Pawarumi’s game-over screen, which you’ll see more times than you can possibly imagine in your attempts to complete Manufacture 43’s shooter, exclaims to the beaten player “Try Again, You Can Do It!” This is a game that knows it’s hard, knows it’s got a steep learning curve – one of the steepest we’ve encountered in quite some time – and knows its meagre offering of just one life per run in campaign mode will see even the most hardened shoot ‘em up fan reading these haunted words frequently. It’s a little rub on the back in a very dark place; give it another shot hero, you can do this, you will be rewarded, and it’s true; stick at it, and you will.
This “retro-futuristic pre-Columbian” shooter shares a lot of DNA with Treasure’s 2001 classic Ikaruga. Both games see you take on the role of a hero charged with piloting a very special ship; here the Chukaru replaces the Ikaruga, to dominate waves of enemies utilising a unique gimmick. Both games are played out over five tough levels with three difficulty settings and both do away with expected shoot ’em up conventions such as power-ups and pick-ups in favour of pinning their attack strategy on your ship’s magical ability; in Ikaruga, you could play with polarities, while in Pawarumi you’ve got The Trinity Mechanic.
At its most basic level, the Trinity Mechanic is rock, paper, scissors. The Chukaru is equipped with three weapons: one green, one red, one blue. Your enemies are also either green, red or blue, and shooting a certain colour of enemy with a certain colour of weapon will have one of three effects, either replenishing your shield (known as “Boost”), recharging your super (“Drain”), or maximising the damage dealt out to a targeted enemy (“Crush”).
In Crush mode, a green weapon will have maximum effect on a red enemy, a red weapon will do the same to a blue enemy and blue will make short work of green. This is your go-to mode for attacking big foes and dealing with immediate threats, the hardest you can hit. Still with us? Are you sure? Drain mode sees attacks with a red weapon on a green enemy recharge your super – same for blue on red and green on blue. Boost on the other hand, (that’s right, you’ve got three hands now), sees your shield regenerate when red meets red, green meets green or blue meets blue. It's the easiest of the trinity to remember, but, put them all together and you have the makings of a system that, for any level of player, takes a good few games to start to get your head around. It’s like Ikaruga’s central mechanic on acid.
Thankfully, Manufacture 43 has done an excellent job of helping you to get to grips with the twisty combinations of colours and enemies through a crisp, clean HUD which displays at the bottom of the screen at all times and, depending on which weapon you currently have equipped, shows you clearly which enemy colour attacked will result in either boost, drain or crush. It’s still overwhelming to start out with, but it does get easier; eventually, you’ll find it becomes pretty much second nature and here is where you start to get rewarded – this is a fast-paced, flashy and original shoot em' up with a ton of on-the-fly, quick-thinking strategy involved and some absolutely belting boss and sub-boss encounters to look forward to.
Graphically it’s a real looker, too; its five levels may sound rote on paper with the usual desert, industrial and snowy areas in the mix, but it’s got such a vibrant style to it that levels just come alive. The camera sweeps down into areas as you transition from opening cutscenes, twisting and turning through the terrain at 360° whenever a wave of enemies has been decimated, the on-rails nature of the action allowing Manufacture 43 to go to town on channelling you stylishly through areas towards their ferocious final encounters.
Boss battles are sometimes almost traditional stationary affairs that take what you’ve learned regarding the Trinity System and throw it back in your face at 100mph, other times they’re breakneck rollercoaster rides, dragging you from the top of a bizarre neon pyramid through a desert pursuing a giant pulsating robot worm. All the while you’ll constantly be switching between boost, crush and drain, desperately trying to regenerate your almost exhausted shield whilst attempting to recharge that super weapon for a boss fight you know is only moments away. It’s intense, satisfying stuff, made even more nail-biting by the fact you only have one life, one chance to succeed, with failure dumping you right back to that menu and those haunting words.
The three difficulty modes on offer also make for quite a different game depending on which you select, and we recommend swallowing your pride and starting out on easy to learn the ropes. Here you’ve only got four of the five levels to get through and, more importantly, much more time and space to play around and get used to switching up your weapons and making runs at the boss battles without getting absolutely pounded. Normal mode is a big step up, a much tougher affair, and hard, well, hard pretty much turns Pawarumi into a straight-up bullet hell nightmare, with tons more enemy firepower being directed your way and barely a split second to consider your options.
