http://www.soldner-x.com/index.php?opti ... 4&Itemid=1
The game is not copyprotected in any way.
Update/Edit: Patch released
http://www.soldner-x.com/index.php?opti ... 4&Itemid=1
I know it is average, feels average and looks average, but aside from Raiden Fighter Aces (who's really good by the way) Ketsui X and that other Black Label game, there is not much shooters out there any more ( you can count HD version of games like Ikaruga and Rez), let's hope Gradius VI one day makes it trough.MX7 wrote:Still, what's the point in spending $10 on a game that is merely mediocre? The last time I checked, there's still thousands of great games out there, many obtainable for around this figure. Life's too short for 'average'
But hey I did pay 5 bucks for Dark Mist who's a really average game and 8.99 for Flow who's really meh, Rez was better than expected though.
Just a heads up, this is coming to PS3 apparently. The press release just hit today.
Edit: Nevermind, I found the press release on their site. haha.. http://www.soldner-x.com/index.php?opti ... 6&Itemid=1
I would link it, but it's via Gamespress, and unless you have an account you'll just be denied anywho.Hong Kong - September 08, 2008 - eastasiasoft, Hong Kong based publisher of interactive entertainment, today announced further release details of their upcoming video game Söldner-X: Himmelsstürmer (URL: http://www.soldner-x.com) for the PLAYSTATION®3 computer entertainment system.
The PLAYSTATION®3 system version contains lots of additional new features not found in the original 2007 PC version release, including audio and visual improvements, updated game play, trophies support and much more.
Söldner-X: Himmelsstürmer is anticipated to be released on the PLAYSTATION®Network in North America in October 2008, with other territories expected to follow shortly after.
Edit: Nevermind, I found the press release on their site. haha.. http://www.soldner-x.com/index.php?opti ... 6&Itemid=1
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dave4shmups
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It's been in the works for a while actually for the PS3. It's a shame they're omitting an XBLA version, I've talked to the dev about it but their publisher apparently didn't want the game on XBLA...though they have plans to include XBLA for their next title. Anyways, not trying to hate on the PS3 (this game is actually one of the reasons that I'll be buying a PS3 again-yes again- later this year or early next) but it would have been cool for the publisher to do its part for the genre by getting this game to as many folks as possible. Looking forward to playing this on a console though!
http://www.play-asia.com/paOS-13-71-7s- ... -255r.html
$30 on Play-asia for a limited time. Might be worth it if you don't have a PS3.
Even at $30, I'm still on the fence. I don't particularly care for the "special edition" style material that I buy, but never use. Especially when one considers the additions that are coming to the PS3 version: more animations, enemies, bosses, etc.
This bit of info on the main website does concern me:
$30 on Play-asia for a limited time. Might be worth it if you don't have a PS3.
Even at $30, I'm still on the fence. I don't particularly care for the "special edition" style material that I buy, but never use. Especially when one considers the additions that are coming to the PS3 version: more animations, enemies, bosses, etc.
This bit of info on the main website does concern me:
I'm basically reading this as a restructuring for casual gamers. Can anyone who has played the PC version reiterate any concerns they had with the default difficulty?Rebalanced game play with an easier default difficulty
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worstplayer
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Yeah-it's so frustrating! I've recently been getting into Steel Saviour so I thought I'd give Soldner-X a whirl on the PC too.It's got great graphics,a satisfying chaining system and compelling unlockables but the weapons are so ridiculously underpowered (even after powerups) that it makes the whole thing stupid.The beam weapon does nothing,and I mean nothing!And there's no initial bomb stock to save the day either.worstplayer wrote:Weapons. They don't work.RackGaki wrote:Can anyone who has played the PC version reiterate any concerns they had with the default difficulty?
There's a lot of similarities with Steel Saviour (rant,rant,rant,obsession...): beautiful graphics,powerups released by chaining, and initial underpowering to create tension but in Steel Saviour the weapons quickly become effective making the gameplay quite an emotional experience whereas in Soldner-X those weapons just stay useless.
It's claimed that the PS3 version will have rebalanced gameplay-maybe there could be a PC sequel with the same.Or maybe Play-Asia could knock it down to £3.50...anyway it's pants but I still can't stop playing it lol
No. Actually, both games are very different in every way.320x240 wrote:Did some of the same people work on both Steel Saviour and Söldner X?
I played both regularly for some time and my experience is very similar to mjclark's - Soldner's chaining system felt fresh and satisfying at the beginning but the underpowered weapons, at the beginning a welcome challenge forcing you to concentrate fire on key enemies, make the game pretty much unplayable in later levels.
Steel Savior on the other hand is a whole different beast - the (quite powerful) secondary weapons are key to survival. Even the most skillful dodging will get you killed if you don't chain.
Also, the ship designs in SS are rather surreal and original.
Btw, here's a solid playthrough of level 1 (split in 2 parts):
http://www.youtube.com/watch?v=xkXxNDcz ... re=related
http://www.youtube.com/watch?v=9eKTHOPS ... re=related
Saving up secondary weapons for the boss = game over;-)
Last edited by Necronom on Tue Nov 11, 2008 6:29 pm, edited 1 time in total.
