Long before 'bullet hell' shooters became the flavour of the month, Technosoft's Thunder Force series took an almost perverse delight in humiliating players who foolishly believed they had the skills to beat even the toughest shmup challenge. Titles like Thunder Force III, IV and V were the pinnacle of 2D shooting excellence, but their high difficulty level arguably put off just as many players as it attracted, if not more. Still, these are shooters cut from a different cloth; they don't spoon feed you and instead task the player with upping their game to the point where simply surviving feels like a triumph.
Devil Engine may not bear the famous Thunder Force name, but it has certainly been inspired by the dormant shooter series (as well as others, such as SNK's cult classic Last Resort and the seminal R-Type). You take your highly experimental spacecraft and pilot it through six increasingly taxing levels, facing off against waves of enemies as well as bosses of both the 'mid' and 'end of level' variety.
Your craft has three adjustable speed settings (another nod to Thunder Force, although that had four speeds) and three different weapon types which can be changed by picking up the appropriate power-up. Collecting two more of the same power-up will enhance the strength of your current shot, and each one has its own unique 'Bomb' attack.
These are limited in number but, when used wisely, can be immensely destructive – and by taking down enemies and keeping your score multiplier high, you slowly-but-surely fill up a points gauge which, once it reaches 5,000 points, restores a single Bomb attack to your arsenal. Clever players can, therefore, stockpile Bombs throughout each level before using them to take down the boss at the end. You can also claim an extra life by hitting 50,000 points, so it pays to keep that multiplier high.
While three shot types might seem a little basic when compared to titles in the Thunder Force series or the mighty Radiant Silvergun, this trio covers all of the bases. The basic shot (red) is powerful and spreads outwards in a cone-like shape, which ensures you fill most of the screen with your firepower; its Bomb attack is a salvo of missiles which is even more destructive. The laser (blue) has a much narrower distribution but is more powerful, and its Bomb attack deploys two additional craft which add their laser fury to yours. Finally, there's the homing attack (green) which, as you might expect, takes the effort out of aiming but is the weakest of all three weapons. Its Bomb attack fires off homing missiles.
It's tempting to stick with the homing attack, especially as you spend so much of the game focused on avoiding incoming fire. However, each weapon type has its uses in certain parts of the game; the homing shot is too weak to repel waves of foes in open space, but it's perfect for when you're trying to navigate tight, winding corridors and often don't have a clear shot at enemies. Conversely, if you're facing a boss with a small weak spot, then the focused laser is always your best bet.
In addition to all of this, you've got the 'Burst' ability, which allows you to briefly absorb incoming projectiles. This feature is perhaps the most unique element of Devil Engine, and the single aspect which makes the game stand out against the titles it seeks so hard to emulate. Hitting the Y button (or the ZR trigger, which we found was easier during intense play) deploys a small vortex which draws in enemy fire. The more bullets you suck in, the higher your score multiplier leaps up, which – when you're not chasing a high score and simply want to survive to see as much of the game as possible – initially seems like as godsend.
However, you won't want to spam this ability too much, because your score is vital when it comes to using Burst effectively and (as we're already explained) restocking Bombs. The higher your score multiplier, the larger the vortex that is deployed when you execute the Burst command, but using Burst resets your multiplier completely, so there's a definite 'risk and reward' element to the system. There's no point in using Burst to suck in a small number of projectiles when you can just as easily navigate around them and retain that precious score multiplier; it's best used as a last resort in those tight spots where there is seemingly no clean route through the incoming hail of bullets. Knowing when – and how – to best use Burst is one of Devil Engine's most rewarding challenges (ProTip: Burst can also be used to change a weapon power-up icon into a different weapon type).
And it's a challenge that takes time. While Devil Engine has a tutorial which explains its mechanics, there's a high chance that your first game will be borderline embarrassing – and with good reason. You're automatically thrust in 'Hard' mode on your debut; it's only after your first play that 'Easy' mode is unlocked, and even that's not a walk in the park. However, by giving you a brief taste of its most challenging mode, Devil Engine does at least give you something to mentally aim for; you know that picking 'Easy' is a cop-out, and as your skills increase so to does your ambition to return to 'Hard' mode and prove your talent.
Devil Engine hides other aspects behind unlocks, too. As you play, the game keeps track of your total, lifetime score, and features such as extra continues, ships, music tracks and stages are made available as you play. There are even options to change what enemy bullets look like, add a defined hitbox around your ship and overlay filters on the screen, such as CRT-style scanlines. You also unlock special challenges which usually have a set objective (such as destroying waves of enemies without any of them escaping, or simply surviving against a seemingly impossible onslaught) and provide a stern test of your reactions.
