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Sin & Punishment: Star Successor print ad for the Nintendo Wii circa 2010
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[Review] Sin and Punishment: Successor of the Skies (Wii)
A cool and hip sequel.
With my TV setup all repaired, it was time to revisit this mini-series of Treasure rail shooters. Released nine years and two console generations after the first game, the visual and technical prowess on display have had a huge boost and there's more control options, but the plot doesn't make any more sense!
The year: irrelevant. In fact the only link back to the original seems to be that the star is Isa, the son of Airon and Saki, who can also transform into a kaiju thanks to the cursed blood inherited from his father. Since I have a proper translated manual this time I was able to get some background... oh wait, nothing in the story blurb really comes up in the game... in fact, I would say it just raises further questions! The plot of the game itself starts in medias res and never really slows down to explain what's going on. Suffice it to say you play as a pair of anime tween supersoldiers who are on the run from various interdimensional factions of superpowered biomonsters and have to blast everything in sight. That's all you really need to know.
Accompanying Isa is Kachi, a defected alien double agent hard light hologram in human form... or something. You can choose to play as either of them; Kachi has a sort of auto-lock on aim assist and a multi-lock charge shot, while Isa has an explosive charge shot. I opted for Kachi and had a grand time on Easy mode, finding it plenty challenging enough (very nice to have the option!). You spend the entire time in Japan but with sci-fi trappings, fighting through ruined cities, deserts, underwater tunnels, a yokai dreamscape, a militarised volcanic Mt Fuji, and finally a cosmic boss rush where each boss gets new forms.
Much like the first game, it's a genre-hybrid rail shooter/gallery shooter/platformer, only the platforming is much reduced. You can still technically run along the ground but the pathetic jump might as well not exist, and both characters can at any time float anywhere on screen (Isa has a back-mounted hover sphere, Kachi a hoverboard), and their mobility is further augmented by a dodge move. Staying on the ground does get you a point bonus for whatever that's worth; the game is always prompting you to upload your scores to the now-defunct online leaderboards. But despite allowing for hardcore score-chasing and high-difficulty challenges I like that it remains accessible: there's still a stage select, and lives have been abolished as you can now freely retry from checkpoints at the cost of a score reset.
The stages are always full of action, the 16:9 widescreen display flooded with enemies to blast at, your multiplier filling up as you prioritise between chunkier mechs, vehicles, or creatures or the floods of creatures and soldiers, in every moment deciding between rapid fire, charging your lock on, or the melee attack for up-close big damage or reflecting projectiles. I rarely felt overwhelmed though as the action is communicated and paced well, and the game's solid and consistent 60fps framerate both helps keep things clear and is impressive on a technical level. Each level is long, with multiple miniboss fight setpieces strung through them with the shifting perspective keeping things fresh. If there's one criticism I have it's the occasional use of bullet hell-like patterns during boss fights because in these moments where it's most important, I wasn't clear on what my character's precise hitbox was. But the melee attack and dodge can help to get you through these waves of projectiles so you don't have to be a total movement wizard.
Multiple control schemes are on offer: the Wii pointer style works well for a shooter like this and all the functions are bound sensibly. I preferred using this for the level of control you have over your cursor, although it's hard on the wrist in long sessions. When my cat happened to be sleeping on my lap and I couldn't use cushions to help prop up my pointer hand, I switched over to Classic Controller mode which worked fine too. It's certainly a more straightforward scheme than the N64 controls of the first game even despite having new functions, thanks to dual-analogue being the new standard.
I'm very pleased with how much this game built on the foundation of its predecessor. The brief seems to have been to constantly have something cool happening, and it certainly succeeds at that. The battles that you get in the middle of make the world feel alive and dangerous, and the shapeshifting boss characters give a nice sci-fi feel. The character models don't have the distinctive pinched marionette look of the first game; rather, there's an attempt at realism mixed with large anime eyes and prepubescent proportions for the protagonists that I don't think works as well, despite the upgrade to voice acting and mocap. Still, it's a brilliant sequel in most ways, an exciting action thrill ride with good options and an amusingly careless approach to coherent story.
