Don't let the silly name put you off - this game is a seriously fun little shmup that has a lot more going for it than it's simple visuals and bullet hell leanings suggest at first glance. Super Galaxy Squadron Ex Turbo is a bullet hell style shmup from the indie stable that looks at first glance to be "another one of those" - just a shmup made with a shooter-creator toolset with simple sprites and nice colours to look like it might have come out on a fictitious successor to the PC engine. From the videos and screenshots it looks like the dev has fallen into the usual trap of putting more bullets in it to make stuff harder and that you might find a couple of hours fun here only if you like bullet hell. I'm here to say that it definitely ISN'T any of those things and what SGS EX Turbo REALLY is needs you to buy it, experience it and realise that what you have here is a game that manages to walk that line of being able to teach good bullet hell fundamentals to players not normally tempted by the genre. I'm not a fan of bullet hell but I am acquiring an appreciation for it. Games like DoDonPachi Resurrection are a touch hard for me but games like Danmaku unlimited 3, Rolling Gunner and Crimzon Clover all scratch an itch in me that's tough to reach with my beloved Gradius, R-Type or Aleste. SGS Ex Turbo scratches the itch in a way that Danmaku unlimited 3 does while layering in a little R-Type like strategy with it's ship selection mechanics. If you are looking for variety in your indie bullet hell, this game has you covered as all the ships play sufficiently differently from one another that you'll find yourself staring to prefer certain ships for certain levels even after only a few plays. With 17 ships unlocked from the start, you won't need to be grinding score or resources like R-type Final 2 or Danmaku Unlimited 3 to get those extra loadouts - SGS Ex Turbo wants you to play with it's toys right out of the gate and even offers you the chance to switch ships at the beginning of every mission to let you swap out from a ship that may not suit your style or pick up a ship that may be better adapted to the challenges of the next level. Following the theme of playing with all the toys, each ship has a primary and secondary shot that both fire from the one button. These weapons can be powered up by picking up items in the stage up to 5 times. Being hit de-powers your weapons by a rank by dropping some of your pickups, but you can reacquire lost pickups if you are quick. In addition to your main and secondary shots, each ship has access to a slow-down mechanic, allowing you to slow the game for short periods of time, helping you to survive the onslaught of bullets you may have to face. Lastly, each ship has it's own hyper weapon, activatable after you've filled an energy bar by picking up items left behind by defeated enemies. These hyper weapons are hugely variable between ships and often, these weapons shield your ship or cancel bullets in some way, allowing them to be deployed defensively as well as offensively. The twin systems of the slow-down and hyper weapons make SGS Ex Turbo quite forgiving to beginners. It's surprising how far you can get with just those systems but the game goes further in trying to ensure even the greenest of bullet-hell novices can come and play in the sandbox. The game has multiple difficulty modes and in some modes, your ship has a life bar that can be refilled with frequently occurring pickups throughout the level. Each ship has a different amount of damage it can take before a life is lost. Getting hit grants temporary invincibility, allowing players to brute force their way through patterns of bullets if they haven't yet acquired the skill, or the firepower, needed to get through. Additionally, your hit box is generously small, allowing unskilled players to marvel at how they managed to dodge through those impossible gaps, building confidence all the while. When you add the simplicity of the powerup system, the additional tools the game gives players and the various game modes on offer, you really do get a game that can be a very effective introduction into bullet hell shooters. if you have ever looked at a bullet hell and wondered, "could I play that?" rest assured that SGS Ex Turbo will hold your hand a little and let you find your feet in an engaging and fun way......then it will tempt you to turn up the heat and feel like a badass. As a beginner, you'll have completed the game on the easier modes before you are 2 hours in and will be well on your way to high-score glory before you know it. Does this mean there's little for veterans of the genre to do here? Not at all - SGS Ex Turbo scales it's difficulty well and the higher skill-ceiling ships are a blast to get to grips with. I'll be playing this one for a while yet. I'd love to say that SGS Ex Turbo is flawless but, alas, there's a few nitpicks that bother me specifically. The graphical style isn't for me and it almost put me off buying. In play the style works great, however, and enemy bullets are always clear. The slow-down effect is somewhat jarring - it's like someone is pressing the pause button on autofire rather than like a true slowing mechanic, like in Ginga Force. The game doesn't really teach you some of the cool mechanics around certain ships (Black, White and Chrome come to mind) which have additional shooting modes or effects, typically used by not holding down your fire button. Lastly, on later difficulties it's very easy to get chain-hit in the dense patterns losing lives and power-ups rapidly one after the other. While this seems to be as the dev intends, i'm not a fan of being punished repeatedly for a single maneuvering mistake, particularly as my mobility issues sometimes make fine motor skills a little tough in a play session. Lastly, the appearance of the massive HYPER READY prompt annoyed me as it was a distraction - I'd have been happier with a simple tone or a Crimzon Clover-esque prompt underneath my ship as a reminder that my hyper is ready to go. These nitpicks are just that - nitpicks. None of them stop the game from being fun, they just wear the sheen off an otherwise fabulous little game for me specifically. Before I go I have to mention the secret sauce that makes SGS Ex Turbo come together - the audio design. This game's explosions are meatier than they have any right to be and the soundtrack is memorable. i'll say this though - you NEED to finish the game because the end credits theme SLAPS. What a lovely way for the dev to reward a playthrough. Other indie devs take note - get a good composer in and have them design a theme that carries throughout, it will elevate your game. Just because you've chosen retro-style it doesn't mean your audio should be simple. THIS is how it's done with style! Overall, SGS Ex Turbo is well worth your time, whatever skill level you are at. For £8.50 it's worth the price of entry but right now it's only £2.12 - that's an absolute steal for something with this much variety and fun. Don't miss this - it's a good one!
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