This drip-feed of content ensures that your interest remains high even after repeated defeats, and encourages you to keep playing even in the face of abject failure. It's also a clever mechanic which keeps you playing and – as time goes on – improving your skills. Had Devil Engine simply offered an old-school 'Git Gud' approach then most players would lose interest; instead, it offers an approach which maintains interest, even if you're a novice to the genre. This also makes up for the lack of online leaderboards, which would have done much to extend the game's longevity.
In terms of presentation, Devil Engine does a fantastic job of mixing a wide range of influences and inspirations together; the alien armada in the background of level one is pure R-Type, while the snake-like enemy in level three reminds us of a similar-looking foe in Thunder Force V. Another level is a dead-ringer for Strite, a stage from Thunder Force IV. Heck, even the main menu even calls to mind the intro to Sol-Feace on the Mega CD, although this may not have been intentional on the part of the developers.
While 32-bit shooters are cited as a reference point by the team behind the game, the grainy, chequerboard shading used made us think of titles on Japanese personal computers, like the PC-88. Regardless of where its influences happen to come from, Devil Engine looks fantastic and sounds great, too – it has an incredible soundtrack which features contributions from Hyakutaro Tsukumo, who wrote the music for Thunder Force V on the Saturn and PlayStation. The vast majority of the music is composed by UK artist Qwesta, and mixes screeching guitars with jazz elements, making it perfectly suited for the frantic tone of the on-screen action. It also nails the trademark 'Technosoft' sound so well that you'd swear it was ripped from a pre-existing Thunder Force outing.
On one final note, playing Devil Engine with the Joy-Con analog stick is fine, but you're better off using the Switch Pro Controller or the Hori D-Pad Joy-Con. A proper D-pad is a must for a game like this.
Conclusion
It seems almost customary to include the phrase 'Not for everyone' in any review of a niche genre game, and while that certainly applies to Devil Engine, it has at least been designed in a way that encourages even the weakest players to keep trying and learn from their mistakes. The drip-feed of content is an effective incentive to pick yourself up and have just one more go, and although it is at times brutally difficult – even when compared to other tricky 2D shooters – it has the depth and variety to maintain your interest, and when you're at a competent level it's a heck of a lot of fun. The lack of online leaderboards goes against it, but if you're a fan of this style of game – and you're crying out for a title in the Thunder Force vein – then Devil Engine is well worth a look.
Comments 27
I'm excited to try this game now. Thanks for the great review! I just want to add that I've heard it runs at 60fps!
I'm really interested in it. The only problem is I absolutely suck at this type of game...
I'm just thinking about the big number of shoot them ups I've bought in my life but have never finished them. 3 or 4 on the Switch alone. The only exception I can think of now is Axelay on the SNES...
Looks rad; I’m not a bullet hell guy but I certainly appreciate the genre. May give it a spin after I clear my backlog.
@John_Deacon practice makes perfect.
Definitely getting this..
https://youtu.be/0aJPPWF62i0
Wow this looks pretty cool in a sea of shoot-em-ups.
Thanks for the review Damien! I thought it looked like one of the better new offerings.
Nice I'll get it once it dropped in price.
I was never really that into shmups, but recently I decided to give the genre a shot (heh). I picked up Black Bird, Iro Hero, and Rival Megagun all on sale, and I will probably add this one to the collection at some point.
I really want this game on physical. I've already double dipped on R-Type just to have it on a cart.
I like the overall look of the game, I just find all the projectiles and lasers could be better animated.
Shmups always look really cool to me, and I tend to enjoy them when I try them. But you have no idea just how bad I am at them. I don't think I have ever beaten one...
There's a reason the majority of games I enjoy most are either turn based or imprecise hack and slash titles. lol
Waiting on a potential physical as usual, otherwise I'll buy on Steam later. Nintendo wasted $1500+ of my money from 2007-now because they rather use transitory, non-shareable systems between consoles.
@retro_player_22 sad that a "retro player" needs to wait for a title under $20 to drop/barely see a profit to support such a game. This is why we can't have nice things. Niche genre, original game (I know, it's on steam), and priced in the teens. All positives. Support the price point where a dev can live, and it's also not seen as a middling piece of shovelware...so just maybe the trending uptick of these titles will continue????