#sin and punishment#sin and punishment successor of the skies#sin and punishment star successor#treasure#wii#review
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Sin and Punishment: Star Successor - Stream Announcement
There are moments where it feels like we may never get a Treasure game again. But, that doesn't mean we can't appreciate what came before.
Thus my first time playing through the Sequel to Sin and Punishment; Star Successor. Tonight at 6PM CST.
twitch.tv/megiddo_ichi
#sin and punishment#Sin and punishment star Successor#Stream announcement#Envtubter#indie vtuber#Vtubers on tumblr#twitch affiliate#megiddo ichi
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Sin & Punishment: Star Successor/Successor of the Skies - 2009 (Nintendo Wii)
#sin and punishment#sin & punishment#sin & punishment star successor#wii#gif#nintendo wii#videogame#sin and punishment successor of the skies
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(via Sin & Punishment: Star Successor)
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Some of Nintendo’s Sinners
Individuals below.
Good Morning, Airan.
Used to be in Smash, Saki.
Should be in Smash, haha, jk, unless, Kachi/Achi.
Don’t go having a child. This is no future for children, Isa.
WAYYYY different in the manga, Leda.
I don’t remember her name, Hibaru.
A red head named, Ariana.
#Sin and Punishment#Star Successor#Saki Amamiya#Achi#Kachi#Airan Jo#Isa Jo#Leda#Hibaru Yaju#ariana shami#Nintendo#Pixel Art#My Art#January 2023
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Anarchy; Sin and Punishment: Star Successor
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Sin and Punishment: Star Successor (Wii)
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1,647.) Sin & Punishment: Star Successor
Release: October 29th, 2009 | GGF: Arcade, Action-Adventure, On-Rails Shooter, Shoot 'Em Up | Developer(s): Treasure Co., Ltd. | Publisher(s): Nintendo Co., Ltd. | Platform(s): Wii (2009), Wii U (2015)
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Tonight at 6 PM CST: I'm returning to Treasure's N64 masterpiece, Sin & Punishment, to take on the extra boss-filled hard mode! We'll also look at some of the extra story and character details in the manual, and start the Wii sequel, Star Successor, if we have time! This is one of the coolest and most bonkers games I’ve ever played, so you don’t want to miss it!
On twitch.tv/kerbumble!
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#Gamefemerides
Hace 14 años se lanzó Sin & Punishment: Star Successor. Es un juego de disparos en rieles para Wii, desarrollado por Treasure y publicado por Nintendo. Es la secuela de Sin and Punishment de Nintendo 64.
Sucede muchos años después del primer juego, Star Succesor se enfoca en Isa Ho, el hijo de Saki y Airan del primer juego, y una misteriosa mujer llamada Kachi.
#LegionGamerRD #ElGamingnosune #Videojuegos #Gaming #RetroGaming #RetroGamer #CulturaGaming #CulturaGamer #GamingHistory #HistoriaGaming #GamerDominicano #GamingPodcast #Podcast #Treasure #SinandPunishment #SinandPunishmentStarSuccesor #Nintendo #Wii #WiiU #RailShooter #Shooter #Coop
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Super Robot Wars J: Moon exists because its actually a colony ship for a millions years old warmonger human race that also seeded human life on earth that space debris formed around
Master of Mosquiton: Moon houses ancient super advanced tech fought over by an ancient russian robot and non denominational vampire as well as protected by a sphinx
Dragon Ball Z: Moon blown up a second time by green alien to once again stop were-monkey
Akira: Moon gets giant crater punched into it as a show of strength to entertain an audience
Me:
List Of Media Where Something Fucked Up Happens To The Moon
despicable me (moon theft)
miraculous ladybug (moon split in half)
hermitcraft (moon big)
feel free to add
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twitch_live
[Now Live with Sin and Punishment: Star Successor]
It's yet again time for Soldiers, Mutants and a Determination to Shoot. Tune in to see what Sin and Punishment on the Wii looked like.
