
Bangai-O Spirits has all the hallmarks of a Treasure shooter. It doesn't take itself seriously, but provides more than enough of a challenge for any gamer. It features the same gimmick as the other Bangai-O games, and will be instantly familiar to fans of those. In fact, it seems to be the ideal Treasure game. At the same time, it completely subverts the usual Treasure dynamic, with brilliant results.
For those of you unfamiliar with the series, Bangai-O Spirits is a shooter that takes place in enclosed levels. Generally, the goal is to reach one or more target points (and blow them up), and your path is generally impeded by lots of enemies. Using two pre-selected weapons ranging from homing shots to a giant baseball bat, and the game's trademark EX attacks (explosive screen-filling missile attacks fueled by the proximity and number of onscreen bullets), you attempt to make your way through the stage.

Teeming crowds of drill bosses and respawning robots aren't the only way that Spirits is really hard, however. In fact, it feels like Treasure has explored the many ways in which a game can be difficult. Some levels are hard because of enemies; some levels are Sokoban-style box puzzles. Others force you to race from one end of the stage to the other before blocks fall in front of the target. The normal stages are puzzle-like in that you have to figure out the best weapons and path in order to solve them, but at least one whole series of stages (found in the "Puzzle Stages" section of the main menu) consists of actual puzzles. And they're all brutal.
Treasure's real stroke of genius lies in the fact that due to the game's layout, the extreme difficulty does not matter. After the hilarious tutorial, every stage is unlocked, meaning that if a stage is too hard, or you aren't good with puzzles, you can just skip it and play a different one. You aren't forced to complete stages to progress, so Treasure is free to make individual stages as painfully difficult as possible. This kind of freedom is unprecedented for Treasure.
Adding further to the freedom is the edit mode, which can be accessed at any time in real time. Not only can you make new stages, but you can add, subtract, and move around items in stages, fill your EX bar, and make yourself invincible, in the middle of gameplay. The game doesn't save your score when you "cheat" like this, but that's the only penalty.
The freedom extends to the level-sharing method, which lets you use pretty much any method of transferring sound to share stages. US publisher D3 has set up a YouTube channel for just that purpose, and provided you can record on your PC using a mic or (better) a cable from the DS headphone port to the computer's line in, you can upload stages and replays as video and share them with anyone. The process for downloading stages is a bit fiddly -- it may take five or six tries to transfer correctly -- but it works. I tested it with stages from the Japanese stage contest, and it worked like a charm.
In the end, it's not just your willingness to be challenged that should factor into your decision about whether Bangai-O is for you. There's enough to do to satisfy a lot of people, between the shooting, the puzzles, and the creative aspect of the rich level editor. If you enjoy action games at all, and maybe don't mind leaving a game unfinished, this is a purchase that could last you forever.
Final score: 9.5/10 -- It makes me nervous to give any game a super-high score, but Bangai-O is just such a complete game that it merits it. The game excels in mechanics, presentation, level design, variety, and just about every way it is possible for a game to be awesome.

Reader Comments (Page 1 of 1)
8-18-2008 @ 9:06PM
Nigeria said...
I preordered this way back in December/January and now it's finally here. I just have to wait a few more days - hopefully - until it arrives.
Honestly, I think this, alongside Blast Works and Sonic Chronicles, are the only games I've avidly followed since conception - maybe in the last two years, on any system. I just know this game is going to super cool.
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8-18-2008 @ 9:06PM
Matthew said...
I still haven't been able to get the sound load feature to work. I think I've gotten every possible error message.
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8-18-2008 @ 10:10PM
Morning Toast said...
Maybe it's just because I've never played this franchise before (or any game like it), but I found Bangai-O extremely frustrating. Not just because, as was pointed out, it's really hard, but just because the whole experience caught me off guard. It's very fast, very chaotic, albeit almost fun to just watch.
I even did the tutorial and tried a few of the stages with the same result, frustration. Obviously it's just not my kind of game, but then again, maybe the barrier to entry is a bit high(?) unless you've played something similar prior.
I pretty much turned it off and moved on to something else. I didn't even explore the editor or transfer, and I must admit the sound transfer is pretty nifty if a bit rough around the edges. Maybe by using the editor it will help me learn the game overall...but the first impressions was less than stellar.
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8-18-2008 @ 10:36PM
Kylock said...
Yeah, this is definitely not the first Shump you should ever play.
8-18-2008 @ 11:27PM
jim said...
Try setting EX infinity and fire 'em every 0.5 sec like crazy all the way you go (it'll make FPS going well below 10!). Try "break" and "bounce" combination as starter. Pass on those "puzzle" stages or stages they're squashing you. Robots are hard, too, challenge them later.
It's "cheating" play but if you're not good, you may see how blasting everything is mental stress blaster.
8-19-2008 @ 4:34AM
Shoyz said...
I've never been much for shooter games, and I've tried Bangai-O. Even without the tutorial, I did the stages 'O.K'. After the tutorial, I've just been having fun beating as many stages as I can.
Some tips:
Bouncing + Homing shots are the best mix. Shoot them from a distance, with something between you and the enemy, so that they'll either home or bounce into the enemy. Doing this will ensure you never get hit, as long as there's not a ridiculous amount of enemies (Too many bullets to counter).
You should also make sure you use your EX attacks pronto. Most enemies drop at least 1 fruit, meaning that you shouldn't just save it until the last minute, that's a waste, as well as the fact that if you can kill a couple with one EX attack, you can probably recharge that 1 EX attack with the fruit they all drop.
A tip from the tutorial: Counter! Wait to counter! Manuever into a situation to counter! If you can get a counter, you're near guaranteed to get an instant 100 bullet EX, as well as having it be a couple times bigger sized, meaning that it'll pretty much wipe out every enemy in your distance (provided they aren't giants, or they can counter with their own EX attack).
For the baseball enemies: Attacking them with a bat works best. Shooting will probably get you killed unless you're at a good distance, in which case an EX attack should take them out.
For NinjaBots: Hit them with a bat. No bullets can regularly hit them.
For enemies that can counter your EX with an EX: Make sure to use your EX at the closest range of them possible. This'll ensure that even if they counter your EX with their own, they'll die.
(: Good luck.
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8-19-2008 @ 6:10AM
Kimiko said...
What I don't understand is why use sound to transfer levels if you have WiFi? I mean, wouldn't that be much easier/more reliable than sound?
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8-19-2008 @ 8:33AM
morfeatire said...
well.. say you play to beat your time.
or you actually is a level designer freak
or yet you play it so much and has so many replays that you actually need to backup them. Isn't having alot of tiny mp3 on your Ipod MUCH better than transfering via wi-fi only to other players that use wi-fi?
8-19-2008 @ 11:26AM
ZekeSulastin said...
Because the sound transfer system makes it easy to post levels anywhere, such as Youtube?
8-21-2008 @ 12:23AM
shaoron said...
2 words...
BULLET HELL!
at least you get to either
1) unleash your OWN bullet hell, or...
2) send them back at your enemies
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