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Since we at Oddity Game Seekers are always looking to promote cool, unusual, and noteworthy games, I decided it was up to me to once again spearhead the visual novel and eroge genres (as I’ve written before, they are two different things with lots of overlap.). I originally decided to review the visual novel Dengeki Stryker ,but I change my mind after hearing that the people at MangaGamer were putting out the expanded re-release called ChoDengeki Stryker (essentially, SuperDengeki Stryker). I felt sticking that sticking with the original Dengeki Stryker would have left my review obsolete in the wake of this expansion. Today, I bring to your attention this thrilling tale of heroism.
The original Dengeki Stryker was a visual novel developed and published by Overdrive in 2011 with Cho coming in slightly over a year later in 2012. Overdrive has also produced the game Deardrops, as well as Go! Go! Nippon! ~My First Trip to Japan~ (which I have heard is selling well on Steam). Both of which are available in English courtesy of MangaGamer. Dengeki Stryker (meaning electric striker minus stylized “y”) is the story of Yuuki Yamato, an ordinary elementary school boy who is a big fan of a certain manga bearing the same title. Yuuki wants nothing more than to become a hero of justice like his idol, the Imperial All-Terrain Strike Support Ranger Codename: Stryker Zero. A cyborg with a variety of electricity-themed powers, Stryker Zero’s mission is to protect the lands of the Japanese empire from the evil Balbora Empire. Yuuki has one big problem though when it comes to becoming like his hero Stryker Zero. Much like every other elementary school-aged kid, Yamato is a wimp. But hey, he’s got his cute childhood friend Haruna to cheer him on and odds-are-eventually-marry, right? Except Haruna is moving out the day after the story begins.
Orson is here to kickass and chew bubblegum, but mainly chew bubblegum.
A common aspect of playing shooters is how you often visit a locale only once. No returning to the burned out house set-piece from two hours ago to revisit an NPC, as most shooters like to make every area a sequestered bubble. My experience with most shooters is that you are expected to only run down that hallway or back alley once, unless you happen to get shot dead before you hit the next checkpoint. Certain games like Resident Evil 4 (whose action hybrid approach to gun fights make it an odd duck in this example) would sometimes have you backtrack for puzzles, but once you crossed that bridge to Ramon Salazar‘s castle, there was no returning to those lovely Spanish households.
First Person Shooters specifically are a great example of a quick type of game where you are rarely expected to sit and smell the flowers. Some FPS developers do try to get their players to appreciate the atmosphere though. A way that developers utilize in order to get the player to slow down their gun reloading is by simply placing detailed things on the wall. They know players like to speed through their campaigns, as FPSs lead themselves to quick gameplay. I decided that with all the late 90’s and early 2000’s FPSs I have been playing lately that I owed it to you readers to give you a tour of some of the better (or at least odder) art I’ve found at the end of my gun barrel. Let’s call it “Franklin Raines’ FPS Tour of the Arts”, at least until I can think of/patent something better. Continue reading →