The Defender-style free-scrolling shmup sub-genre has always had a lot of untapped potential, and while some free-scrolling shmups like Fantasy Zone and Black Bird have garnered a fanbase of admirers, the style of allowing the player to control the movement of the screen still feels unexplored.
Syder Reloaded is another take on this gameplay idea that brings a new feel and concept in comparison to its peers. When first playing the game, we noticed some definite Gradius V vibes in terms of the style and feel of the presentation. The graphics look like an evolution of Gradius V (which is a good thing) and the announcer in Syder Reloaded sounds very much like the announcer from Gradius V (which has to be deliberate). The first ship of the game, the S-104 Dart, also bears a resemblance to the iconic Vic Viper. Right away, the game presents itself strongly and exudes a polish that we can't help but appreciate.
Right from the main menu, you can tell there has been an effort behind making this game accessible. There are the expected setup choices that we like to see in shmup releases, like control config and gameplay options. There are multiple difficulty levels for different ranges of players. There is even a charming graphics filtering option to change the style of the visuals. We were surprised by how effective some of these filters were and, of course, we had to spend some time playing in MSX mode.
In terms of the overall visual presentation, everything looks polished and detailed, especially for an indie title. The backgrounds are cool and eye-catching and the ship designs themselves are also appealing. Another visual comparison we thought seemed fair – when it came to the ship designs and portrait designs, at least – was Starcraft 2. The portraits that speak at the start of the missions strike a resemblance to that art style – and what’s funny is that, within Starcraft 2, there's a shmup mini-game that doesn’t look too different from the ship designs of Syder Reloaded.
In terms of gameplay, the visuals are extremely friendly to the eye, which is an often overlooked aspect of shmup design. By “friendly to the eye,” we mean that it's very easy to tell where all the bullets and enemies on screen are and what they are doing. In some shmups – even amazing ones, like Battle Garegga – the enemies and bullets can start to blend into the background. This is not an issue with Syder Reloaded, and in terms of the visuals, the only criticism we have are that the backgrounds tend to be a bit too static when the player is standing still and the light bloom around some of the bullets can make it a bit difficult to visually identify potential hitboxes.
To clarify the criticism of the backgrounds being too static – this is an underlying issue with arena shooters in general. In a traditional auto-scrolling shmup, the backgrounds are generally able to avoid looking static because they are always moving. In an arena shmup, however, when the player holds still, the background does as well. This can lead to occasions where the game’s visuals feel empty and unengaging when there are only a few enemies on screen. In the case of Syder Reloaded, it would have been nice to see a little bit of non-scrolling animation to the backgrounds, like having the asteroids in the background spin very slowly and the planet rotate slightly; there's a balance to be found here of course, but a spot of independent movement would have made the game’s environments feel more natural.
Lastly, on the topic of visuals, we would also like to add that the enemy death animations could be spiced up as well. When an enemy dies in Syder Reloaded, it's as if they just vanish in a quick plume of smoke or fire. When you compare this to other games like Ketsui or Battle Garegga – where the enemy ships visually start to degrade when taking damage and then die in horrific flames of shrapnel – a quick vanishing in flame or smoke doesn’t provide the same visceral impact.
In terms of sound design, we found the music to be good, but not great, and the same can be said of the sound effects as well. While nothing is troubling about the sound design, we do feel that the music loops could benefit from some extra length and variation, and the sound effects are on the generic side. During enemy deaths and hits, for example, the sound design is too understated, which takes away from the feeling of destruction and power. This also ties into the visual design of killing enemies as well, as mentioned earlier. Still, though, the sound design is solid enough to function competently.
So now let’s talk about the gameplay itself. Overall, the gameplay of Syder Reloaded is well-made and it is apparent that there has been a good deal of consideration given to its design and balance. The positives are that the game controls well (which is a big deal) and there doesn’t seem to be any input lag concerns in comparison to its fellow peers on the Nintendo Switch. The movement is traditional and there are no hints of inertia to be found. The hitboxes all seem fair and autofire is built into the shot button. Syder Reloaded also boasts a new scoring system that we will admit we are not entirely sure we understand; it looks like you can use yellow boxes to build up special weapons and combo meters and then you can chain groups of enemies for higher scores. There are also score achievements that will add to the player’s total at the end of the mission. At a basic level then, it sounds like the fundamental strategy is to build up combos with the yellow boxes while being mindful of the various score achievements that can be unlocked.