Twitch | Twitter | VOD Channel | Discord
#sin and punishment#sin and punishment: star successor#envtuber#indie vtuber#vtubers are live#twitch affiliate#megiddo ichi
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[Review] Sin & Punishment (N64)
A cool, hip, and experimental rail shooter.
Lylat Wars is easily one of my favourite N64 games. Another well-regarded entry in the rail shooter genre on that console is Treasure’s Sin & Punishment: Successor of the Earth/Stars aka Glass Soldier, a cult classic Japan exclusive. Until the Wii Virtual Console that is, where it was given an international distribution and the menus were newly translated (the game's spoken dialogue was already in English). Then came the Wii U Virtual Console release with new controller remapping features (essential for this game if you ask me) and savestate support, and that's how I played it.
It's an unusual sort of rail shooter as it has platforming elements, and a stop-start pace akin to gallery shooters. One level even plays out like a sidescroller! Your character is on foot and for the most part advances automatically but can strafe side to side. The control scheme is actually pretty complex, not helped by playing it on a controller other than its native release, and fumbling with it cost me a few cheap deaths. The ideas are sound but it feels like it demands a lot of practice and mastery, even on Easy difficulty. Thankfully checkpoints and credits are generously handed out, so even without savestates it's doable.
Your analogue stick controls the cursor, while C-Left/Right strafes/rolls, shoulders jump. The Z button is the all-important shoot function, a rapid-fire stream of projectiles. Holding it down makes for easy DPS but tapping it at the right moments instead does a sword strike for bigger damage and the ability to reflect projectiles back, which is a necessity for certain fights. The A button toggles between free fire and a lock-on reticle that isn't as useful as it sounds, but has its moments.
At this point I'd like to explain the story... but the truth is it's nigh-incomprehensible. Presumably the manual set up the premise somewhat, but in this release we're dumped into the post-apocalypse in medias res, in the unthinkable future year of 2007. What follows is a torrent of superpowered moody anime teens blasting monsters, soldiers, and robots, flatly delivering dialogue about saving the world and the conflict between various proper nouns. The genetic mutants are called Ruffians with a straight face, and the main character Saki soon turns into a kaiju himself, at which point sidekick Airan takes over as playable.
After blasting away an entire armada single-handed while floating on a telekinetically levitated slab of scrap, she enters a vision of the yet more unthinkable future of 2017, meets her own son, and manages to contact spiky-haired Protag-kun sufficient to revert him to semi-human form. Airan, sadly, quickly becomes helpless and Saki takes the reigns, blasts some fools, and eventually blows up a mock Earth which is trying to supplant our Earth. I think it's a metaphor. Anyway your friend the magic god lady turns out to be an alien or something who engineered the whole thing as a test of the powers bestowed on you by her magic blood... I think. So yeah, it's a big pile of anime tropes, poorly-explained sci-fi wackiness, and nonsensical twists, but as an excuse for some cool setpieces and visuals it's perfectly serviceable.
The setting is presented in a cool way within the N64's polygon limitations. There's good use of colour and the shifts in perspective from level to level keep things fresh. The English dialogue however was probably an afterthought for the Japanese audience, and for a native speaker it's flat and stilted, not to mention tinny from cartridge compression. At times they apply mechanical filters and it becomes genuinely difficult to make out. Certainly leagues below Conker's Bad Fur Day, the gold standard for voice production on N64.
In most ways for an N64 it's genuinely impressive, and experiments in some interesting ways. I don't think it quite comes together well enough to best the purity of Lylat Wars, but they can coexist comfortably. The fact that you can save and jump into completed chapters makes it approachable, and there's little penalty as you don't have any resources to expend apart from credits to continue after a death. No resources does mean there's no helping you out of a pinch though; instead you just have to learn the patterns and get better at reacting. Overall for Treasure I think it's much more successful than Wario World, even if it's trying to fit 10 pounds of story into a 5-pound story bag.
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Just leavin this here anytime I need it for... moon related purposes
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