In fact, as much as we like a challenge, Pawarumi’s steep difficulty is a little bit too much at times. Having one life is harsh but, even forgiving that, it does feel like the damage the Chukaru takes from enemies – even on easy mode – is too extreme, a couple of shots from the smallest of foes enough to put an end to proceedings abruptly. Fans of hardcore shoot ‘em ups will be in their element, especially on the higher settings, but for everyone else this difficulty, sat alongside the effort and time it takes to get your head around the Trinity System, is asking quite a lot.
In terms of modes and running time, it’s also a spartan offering. The campaign can be completed in around an hour on normal mode and besides that there’s just a training mode – where you’ll end up spending most of your time with Pawarumi, honing your skills on each level as you unlock them by beating them in the main game. The story is also bare-bones; a lacklustre affair with short, almost nonsensical cutscenes which don’t do a lot to add drama to the action. There are, thankfully, online leaderboards to start climbing, giving things some much-needed replayability.
All these negatives aside this is a game that, as we said, knows it’s hard; it takes no prisoners and its systems, once mastered, work perfectly. It also performs flawlessly on Switch in both handheld and docked modes, looks amazing and, for the committed player, provides a real test – an exhilarating, fast-paced blast through some spectacular looking levels with some excellent and memorable boss encounters to sink your teeth into. It feels like Manufacture 43 took a risk with the learning curve of its Trinity System for sure, but it ultimately pays off by injecting the game with a system that adds genuine tension and strategy to every second you’re up in the air, blasting your enemies.
Conclusion
Pawarumi is a tough-as-nails shmup with a unique central mechanic that takes time to master. Stick with it though and you’ll be rewarded with a slick, fast-paced shooter that looks and sounds amazing and will test your skills to the max. There’s really nothing else like it out there right now and, even with slight reservations over the difficulty, a lacklustre story and paucity of game modes, this is an easy recommend for fans of the genre looking for a proper challenge.
Comments 45
Sweet, waiting for physical
Oh man, this is gonna be an expensive week! Hooray for a new, full screen shmup!
There is an absolute glut of quality shmups on the Switch. This is not a complaint.
Sounds challenging and fun! I can never tell if I'm going to relish a challenging game or just quickly get frustrated by it. I'm curious to try this one if it runs at 60fps. The recent Q-Yo Blaster got a great review while being a 30fps side scrolling trashfest... Is this game smooth at 60fps?
YYEEEEEAAAAAAAAAAHHHHHHHHHHHHHHH! Thank you Nintendo Life! Thank you PJ O'Reilly! <3 <3 <3 <3 <3 <3
@MsK congrats on the release, looks like a beast
@commentlife That's a true nintendo fan avatar you got there. And thank you for the lovely comment
@60frames-please It runs at 30fps, for the moment! I worked very hard to get to 60FPS and I was really not that far. But I hit a wall at some point I could not overcome in Unity. I'm working with Unity to take down that wall and, hopefully, a nice 60FPS patch will show up
@MsK haha, good eye. It’s certainly a deep cut. Cheers mate.
@MsK Would be nice if NL reviews stated FPS. BTW if FPS is that important to you, you should look at PC gaming. After playing Doom and GTAV at 4.5K at 60FPS+, it's hard going back to 30FPS.
60fps is the definition of essential in a shooter. I can't imagine even playing a 30fps shooter.
Frames per Second confers a slight difference in input lag (30 vs 60 is a difference of about 15ms), but it’s just groupthink to say that one should be a dealbreaker, no matter the genre of the game. The human brain will recognize motion as low as 13fps, with some of the earliest films being shot/screened at 16fps. We have been watching cinema at 24fps for almost 100 years. There’s been like less than ten major motion pictures that have used 48fps since 2012’s The Hobbit. If it was inherently better, everyone would shoot at 48fps. Does it look different? A bit. There’s even been academic studies on the topic where the conclusion is always the same, that input lag is improved, but mainly affects moving target selection (i.e First Person Shooters). Everyone’s got their preferences and I get that, I just don’t think it’s as cut and dry a topic as the internet would have you believe. Just my two cents.