In a more general sense, the gameplay flow is solid and will engage players who are looking for a quality, free-scrolling shmup. However, there are a few areas that could have been improved. The first is the size of the game’s stages. In indie shmups, there is a tendency to give the player lots of room to move around so that they may gain their bearings. However, an issue that arises with the amount of space provided in Syder Reloaded is that there are occasional moments where the player is floating around with nothing to do other than to wait for the arrival of enemy formations. The amount of real-estate that the player will need to cover is also very time-consuming.
So, while the tendency towards a larger scale stage can have its moments of brilliance – like when the player gets just the right amount of enemies active on screen – there are also many instances of empty downtime that break up the flow of combat unnecessarily. One simple solution to this issue would have been to simply shrink the size of the stages down and have the player more clustered in with the enemy.
Conclusion
Syder Reloaded is a solid addition to the steadily-growing library of quality shmups on the Nintendo Switch. The game has an engaging visual presentation, thoughtful accessibility and extras, comfortable controls, decent sound design, and a unique gameplay style that is fairly uncommon among shmups these days. And while we felt that the gameplay could be improved upon with more concentrated stages and frenetic enemy abundance, we still had a lot of fun playing and recommend the game for those looking for a fresh take on the free-scrolling shmup sub-genre.
Comments 16
I read A Free-Scrolling Shmup Switch Owners Should Check Out and thought this was a free 2 play game.
Well, I used to play this game on Android years (ages) ago. It's a port, for that matter. Used to be called "Syder Arcade HD", what does this add in difference to the mobile version?
Nevertheless, my time with it = lots of fun!
I feel like you never really know with some of these shoot-em-ups these days. There's a lot of classics but there's also a ton of cheap mobile-phone shovelware cash grabs. Glad this one actually looks decent, might pick it up some day. I just have a ton of these games and it's a genre that's become saturated to the point where I don't feel like I need much else.
@CurryPowderKeg79 same here
@JayJ It seems like making a 2D shooter should be easy with today's consoles. But plenty of mediocre to bad shooters prove that even when there's no issues with hardware horsepower, good game design is still hard.
@Discostew @CurryPowderKeg79 same here here
I read "a free scrolling shmup" and went to the eShop expecting to get the game for free... Now I feel dumb...
Everyone confused needs to remember how hyphens work:
Free-scrolling shmup = a shmup where the screen scrolls based on player movement, not automatically, allowing for free movement back and forth.
A free scrolling-shmup = a shmup which scrolls (whether freely or not is unclear) and costs nothing.
@CurryPowderKeg79 yup. Me too. Was disappointed when I hit the eshop
@CurryPowderKeg79 I did too at first!
Free-roaming side-scrolling shooter on the Switch? Try Aqua Kitty UDX. Great game.
I really don't get how you can give this a 7/10 after being so absurdly harsh on the Psikyo collections and Sisters Royale.
If YOU (like you wrote) had trouble to understand the scoring in this game, i think it's fair to assume that it's simply not well designed.
The lack of a feeling of impact when destoying an enemy you described is also definitely there and feels very underwhelming.
Also, while the graphics and art direction are certainly good, i think you got a bit carried away with your Gradius V nostalgia - yes, the game looks good, but certainly does not match the class of the late Gradius games (or Ikaruga and Sin & Punishment 1&2, which largely share Gradius V's art direction).
Fürther, i agree that the graphics are easy to read as far as enemy bullets are concerned, but to differentiate If something was in the background or an object i could collide with i often had to shoot at it.
Also, the way the camera slightly changes it's angle during movement is irritating in my opinion.
I really don't see how a generally mediocre game like this is supposed to be a better choice then barebones versions of great games (Psikyo) or Sisters Royale (which really does not have a lot of substantial flaws considering the stupid bobblehead art direction can be considered a matter of taste, RPGs get away with it all the time). All because of input lag nobody notices without technical means (or when playing Loop 2 on hard)?
i confused the main picture with wipeout or f-zero !
@JayJ it's not only decent, it's a blast. I played it on PC years ago
@ChrisUnseen I love Aqua Kitty, but this one's quite different, and definitely worth the price.
@kay_99 thanks for the feedback. I may check it out next time it's on sale.
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