@Herman187 There's nothing sad about it. Not everyone is the biggest fan of every genre, nor does everyone have time or money to buy every game at full price. It's simple economics, and the reason devs & publishers run sales in the first place is because they reach a different demographic that likely would never buy the game otherwise. If everyone waited until it went on sale, then sure, that would be damaging to the dev - but that also means they didn't do their job well enough to convince enough people to purchase the game at full price. I've purchased my fair share of games on Steam or Humble at bargain prices - games that I would have never tried otherwise - and I've since become a repeat customer for many of those series. It's not as if purchasing things on sale is somehow destroying the community or market for these games.
@VHSGLITCH I don't know if "perfect" exists in this genre. Maybe an exception here or there
@John_Deacon mmmmmaybe.
@roadrunner343 you would only read a review about such a niche title if prior interest in said genre was present. Simple economics at a 60 dollar price point differ drastically from that of a $19.99 game. As does the risk vs reward, and initial investment. Please, logic. Compare apples to apples. Anyone who owns a current gen gaming system tends to fall into the economic demo to make small purchases without consequence. Waiting for sales, as I said, is strategically sound when approaching the Ace Combat series, for example, and having some interest....yet realizing that the last release was on the ps2 (excluding spinoffs), therefore not wanting to use that as a measuring stick to gauge your interest. Clearly, your interest gauge will be skewed circumstantially and unfairly. However, if the new Ace Combat were at a $20 price range, I'd bet most people would safely take the jump.
Also, "marketing" can not be at fault for a doujin/indie horizontal scrolling STG's sales in general. Japan or the US, most of these small companies don't have a Promotions Department. Common prioritization of a small business structure. In reality, most people wind up wearing all of the hats, so any promotion at all is a plus. In turn, the uptick in full price sales would benefit more than just the company, by maybe giving them more capital to focus on promo going into their next project. More importantly, it will provide other development houses both large and small cold hard data to base a decision on, if they are looking to dev or publish a game in a genre which sees few releases that aren't safe re-releases, simply because of the fear that comes with the economic viability attached to said genre.
It's not as bad as buying all games used, or supporting only big name publishers via Day 1 purchase of the "$150 Stupid Edition" of whatever game they just creatively regurgitated, that comes with an anatomically correct statue of the lead designer's nether-region, celebrating the huge balls it took to push out buggy unfinished assets from 2 sequels ago, and actually call it a game, or be comfortable with people spending money on.
To bring it full circle, the majority of people waiting for a $19.99 game to go on sale, are those who are also buying said Stupid Edition with Sculpted Phallus, not forgetting to pick up the in game currency called Cockoins, to make cosmetic changes to the phallus at...uhhh...at hand...yea, sure why not. NOT the people who are in a economic bind of any kind, as the trend there economically tends to actually prioritize hours of quality playable content and replayability, when purchasing a new game. As enjoyment over time becomes a huge factor when you simply can't afford multiple games per quarter/half/year, and the decision becomes more substantial. Thats been enough from my mouth hole. I now must bid you adieu.
Goodbye...and, goodnight. Baaang!
That's a very silly response. Of course people of various interest levels read reviews - especially when people are on the fence about a game. Or - now this is going to sound crazy, but hear me out - when the review appears on the front page a a website you frequent. Say, like Nintendolife, perhaps.
You also quote "Marketing" as if I made some sort of statement regarding it, which I never did. You tell me to compare "Apples to apples" because a $60 and $20 game are not comparable, which again, I never made any statement regarding price. But hey, since you brought up marketing, you're also 100% wrong there - of course marketing still plays an important role, regardless of the size of the product or industry for that matter.
To make it stupidly painfully obvious for you, since you appear to be looking for any reason to twist my statements: I have purchased large AAA games on sale. I have purchased tiny indies on sale for less than $5. I've also purchased plenty of both types of games at full price. Nobody has the time or money to buy every game at full price, and acting as if someone purchasing a game on sale is somehow harming the industry is utter nonsense. I'm fairly positive you do not buy every single game you are remotely interested in for $20.
Your last two paragraphs are complete garbage and entirely irrelevant. Are you so incapable of having a rational conversation that you have to go on a meaningless rant about phallic imagery that has absolutely nothing to do with the topic being discussed?
@Herman187 You know not every one could afford such nice thing at times especially if you're broke like me.
It's pretty good, but i'm not too convinced of the graphics. The style they went for does not really resemble anything people might have nostalgia for.
I meab, it's particularly visible in the Last Resort inspired stage, something about these graphics is just not right so it ends up not matching the charme of the Neo Geo classic.
As someone who loves Thunderforce IV I should have loved this, but like virtually all of these indie games which are heavily inspired by classics it just comes off as a poor pastiche.
