Full disclosure: In fourteen-plus hours of play I haven’t completed close to every challenge in
Luftrausers, nor have I gotten the final round of unlocks. In spite of the grevious rust on my arcade skills and that unsettling new noise my PS3 is starting to make, I
did manage to reach the maximum experience level, unlock all of the 'core' parts and (most crucially) complete the Reverse Noah, killing at least two of every enemy. So while this isn’t a completely comprehensive review, it’s as close as I’m going to get to “finishing”
Luftrausers while it’s still remotely current. I also don’t have any screenshots, as I bought the PS3 edition – the only version I'm actually equipped to run – and don’t have a means of taking captures. I’ll be making do with MAME caps of its most evident ancestors and a staggeringly awkward and nerdy parody of a
MIDI approximation of
a rock-and-roll cover of a
public domain folk song, if you want to stop reading now.
Three aspects of
Luftrausers piqued my interest from the very beginning:
First, the initial resemblance to
Time Pilot and
Choplifter, two of the titles that helped define my early gaming experience. These games helped me to develop the Zen that allows one to accept constantly, frustratingly,
unfairly dying in a tiny pretend aircraft without giving in to anger and destroying expensive electronics – and this proved to be a valuable trait indeed when playing
Luftrausers.
Second, the Vlambeer and Devolver brands. I’ve come to associate both
of these with brain-eating outings that extract surprisingly deep
gameplay from very simple mechanics. This is the team-up my more
misanthropic side is curious to see take on a real life
Polybius (although some copyright troll is likely sitting on the name) - though, as I’ve
mentioned before, Devolver-published
Hotline:Miami might already have been it.
Finally, it was less than ten bucks on PS Plus, but wasn’t painfully
artistique and looked more robust than a port of some sucky mobile game or yet more tower defense (full disclosure continues).
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Oh, it starts out sort of like Time Pilot |
At its core,
Luftrausers does operate – and feel – much like
Time Pilot (although with heavy gravity and an
Asteroids-like thrust mechanic). As a plane that turns via rotation rather than on its axis, you fly through a
free-scrolling
environment shooting down “small” enemies chained as quickly as
possible until a “big” enemy appears. Tension is maintained with
constant opportunities to push things just slightly too far, snatching
defeat from the jaws of victory, and those opportunities do often prove
irresistible.
In
Time Pilot this usually involves trying to
grab parachutists or challenge far too many fighters at once (to burn
the 'shot down' counter) where retreat would be the much wiser path. In
Luftrausers the situation tends to arise when trying to keep a
score-multiplying combo going for just
one more enemy, or refusing to pull back from a near-sunk battleship to heal despite being one hit from destruction.
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But it feels more like Joust when you fall |
While the basic gameplay remains the same throughout, the feel of
Luftrausers changes dramatically with the first weapon unlock. Trading the generic Machine Gun for the Beam results in a strange, vaguely
WarioWare-esque
situation of fending off an incoming armada with what handles like a
broadsword strapped to a turntable. Even a change as seemingly minor as
swapping the Default body for the armoured Heavy radically changes the
nature of engagement – being able to soak damage makes for a very
different response to a bullet hell environment, but you can almost
physically
feel your Rauser struggling to ascend, to the point where I had to double-check if the controller was rumbling (no).
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With the bullet spam of Raiden Fighters |
The options only become more varied from there, from essentially playing
as a torpedo when equipped with the Nuke body (smartbomb on death) and
the Underwater engine (no damage from the bottom boundary), to gently
bobbing about the sky blasting apart swarms of fighters from within with
the self-explanatory Spread gun, Bomb body and Hover engine.
Mercifully, the game’s progressive goals are keyed to individual parts
rather than specific combinations, so you never find yourself stuck with
one of the more…esoteric…loadouts for any duration. Even the ‘Random’
kit options (unlocked after collecting all the base parts) have goals
for the option rather than its result, allowing you to redraw until
you pull a viable setup. Of course, this
will immediately be exploded, sticking you with the Homing Missiles and Booster engine again on respawn.
After the first hundred games or so, I settled into the Warturtle
(tank-suitable Heavy body, Underwater engine, and the cluster-firing
Cannon) as my default build. Sacrificing dozens to experimentation, I
developed the primary tactic of flying straight up to attract a
combo-raising wing of fighters, turning suddenly at the cloud line, then
diving down below the surface, finally breaching like a majestic
manatee to shell ships’ decks. The Heavy body can survive a pass through
a Battleship’s fire in each direction, and the Underwater engine turns
what would be certain death into a respite from the worst of the
barrage. Also, the Warturtle’s music lays down a funky robot-detective
groove. This is only my example – the sheer range of options and
potential tactics provides at least one ship for every preference (and a
few that, I contend, no-one could possibly want, ever).
