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CYGNI: All Guns Blazing


Maf

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Oh shit, a bullet hell game with high production values? Yes, please

 

 

Looks like this game was announced 2 years ago but I couldn’t find a thread for it. Not sure I’ve seen it before but it’s on the radar now. 

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On 25/08/2022 at 11:22, Maf said:

Not sure I’ve seen it before but it’s on the radar now. 

 

@mfnick It's not Konami per se. The game was in development for almost two years at an indie studio (founded by some Pixar alumni, interesting career switch). Konami just swooped in as a publisher last year for some reason.

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I don't really know what Konami are up to these days.  They've certainly lost a lot of goodwill over the last, heck, 20 years probably with occasional worthwhile games.  It's hard to say if their turn to a shittier business paid off in profits.  Maybe it was, it's hard to tell.  I suppose them still existing means something.

 

But they've got to be aware of that reputation, and surely there are those there that care about their legacy and want them to be there again, and I suppose that's how decisions like this are made.  I'd like to see Konami get their shit together and maybe this is a start.  Those Contra and Castlevania collections come from a place of care too.  Even that other new-ish Contra game didn't come from a place of cynicism to me; they tried something and it didn't work out.

 

So critical support for Konami when they make good decisions.  I hope this is one of them.

 

Like Dangerman, I also get Under Defeat vibes from it.  I'm not a shmup guy but I liked that and this does look very nice.

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Very unusual for a big outlet to spend so much time on a game like this, but nice to see (even though the very American format with the cheering crowd is insufferable). Generally speaking it still looks promising, but there are a few things that I find a bit worrisome. For one they seem to imply that not all damage is avoidable (the ship has an HP bar) which I think is a fundamentally bad way to design an action game. I'm fully on board with Koji Igarashi's ideology that it should technically be possible to get through a game without taking a single hit, no matter how difficult it would be. Secondly at some point they show some sort of customisation/inventory and I'm not a big fan of that. I think shoot'em ups should be streamlined above all else and have their complexities in a layer below, but that's just me. And lastly they show a certain segment with randomised level geometry which kind of defeats the purpose of getting better trough replays? Hopefully it's just an exception and not a recurring thing.

 

But that all said it's obvious they're trying to do something a bit different than your usual Japanese shoot'em up, so I'm ready to find out whether it works or not. Some stuff in Sine Mora would probably have put me off on paper but it turned out to be one of my all-time favourites, so you never know.

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