![[ASSAULT SHELL] Original Single BETA SP2 No Continue CLEAR (Score: 752,282,725) [CC Commentary]](/images/yt/qk/assault-shell-original-single-beta-sp2-no-continue-clear-17fn.jpg)
[ASSAULT SHELL] Original Single BETA SP2 No Continue CLEAR (Score: 752,282,725) [CC Commentary]
This game is pretty weird. Due to its subpar visuals and presentation I expected to berate and mock this game...
But I ended up liking this game far more than I expected.
Assault Shell, in a nutshell (pardon the pun), is a bullet hell with very generous bullet cancelling opportunities. You can move, spread shot, focus shot, the juicy ones are the SP Weapon and Hyper. SP Weapon will shoot stuff that will cancel enemy bullets and for each shot type you can choose between one or two options, so the array of playing options available for you is abundant.
Then there is the exciting one. You can go Hyper in this Original Single up to 2 times: Hyper Stand, yellow, and Blank Stand, red. Activating one is quick by cancelling enemy bullets and get the Hyper gauge item, then press the Hyper button. Activating one works defensively; clearing all bullets on screen. This acts as your bomb. When active you also get powered up. BUT, while it's active the game's rank is increased, enemies will spew out more difficult versions of the patterns so it creates an unique and fascinating conundrum of should I bomb and get punished for seconds later, or play it safe and sacrifice both score and weirdly enough, your sanity for the looming thought of when, or if, you should bomb. For the safest bet it's best to activate them when the SP weapon is ready for extra protection.
So I find it a total shame the graphics is this lame!
To its defense, the stuff presented are... functional. It differentiates stuff well, show things clearly, etc, so it doesn't hamper gameplay, surprisingly enough. Though it feels jarring seeing flat surfaces. Like, super duper flat. Makes it difficult to judge the depth within the stages. Lackluster execution aside, I do like the enemy designs. Things are also easy to see.
The one I think the weakest aspect and deserves overhaul is the character illustrations. They are... functional. Just that. But the characters deserve to be drawn better, especially with the game's efforts to make you feel more attached to the characters like post-stage dialogues and all. I wonder if it's possible to get a premature game over by selecting wrong choices... Arguably, the way they're drawn is part of the game's charm? Certainly not my cup of tea, but that is a valid argument.
Overall when you can get pass its visuals, you'll get a surprisingly pleasant, well-designed, easy to chew bullet hell. This game is graphics upgrade away for me to love it.
#stg #shmup #assaultshell