@commentlife You might want to check this out https://youtu.be/LnKGTZIAup0 regarding FPS - especially your movie reference part.
@ramu-chan Don't know why people are down voting you? What you said was 100% correct.
@Judgedean I understand the science, thanks. I don’t know what gave you the impression that I don’t. We aren’t high end PC gaming here, we are talking about the vastly underpowered Switch. It’s a bit knee-jerk to write off any game locked at 30fps unless the slight input lag difference is essential to the core gameplay experience. I don’t play first person shooters on consoles because of this, I wouldn’t buy a 2D fighter at less than 60fps, and I would maybe avoid a fast racer running at 30fps. Something like this though? Not a big deal. I got through Dead Cells at the capped 30fps, I’m sure I can get through this. I would rather a locked frame rate than one with variance.
Sounds like a really cool idea. Unfortunately I totally suck at shoot ‘em ups (I can’t keep track of all the bullets) so sadly I won’t be partaking. I’ll fire up Ikaruga on easy mode with the flip grip in a sign of solidarity though.
Really not liking the art style.
@commentlife You totally got why I locked at 30FPS instead of freeing the 60FPS. While most of the first level ran fine at 60FPS and a great deal of the rest of the game, the drops to 30FPS where just awful and completely random. It feels the impression that the game would accelerate and slowdown back and forth, kind of like some weird motion sickness. Stable 30 is infinitely superior to any unstable 60. That is to say, I really want Pawarumi at 60 on the Switch <3
@BulkSlash Haha, with both games in easy mode, Ikaruga is definitely WAY harder than Pawarumi! Great game and I still appreciate the effort though!
@ramu-chan @Judgedean if you know of someone that got the game, ask to play and don't get hang up on the fact that you know the game is running at 30. There's a simple reason the review doesn't mention the game not running at 60, it's not written the screen, the visuals are smooth and the pace of the game while frenetic, still totally playable due to the way we designed the weapons and the whole game really. This is not a fighting game or FPS where you have to react to unpredictable stuff. This is a shoot'em up where everything is predictable and all you have to do is focus and pay attention to the details to get through smoothly
@MsK Cool, I thought it looked less than 60fps in the YouTube videos I watched, but it's always hard to tell what's going on with those videos. Thanks for confirming!
@commentlife I think you comparing movies to games was a bit strange for your fps argument. Regarding the Hobbit, because they shot it at a higher frame rate, it actually looked more realistic which put people off it.
Higher FPS affects input lag which is really important in certain games. The Switch unfortunately is struggling power wise. I guess if FPS is really important to some people, get a PC (if you have the £££). I can understand developers grief with it.
@Judgedean oh I totally agree that FPS is super essential with certain genres. Some genres are a little more forgiving with the input lag, and with those games I would merely argue that it just boils down to aesthetics. But, I also didn’t mean to knock anyone’s aesthetic preferences so I hope I didn’t come across as too harsh.
Yeah, in an ideal world, Switch devs would have the juice they need to hit that target. Unfortunately not the case :/
@MsK really like the look of this. Being able to play portable is going to be great however I don't want to buy it until I can get a physical copy. Any hint on when that will be? sooner the better.
Also any chance of a PS4 release?
@Insect_Prince We are indeed working on a PS4 version. No date for this one yet.
As for the switch physical release, we would like to have the 60FPS patch sorted out first, as you can probably understand
Have been playing this today a bit, testing both Switch and XBone versions. I really do like the game based on today's experiences with it, the design is great, I like the theme and having fun with it (not too hard either). Switch version is definitely playable, but yeah, I can notice 30fps and greater input lag, which makes the game a bit harder, but at least there is that movement slowdown button making those less precise controls less of an issue.
I believe, hope and keep fingers crossed that @MsK and the team can get it running and patched for 60fps + a bit improvement on input lag. But it really runs steady 30fps now on Switch, which is a big plus. If you run it docked and compared it to xbone using 1080p, there isn't that big of a difference in graphics either, it looks great. IMO it's probably the best looking non-pixel graphics shmup on Switch.
