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#Game Arts

Silpheed Review Rewind

Feel the need for Silpheed.

When Game Arts released Silpheed on the Sega CD in 1993, the game was frequently compared to Star Fox; the latter usually winning over critics more than the former. Being released within 6 months of Star Fox and featuring a similar visual theme of polygon graphics, Silpheed was sometimes written off as a mere knock-off of Nintendo’s successful three-dimensional shooter. A somewhat misguided conclusion considering that Silpheed was originally released on the PC platform in 1986, pre-dating Star Fox by seven years.  It was also criticized for being too simplistic with its 2D shooter mechanics against the pseudo 3D background. But a deeper look into the gameplay of Silpheed (and some honest hindsight) reveals a game that stands on its own and delivers a fairly unique experience rarely had in home console gaming at that time.

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Dokuro Review

Despite its charming personality, this puzzle-platformer doesn't have much going for it.

I've been putting off writing this review for at least the past week because I was having a hard time contextualizing my feelings for Dokuro. In short, the game wasn't gripping me, but I couldn't put my finger on exactly what it was that turned me off. Was it the progression? Couldn't be - it offered a consistently growing repertoire of abilities. It wasn't the aesthetic; that held plenty of appeal, as did the characters contained therein. All along I thought to myself that it must be the challenge. But with a mix of easy and harder puzzles, how could that be the problem? Well, after some further reflection, there's no question that the challenge level of the game is the cause of my apathy. Let me explain.

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