Sturmwind

Developer: Duranik   Publisher: RedSpotGames    Release: 04/24/13   Genre: Shooter                                Also on: Windows, Nintendo Switch, Xbox One

The day Sega threw in the towel on the Dreamcast was a sad day. Many projects in development went to other consoles or were outright cancelled. In spite of that a strange thing happened. Thanks to its easy development environment a homebrew scene emerged that has kept the dream alive to this day with new releases. Sturmwind is one of the most infamous of these projects. Announced in 2010 it shocked gamers with beautiful screenshots that were too good to be true. The game would not resurface for another three years and it was the real deal. As a showcase Sturmwind is a triumph of art direction and technology. But does the gameplay match its visuals?

The weapon system borrows from Thunder Force and Axelay. There are only three primary weapons: lichblitz which fires dual lightning beams above and below your ship, rudel, a straightforward green shot, and nordwest, a cannon that swivels back and forth if you let it or focused fire. Collecting the same weapon twice powers it up by adding drones for increased firepower. Like Konami’s classic if you get hit you lose the current weapon so they are effectively your life bar. Power-ups are in decent supply but you still have to be careful. There are a few more mechanics that add additional depth. Drones can be repositioned and any weapon can fire backwards at the touch of a button. This is a simple mechanic that I wish more shooters would adapt. Each weapon has a charge shot but if you let the meter build too much it overheats and you lose it.

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Sturmwind uses a combination of pre-rendered background with 3d elements for a striking look that is beyond the system’s 3d capabilities. The backgrounds are bustling with activity: factory parts shift and activate, molten lava erupts, black holes create gravity wells, and massive deep sea creatures try to take a bite. There is rarely a moment where something is not going on in the environment and it makes each world feel alive. Sturmwind is full of set piece moments that borrow heavily from R-Type, specifically the third installment. There is no shame in borrowing from some of the best I say. The majority of the game being pre-rendered is a bit of a cheat code but if it allows this level of exhibition it is a wise choice as the game still looks great today.

Sturmwind is big on spectacle to its detriment. The game is largely style over substance. Sturmwind does not do a good job of separating foreground from background meaning you frequently collide with areas you thought were safe. I cannot count how many times I crossed a boundary that I thought was in the background and lost a weapon or died. They try to make up for this with warning signs for dangerous areas but it is not enough. This remains an issue up until the game’s conclusion and should be better. In addition hit detection is inconsistent. I guarantee most of your deaths will occur because you were hit without realizing it. The game is not clear with the boss’s hit boxes either. There were many bosses where I was never sure I was actually damaging it until it died. Unfortunately these flaws hinder Sturmwind from reaching its potential.

What saves Sturmwind is its accessibility. This is not a bullet hell shooter and has more in common with shooters from the 90s. The weapon system means it is hard to die if you are not crashing in to the environment. They telegraph enemy waves in advance and extra lives pop every two or three levels. In addition your progress saves after every level and only your score resets. You can go back and practice any level you have completed as well. If Sturmwind did not have its issues the game would be even easier if you can believe it. Maybe that is why it is so god damn long.

At 16 levels Sturmwind is one of the longer shooters in the genre. I am not one to complain about more content but it does feel a bit excessive. The journey is crosses multiple planets but it does start to feel repetitive after a while. Some planets have as many as four levels but the problem is they do not have enough ideas to stretch that many stages to make them feel different. By around stage ten I wanted the game to end even though I was enjoying myself. Arcade mode is for those that want a shorter experience. This mode comprises six levels with the caveat being you cannot continue or save. Between the two you can tailor your experience even if I wish the core game were more curated.

In Closing

Sturmwind is a good game overall. The visual spectacle on display alone warrants a few runs at the very least. The accessible difficulty means anyone of any skill level can jump right in and make progress as well. With a little more polish this one could have been one of the greatest shooters on the platform. But Sturmwind will have to settle for being pretty good.

7 out of 10

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