Shmups are fascinating in that not only do they create unreasonable situations for the player to overcome; they encourage that same player to test their agency, see how much of themselves they're willing to risk just attain a hi-score. You see it all the time when enjoying your favorites. Just when you've found a bit of comfort underneath the enemy's torrential bullet storm, you give it up for a multiplier bonus, a loose medal nearing the screen's edge. In Seirei Senshi Spriggan's case: chasing extra points means adapting to incalculable variables. Don't let your choice of weapon become your identity. Flow like an unassailable river through the armada. Burn away the rigidity, dive into the chaos, and learn to live with the hell you've created.
Admittedly, my expectations going into this MUSHA successor were much too high. I went in expecting a mecha masterpiece that'd blow doors off hinges. That didn't happen. Slight feelings of disappointment crept in as I tried to navigate the confusing weapon system. Even after multiple runs, I still haven't caught a high comparable to some of Compile's other works. What they did here is very good but requires a specific state of mind to fully appreciate. There's a lot to learn, and anyone unwilling to adapt will have a bad time.
Let's jump right into that confusing weapon system, shall we? It's integral to the game's flow after all. Every few seconds, something carrying an orb will make its way onto the battlefield. The contents are going to be one of four colored orbs. Red, yellow, green, and blue. Don't be too concerned about assigning them elemental affinities, because whatever traits they have are subject to the current orb combo. Indeed, the Spriggan can hold three orbs at a time. When a fourth orb is obtained, it pushes the rest, kicking out the rightmost orb. There are a ton of weapon combinations to work with, and I mean really work with. Most of the possibilities don't provide a dependable forward cannon that chews through anything directly ahead. Take GYR (Green, Yellow, Red) for example. Most of its power is in the fireballs shooting from the sides. The wave shot that fires out the front is barely enough to handle popcorn enemies. This is a situational weapon, but it's so easy to pick up three different-color orbs that you'll end up with it for large stretches of the game. Another common one is YGB; a decent homing shot for hitting bosses from obtuse angles, but woefully useless elsewhere. You can see why I'd have friction with the weapon system, because there's a very good chance of getting stuck with something dysfunctional.
In Seirei Senshi Spriggan, there's no point in favoring a specific weapon. I know some combinations can be troublesome to handle, but it's not as if I was ever forced to hold onto them. Pressing button II sacrifices the rightmost orb, creating a large bullet-clearing explosion. Replacement orbs are just a few seconds away, so don't expect to be underpowered for long. Also, while GYR & YGB aren't ideal for most scenarios, GY is a lovely little fallback with its combo of cannons and wave shots. Just don't go wild with bombings. The mech isn't surviving anything with its miserable peashooter.
Another reason to keep cycling through weapons is because every orb is worth a thousand points. That's the equivalent of about a dozen enemies, not something a score-chaser can simply ignore. If you're the score-chaser, then get used to situations where the current weapon could be anything. Unlike MUSHA, with its awesome weaponry stacked on top of awesome weaponry, you'll have to be constantly mindful of positioning and momentum, especially since shields are limited to the flashing orbs. They're not rare but still spaced out enough to leave orb-less players feeling incredibly vulnerable. Annoyingly, the invulnerability period after a death is rather short. Compile loves its momentum-based shmups where you can potentially lose multiple lives before managing any sort of recovery. Bomb management and constant adaptation are the central tenets of survival. You're never going to have the optimal solution for a problem, so practice learning stage layouts and enemy spawns. Knowing where to go takes practice, and higher difficulties pile on the unreasonable situations. It's a deep game, no question.
I could give you tips on when to drop bombs, but even newcomers shouldn't have much trouble picking out the best times. Stage 5 turns the tables on orb-lovers out there with its generous supply of mech-crushing purple orbs. These spheroids tend to pop out of destructible tunnels. You'll know exactly what to do when you see four of them lined up next to each other. Other "just bomb this" sections aren't quite as obvious and will depend on the player's style and weapons. Some shot-types are good at erasing projectiles, so try to strategize around them. If you can clear sections without bombs, then you're defying expectations and achieving another level of skill. Isn't that just the most satisfying feeling?
Seirei Senshi Spriggan's level-design takes full advantage of the player's impractical weapon setup. I already mentioned stage 5's orbs, and every other stage has one or multiple obstacles that make it unique. Stage 2's first half is packed with killer fish that leap out of the water at seemingly random points. More organized and even deadlier are the mech-eating planets that adorn the second half's sides. Their bodies are durable and their bite is quick, so don't underestimate either. Fans of giant worm-like creatures will love the following stage. These gruesome things fly in set patterns, often using the narrow corridors as a means to apply pressure. Oh, and try not to get blindsided by falling rocks. The level of difficulty is a clear step above MUSHA. The myriad unique enemies and obstacles are less "Huh, pretty neat." and more "Well, I'm gonna die." Still, from my limited experience, it's fair. Reacting to a scenario gone sour and surviving happens on a semi-regular basis. We haven't reached the mania that is Robo Aleste. Don't hold your breath expecting me to look at that Sega CD shmup.
I already mentioned it in my Space Megaforce review, but Compile loves its difficulty settings that erase the player's confidence and forces them to start from scratch. Hard is a noticeable step above Normal, and Super Hard is when the wolves descend. It's not just the bullet density that gets you; it's the speed at which they move. Whatever I knew from playing the first two settings flew out the window when I was blindsided by one of the first enemies in stage 1. It's starting to sound like I'm just padding reviews out by mentioning that the harder difficulties are indeed hard, but I'm just trying to stress how valuable it is that the developers take time to really push the limits of their game. Naxat Soft used to hold an event called the Summer Carnival. Much like Hudson Soft's Caravan Festival, this was the time when they'd introduce their latest STGs to mostly pro players. Thus, the developer knew the exact audience they were catering to. Giving them anything less than a considerable challenge would have been disappointing, I'm sure.
Ultimately, Seirei Senshi Spriggan does more than enough to stand out from under its predecessor's shadow, it just requires a little extra time to warm up. Mastering a weapon system that's in a constant state of flux is bound to flummox newcomers who are still trying not to die horribly. Give it patience, and one just might unearth a deeply enjoyable adventure. Just don't expect to ever turn your brain off and revel in the destruction. Think ahead, and adapt, always.
| Be sure to check out the score-attack & time-attack modes! |

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