Hahaha, that's my playthrough. Thank you as well, I appreciate you think it's a solid run. I cannot explain how many times I recorded and died in so many lame and bad ways... I have a second chapter run where I managed not to lose all my lives but I missed way too many enemies so I might make a new one. Get ready for another 11+ mins. Luckily you can play the stages you beat... But going through the entire chapter 3 and trying to survive the 4th to unlock it implies 20+ mins, which is clearly something not many are ready to bear.Necronom wrote:No. Actually, both games are very different in every way.320x240 wrote:Did some of the same people work on both Steel Saviour and Söldner X?
I played both regularly for some time and my experience is very similar to mjclark's - Soldner's chaining system felt fresh and satisfying at the beginning but the underpowered weapons, at the beginning a welcome challenge forcing you to concentrate fire on key enemies, make the game pretty much unplayable in later levels.
Steel Savior on the other hand is a whole different beast - the (quite powerful) secondary weapons are key to survival. Even the most skillful dodging will get you killed if you don't chain.
Also, the ship designs in SS are rather surreal and original.
Btw, here's a solid playthrough of level 1 (split in 2 parts):
http://www.youtube.com/watch?v=xkXxNDcz ... re=related
http://www.youtube.com/watch?v=9eKTHOPS ... re=related
Saving up secondary weapons for the boss = game over;-)
You guys made me want to reinstall the game and record the rest of the stages.
What I do like is that it forces you to be aggressive. There is no such thing as waiting for the bullets to come in pretty patterns (although some bosses throw stuff you can wait a bit to dodge but they have so many unexpected/bullshit attacks...) Fight fire with fire.
This game is obviously not everyone's cup of tea but I have to agree with the others, I found it more enjoyable than Söldner X. Perhaps it's the bosses that look threatening, the heaps of big, pretty and strange ships, the imagery/ambience and the music.
Back to Söldner X, will the PC version get a reprint or megapatch with some of the improvements of the PS3 one? 'cause it would be quite sad for those who forked quite a good amount of money for it.
edit: and yeah, be greedy with the secondary weapons and get ready for a blunt game over.

NOW REACHES THE FATAL ATTRACTION BE DESCRIBED AS "HELLSINKER". DECIDE DESTINATION.
Yes-a megapatch to give a bit more serious firepower would transform Soldner-X.There's a whole thread about lack of balance in the game on it's official forum here: http://www.strikebang.com/showthread.php?t=3420.Some people there claim that it's very well balanced but deliberately superhard.Hmmm....
....Oh well,maybe time for a Steel Saviour revival instead
....Oh well,maybe time for a Steel Saviour revival instead

I was able to finally get this game thanks to the price drop. I read all the back and forthing about it, but since I don't have an issue with Euroshmups, I decided to give it a whirl... and I'm glad I did.
Graphically, it's quite impressive. Lots of detail in damn near everything, smooth animation on the objects that use it, and some nice effects. The music is well done, and the sfx are fitting (even if they're not really stand outs). I also like having to find enough of those hidden keys to unlock the "true" final level and boss.
Regarding the weaponry and their power (or lack there of), I've beaten the game on Easy and Normal (Normal was pretty tough) without continuing, so I personally don't see the whole "weapons are too weak throughout" argument. Yes, they're weak in the beginning, but after a few power ups, the enemies don't pose that much of a threat (especially if you aggressively chain and go after the enemies during the first two halves of Stage 1). Oh, and I've kicked some righteous ass with the lightning shot. It's not too good against the bosses, but it can help build up your chain meter fast with the groups of popcorn enemies (faster than the regular spread shot can).
Overall, I like it. It's not breaking any new ground, but it sports very nice graphics, good music, and offers a solid challenge with hidden stuff to uncover. All the extras in the long running Limited Edition are good perks as well, making the whole package worth while in my opinion.
Graphically, it's quite impressive. Lots of detail in damn near everything, smooth animation on the objects that use it, and some nice effects. The music is well done, and the sfx are fitting (even if they're not really stand outs). I also like having to find enough of those hidden keys to unlock the "true" final level and boss.
Regarding the weaponry and their power (or lack there of), I've beaten the game on Easy and Normal (Normal was pretty tough) without continuing, so I personally don't see the whole "weapons are too weak throughout" argument. Yes, they're weak in the beginning, but after a few power ups, the enemies don't pose that much of a threat (especially if you aggressively chain and go after the enemies during the first two halves of Stage 1). Oh, and I've kicked some righteous ass with the lightning shot. It's not too good against the bosses, but it can help build up your chain meter fast with the groups of popcorn enemies (faster than the regular spread shot can).
Overall, I like it. It's not breaking any new ground, but it sports very nice graphics, good music, and offers a solid challenge with hidden stuff to uncover. All the extras in the long running Limited Edition are good perks as well, making the whole package worth while in my opinion.
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professor ganson
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Some footage from the PS3 version. Seems they tweaked the weapons a bit...
http://www.gametrailers.com/player/43134.html
http://www.gametrailers.com/player/43134.html