The difficulty is simply broken. Bullets are far too fast for a bullet hell and far too numerous for a regular shooter. The two choices in difficulty- very hard (default) and the insultingly named "very easy" is childish and shows contempt for the player. It also shows how fundamentally the devs misunderstand how to build a shooter. Yes old games are difficult, but they're never cheap, which is exactly what this is.
It's pretty weak visually too. Again the inspirations are obvious, but it comes off as dull, flat, and ugly. Shooters of the era, such as Thunderforce IV, Hyper Duel, Salamander 2 and many others still look fantastic. This really doesn't. It's simply bad art devoid of flair.
Just buy Thunderforce IV on the eShop instead and see how this is meant to be done.
@roadrunner343 No, just no. You seem to insult my intelligence, which completely negates any relevant facts provided. I won't criticize your mental capacity, and honestly find it a weak yet abundantly popular defense mechanism. You didn't bring up marketing. Ok? And? I did. Yay!! Which, I'll gladly provide a friggin bibliography for, since I'm "wrong". If only because facts are facts when they're factually facts. And that's a fact. Saying something is wrong provides no value, without more factual information to ba-ba-back it up, gurrrl!! Personal anecdotes are not. That's you, your purchasing habits, web viewing habits, etc. Not that of a sample size, which is needed, to even begin to consider something/anything right or wrong.
Sadly, criticism is levied by sarcasm, which apparently is a gift and a curse. It flies right over the heads of some, unfortunately. This isn't a shot at your intelligence. Just an unfortunate reality, almost an immunity of sorts. In this case I was merely acknowledging the terrible business practices deployed by The AAA Gaming Industry to increase profits, and the absurdity and bizarre that comes along with it. Dunno if you're familiar with Japanese gaming culture, but some of the "statues" produced for Limited Edition runs of niche works, definitely fall into the category of "fan service gone too far". Clearly what my reference to phallic imagery was being used to eluded to. Definitely on topic, all things considered. Have you seen the price of skins in some recent releases? Cockoins aren't too far from becoming a reality.
My larger concern now, is the possibility of a profound latent homophobia in yourself? I brought up a bird and you called me names. Odd, maybe just a coincidence though.
Btw, please direct me to the marketing for this, Black Bird, Rolling Gunner in the US, that isn't showing up in either a Twitter feed of someone already balks deep in the genre, or via Steam or the Eshop, as a random add upon release. Again, not even sniffing a new audience, due to financial restraint limiting the marketing if the company wants to release a full featured product, maybe some in game extras/surprises, while still turning a profit as a self-publisher.
@retro_player_22 I feel ya. Times is tough. It was more about my view of that opinion in general. Mostly when the same person eventually asks "why did we never get more games like _______?". Which they didn't support until it was $1.99 on a Flash Sale, so the devs could mostly recoup losses at that point, if anything. Yet Battlefield 5 was a day 1 purchase for them?? It's all good though.
@Herman187 I'm not insulting your intelligence, you are doing a great job of that on your own. Not only do you refuse to engage in any meaningful discussion, your responses have been entirely irrelevant and do not even attempt to address any of the points I made. Instead, you go on completely unintelligible rants that have nothing to do with the topic at hand.
And if you can't acknowledge that marketing is hugely important - even for low/no budget projects - you've got some pretty major issues. As someone that has ran multiple small business of my own, and currently work for a fortune 500 company, I assure you - marketing plays a huge role for any type of company or any size. Marketing does not always mean huge online advertisement campaigns or Super Bowl commercials. Word of mouth, trade shows, conferences, online ads, sending games out for review, etc... are all part of marketing.
On a side note, I received one of my favorite games in recent memory, Hollow Knight, for pennies in a humble bundle. Did I do the developer irreparable harm? Absolutely not. That would be completely disregarding the fact that I went on to purchase the game again on Switch, because I loved it so much, and I just put in my physical pre-order with Fangamer yesterday. I'll also be purchasing Silksong at release. That's how the market works. Sometimes people buy at full price, sometimes they don't - but if you make a good product, you will create new fans who will become repeat customers in the future, be it double dipping on the same game, buying DLC for the game, or simply purchasing future releases.
@roadrunner343 yeah, ok. You keep telling yourself that. I clearly addressed MARKETING. AND THE IDEA OF CERTAIN DEVS NOT BEING ABLE TO AFFORD MUCH, IF ANY AT ALL. Furthermore, skimping on niche games at full price, and waiting for a 90% off sale doesn't help things. Likely making any budget FOR MARKETING even less likely moving forward.
