Radiangames’ first Xbox Live Indie Games release, Joy Joy, had a rather appropriate name, providing joyous arena blasting action. The second is the shooter series, Crossfire, hoped to continue this trigger-happy trend.
While Crossfire feels unique and looks incredible, the concept eventually falls flat due to frustrating game mechanics. It looks like a great idea on paper, but in execution many flaws rear their ugly heads.
GAMEPLAY
Players blast their way through 50 waves of increasingly powerful enemies, while confined to a fixed horizontal plane. Baddie ships drop purple ammo as they die, which can then be collected and used to launch much more deadly lazer fire.
The big twist comes in the ability to jump from the bottom of the screen to the top, and vice-versa. Tapping the left or right trigger allows the hero ship to swap sides and attack the enemy from behind. Of course, the baddies aren’t going to take that lying down, and they’ll flip on the spot and continue to fire in your general direction.
This concept is taken a step further with some really interesting enemy design. Certain baddies won’t spin and will only focus on one side of the arena, allowing you to mop them up first, then concentrate on the spinny ones. Others spread their fire over both sides, provide support to other enemy ships, or can only be destroyed from one direction.
As you kill enemies consecutively, your combo multiplier will increase, leading to much more pleasing scores. Unfortunately there are no global leaderboards, but some players will still get a kick of trying to beat their own highscores.
Initial levels are great fun, giving the player a wonderful sense of power while still providing a decent challenge. Round about the halfway mark, however, it all gets rather silly.
If you’ve played a bullet-hell shmup, you’ll know how crazy it can get, and only with complete concentration (and a little bit of luck) can you prevail. Now imagine a shump in which you not only have to dodge for your life, but also need to be constantly watching the other side of the screen to make sure it’s safe to warp over there.
Once the hordes of bullets start flying, Crossfire simply becomes much too difficult to enjoy. On later levels – especially the last ten – I found myself losing all three lives over and over again on a single wave. Any fun that can possibly be pulled from this experience is undermined by a deep sense of frustration.
This feeling is magnified due to ridiculous respawn settings. Whereas in a regular shump you’d flash a couple of times on respawn, indicating a short period of invincibility to allow you to prepare your positioning, Crossfire doesn’t even give you a second. You’re plonked down exactly where you died – usually right in the path of oncoming fire – and more often than not end up dying again instantly.
The flurry of lazer fire becomes so intense that eventually you’ll take to picking the bad guys off from the edge, bit by bit. Enemy ships move left and right, but generally stay on one side of the screen. Hence, if you can quickly take out half of the horde, it’s then possible to chip away at the rest of them. Note that while this is pretty much the only decent method for completing the final waves, it’s really not much fun at all.
Two player blasting proves to be a lot more fun, as having a second source of fire power obviously takes the pressure off. Grab a friend and you’ll find thirty minutes of worthy game time. Play on your own, however, and you may just find yourself having to purchase a new Xbox controller after slamming the last one against a wall.
STYLE
As with Joy Joy before it, Crossfire really is a gorgeous little thing. Lazer fire glows in fluorescent streaks, while extravagant explosions constantly light up the arena. The player ship becomes a glowstick blur as it bounds up and down the screen, giving a real sense of speed and urgency.
It’s all a little less abstract than Joy Joy was, with both the player and enemy ships actually looking like ships this time around – I found this gave the overall experience a lot more personality.
The soundtrack is also in the same vein as Joy Joy‘s, although it isn’t implemented as well here. The same style of technobeats accompany proceedings, but where Joy Joy‘s bass faded in and out as damage was taken, Crossfire‘s music isn’t so interesting. Still, there’s nothing technically wrong with it, so I’ll stop sounding moany.
STORY
Surprise surprise – there is no story involved. This is an out-and-out blaster, and your job is to reach the end and score lots of lovely points along the way.
OTHER
I was really looking forward to experiencing Crossfire, especially after enjoying Joy Joy so much, so this has come as a bit of a disappointment. It’s not a bad game – it’s simply that the concept is so much better as a thought than it is in motion.
Still, if you’re into your shmups in a big way, or you’re looking for a decent co-op shooter for you and a friend to play through, I would recommend at least giving the demo a try.