@MsK Excellent! I'll probably end up buying it on PS4 digitally and a Switch physical version. Can't wait!
@MsK: I'm all for a hard copy too. And although I've been playing shmups since they were invented and now feel exhausted and burnt out with the genre I do feel inspired to play this one, one more time. Let's finish the game... 🌇
I’m a huge shmup fan, and while this game is gorgeous and the mechanics are fun, the frame rate choppiness and input lag really throw me off at times.
@MsK it’s always very nice to see a dev engaging with the community first hand, thank you 👍🏻👍🏻👍🏻
Interesting looking shooter. I'll probably put this shooter on my watchlist along with many other shooters and get it on sale in the distant future.
Color blind gamers, nothing to see here! 😐😢
Ikaruga is already “Ikaruga on steroids”. I can pass any From Software game, but Ikaruga is too much for me to handle. Game looks cool for those who can stick it out.
@NotTelevision Pawarumi doesn't have that "puzzle" aspect, which makes ikaruga difficult. It feels different to me and I'm having a lot of fun with it (Ikaruga I can appreciate, but it's not my favourite shmup)
@bluesdance Actually, we worked a lot for the game to be color blind friendly. It's a quarter of the population after all! (at varying degrees)
So that's one of the reasons, in the game, it's not written red green and blue but "red jaguar", "green serpent", "blue condor". We tied the colors to divinities. All the patterns and models associated to each divinity/color have thus distinct patterns and shapes. This was a very hard job to do right and with a team 3, a some point, we dropped the idea.
But as it turns out, I've seen a lot of color blind gamers play the game and our worked paid off! I didn't talk to any color blind gamer so far that had an issue distinguishing the enemies!
Of course, it's a little harder for them, but they play really fine. The only two problems I got so far: one once said "yeah, I have no problem distinguishing the enemies but the pink bullets on the pink snow in the first level, that was rough" I didn't see that one coming... Since then we raised the contrast of the bullets. I didn't get any comment of the sort since the tweak
The other minor problem is that we flash the enemies in white, yellow or red when you hit them, depending if you crush, drain or boost upon impact. We had completely forgotten that red on boost was a pretty close red to the red/orange we use for jaguar enemies. So, on one boss, one player was hesitating if the boss was blue or red. He actually got it right! So that's why I started working on patterns for the impacts, so that it's not one big red flash but rather a stripy one. I didn't have time to put in time for the release though. But I hope to have it in the 60Hz patch!
So, who will handle the physical release that is supposed to happen later this year?
@EmirParkreiner 🤫
The game runs at 30 fps and suffers from very high input lag.
The input lag in this game makes it borderline unplayable. There is almost a second from pressing an input to it actually appearing on screen something that in a shmup renders it unplayable.
Does anyone know if the game has been updated? Has the lag been fixed? Is the game now 60 frames per second? There are hints that these items were being addressed but unfortunately nothing here has been updated on whether that has happened or not. I've been looking at this game for awhile and am curious if it has been patched up.
After months of hard work, I finally finished the Switch 60 FPS patch. This was not an easy task. It is currently being tested by Nintendo and should be available in the coming weeks
60FPS patch released! I added achievements too! GL & HF
cc @B238ben @TheGameTutor @cdriper @Corbs @60frames-please @ramu-chan
@MsK Thanks for commenting! I went and bought it and have been enjoying the smooth shoot-em up gameplay. Very unique game!
It’s a really terrific game. My wife absolutely won’t put it down!
@MsK you're awesome, thanks for posting in this thread, the info you provided was helpful, and I'll be grabbing your game on Switch!
@MsK
Just got into the shmup genre after a lifetime of gaming ignoring it. I'd beaten Ikaruga and Sin & Punishment but didn't even know who Cave was.
Now I'm on a rampage buying everything I can. Just grabbed this game digitally and physically through Play Asia. Maybe one day we could see a follow up, similar to how Ikaruga followed Radiant Silvergun? Perhaps with some added features for filthy shmup casuals like myself? A rewind feature such as seen in ProGear in Capcom Arcade Stadium would do wonders for learning from mistakes. Maybe disable leaderboards if using it?
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