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But it isn't much like Gorf at all! |
Aside from the volume of objects onscreen,
Luftrausers’ gameplay is surprisingly era-appropriate. It’s presentation, however, is much more anachronistic. Again like
Hotline:Miami,
it gives the impression of the age it emulates, while subtly
incorporating technical feats not possible before recent hardware. This
is not necessarily a negative, and ultimately defines a lot of the
Luftrausers
experience - it succeeds in capturing the spirit of the time and genre
while applying modern sensibilities and sophistication to the rougher
parts.
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(theremin solo) |
Luftrausers’ graphics are monotone - limited to a half-dozen colours per palette - and enemies are single-shade silhouettes, but it keeps track of dozens of them, along with their damage status, even when offscreen. On-screen, these masses are displayed along with their shots (which reach ridiculous quantities when Battleships are present), your shots, and particle effects representing damage and smoke. Even excluding the real-time reflection of all of the above when the water’s surface is visible, this “retro” experience would easily require more computing power than an entire arcade’s worth of actual 1982 games.
For comparison, above is the Commodore 64 version of
Choplifter already pushing the limits of the display (at least what could be done with it in 1982), and below is a moderately calm moment from
the PS3 version of
Luftrausers.
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(extended theremin solo) |
Compounding the confounding (but charming nonetheless), scenes are also punctuated with distinctly
late-80s/early
90s talking heads. As was the style at the time, these are huge and
lavishly detailed but with movement suspiciously limited to “mouth
flap”, “hand flap” and “zoom”
The sound, like the graphics, presents a deceptive
simplicity. Actual chiptunes begin to grate very quickly unless they’re
exceptional. Fortunately, like the visuals, the sound in
Luftrausers captures the essence of its inspiration but with thoroughly modern production.
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The scene unfolds something like Choplifter |
The composition is more modern than the retro tones of the instruments
would suggest. Each possible ship has its own variation of the BGM, and
the music soars from sparse to lush and triumphant as you push towards
the two-minutes-alive mark (although it loops seconds after). Enemies
explode with a satisfying ‘POM’, and distinct tones alert you when the
combo meter is at maximum or about to expire. Maddeningly, there is one
tone that isn’t distinct – although it only becomes an issue using the
Bomb engine. The sound of an enemy Fighter exploding is the same as that
of a missed Bomb going off harmlessly. There’s a clear ‘chirp’ for each
enemy killed on a full combo meter, but before that there’s no audible
difference between a missed Bomb and a hit target. If you’re trying to
count hits without a life-risking glance up at the counter, this can
prove a nuisance. It’s an exceedingly minor gripe, but it did cost me a
couple of runs at achievements that by all rights I should have had
that play.
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Set in Sinistar's free-scrolling space |
Looking at the game as a whole,
WarioWare comes to mind in
another way. The volume of distinct ships creates a considerable amount
of variety, but in the form of a hundred and fifty short variations on a
simple theme. There are a lot of ways to play
Luftrausers, but beyond the achievements and the fleeting desire to “master” the game, there’s only so much of
Luftrausers to play.
Is
Luftrausers
an outstanding game for eight (or even ten) dollars? Absolutely. Would I
spend more than one roll of quarters on it (in retrospect) given the
opportunity? Without question. I count
Luftrausers as more then my money’s worth, because even assuming the concession of
three
lives per game, I still played more than five times the game’s price in
credits. Do I anticipate making a lot of return visits to it, or feel
any particular compulsion to acquire absolutely everything? No.
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With the stark hopelessness of Defender |
After unlocking all of the base parts and defeating the ‘major’ enemies (the Blimp, Submarine and Laser Ace, arguably the Battleship), any further satisfaction from the experience comes down to, essentially, setting high scores. The Blimp is a boss fight worthy of any shoot-'em-up - bullet hell or otherwise - filling the screen with homing rockets and helix-twisting bullets while flying enemies swarm up from below. This in many ways marks the "end" of
Luftrausers, at least for the less obsessive/talented player. There are as many different ways to fight this one indisputably 'boss' enemy as there are part combinations, but it will always fight
you the same way.
Killing more boats and planes with more restrictive (or random) ship loadouts and victory conditions grants you the opportunity to apply your newly honed skills…by killing more boats and planes with more restrictive (or random) ship loadouts and victory conditions. The goals themselves are varied enough, and offer a range of skill and bounty-based challenges – although some of them are matters of sheer attrition, particularly the ‘kill X total enemies’ targets. Until I reached my personal arbitrary point of “unfair”, this
did serve as motiviation enough to keep playing.
At that point,
Luftrausers joined fellow arcade throwbacks
Castle Crashers and
Scott Pilgrim Vs. The World as an entertaining pick-up-and-play title I’ll likely revisit every few months, but not devote any significant further time to.
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And with Cobra Command's big grey faaace! |
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