Maybe it's just your reading comprehension skills? I'm utterly bewildered by your lack of competence in developing a calculated or poignant reply. Only utterances of "u makes nuh senz. Do gud job uv bein dum onya selfown." And repeated it over n over because it negotiates the context of a logical counterpoint, and occasionally tossing in a personal anecdote to quantify your ideas. Albeit, clearly stating something directly regarding my intelligence, or apparent lack thereof, just a bit earlier? No, I insist...you're doing a good job of attempting to troll, or honestly I don't know. I'm hoping that the most logical explanation, I'm accidentally arguing with someone who has mental disabilities, just is not the case. Explanation 2--you're related to Mr. Trump, and exhibit your logic in a fashion which happens to wear it on one's sleeve?
Maybe it's delusional behavior? No clue, just creepy.
If you purchased a game that retails for $9.99 as part of a bundle for a dollar, I hope you allocated your payment to the developers. As mostly all reputable "bundlers" give you that option. Also, I hope you pick up the newly announced physical edition. It even has a fantastic limited edition, including things a fan would gladly pay more for. With the amount of free content provided post release, it's the only real way to actually support the company at this point. Really, just to repay the fine folks at Team Cherry for all of the stuff they have given us, that's just taken for granted.
I will say, the example you chose to use, is an anomaly. Most titles of its scope don't have the same fairytale ending in regard to their success. So yeah, sure....being cheap was harmless in the case where a game by a tiny team that started as a Flash Game, then PC/Steam/GOG, n then a multi console port. That clearly hurt no one. Either did buying Shovel Knight on sale? But that was to get a 3rd port of the title. I had already funded it prior to launch, and bought a physical copy 1 or 2 more times post launch, to introduce it to friends (free advertising, because my original point...indies can not regularly advertise/market games, grassroots support in its place, etc)
I'm done now, as you're bothering me. I'd gladly partake in intellectual discourse. Yet, I ultimately and repeatedly feel as if I'm doing all the work upon engaging with you. Good luck learning how to correspond with others.
And again, you're establishing your own narrative. I never discounted other media outlets n online resources as tools to market any kind of media. People actually have pull, and are used for their influence. Sent free products, be seen in/with/enjoyed and people will buy.
Again, never my point. Only the sad fact that lots of people have entirely missed out on Shovel Knight, Hollow Knight, and plenty of other games. Because the capital to make use of a commonplace ad campaign, a traditional one, and one which would reach those who aren't trendy/hipsters/fans of gaming as a hobby or lifestyle/THOSE WHO ARE A BIT TOO YOUNG TO HAVE THEIR OWN DISPOSABLE INCOME (see mom n dad) is non existent in many of these companies. Telling me that most of these companies don't unwillingly leave a portion of profit on the table, and could fare much better by having greater early adopter support....even if it means taking a chance at an unfamiliar IP over a SAFE AAA TITLE, only further exemplifies everything I've said as correct.
Btw, I own a portion of a professional sports franchise, and trade stocks as a hobby. Good, you should work at a F500 Company. Even the greatest business need janitorial staffing. U understand if you tend to refer to yourself as a Custodial Engineer though.
I'll be laughing at you from courtside tonight. Gotta run, my driver is here. Nitwit?? Possibly.
And good product equals recognition and dollars, would completely negate the reason for hidden gems existing, and most of the best music selling the least.
Honestly, I just forgot to address your final logic bomb above. Now let's figure out how to ignore weird liars unintelligent comments. FFS, get a tutor......done.
You say a lot of words, yet still refuse to address even a single point in my post. You capitalize marketing as if that somehow changes the meaning of the term. I provided multiple examples - both my own personal examples, and common practice within the video games industry - of how marketing is still incredibly important, even if you have a marketing budget of $0. And let's be clear - even the smallest teams have some sort of marketing budget. So yes, marketing is absolutely still vital to small teams.
Dozens of indies launch every day. You do not buy all of them. You don't even buy all of the ones in genres you are interested in. Heck, you don't even buy all of the ones that are generally positively reviewed. Stop pretending as if you do. There's a reason devs run sales in the first place - and that is to reach different demographics, which can lead to future sales. This isn't exactly complex business theory we're talking abut here. But apparently, simply not buying a game at all is somehow better for the dev team than purchasing it on sale, according to your logic.
Regarding your "intelligence" - I never mentioned it until you brought it up. You have continued to throw insults and attacks, not me. In post #21, I simply said I would make my point "stupidly, painfully obvious" so you couldn't twist my words. I guess I failed there.
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