Sine Mora Ex Switch
Aug 08, 2017 Sine Mora Ex provides a forgiving entry point for those wanting to get into shmup’s, but also has plenty of challenges waiting for you when you’re ready. The game is a visual treat on the Switch and has some of the narrative hallmarks one would expect from a Grasshopper Manufacture game.
Stay on target.If you have a, chances are you also have. The new Zelda is a massive, phenomenal game that you can and should play for dozens of hours. But eventually, you’re going to want to play something new on your Nintendo console/handheld hybrid.
Is a new column highlighting cool, smaller Switch games to check out once you’ve saved Hyrule.When you think of a video game starring talking adult animals shooting each other in space ships, chances are you’re thinking about Nintendo’s Star Fox series. But that also applies to Sine Mora EX, an extended version of the 2012 shoot ‘em up by Grasshopper Manufacture, now available on Nintendo’s own Switch console/handheld hybrid.
However, despite these funny similarities, Sine Mora EX has its own fascinating and almost depressing original ideas helping stand out in the furry space shooter subgenre. Shoot ‘em ups, maybe more so than any other arcade genre, value intense twitch action and sheer speed. They’re short bursts of pure skill, moving and shooting with your hands faster than your eyes and brain can react.
So you wouldn’t think they’d be fond of ponderous storylines.And yet wants you to know all about its deadly serious dieselpunk world full of sad gazelle ladies and alligator men cursing the empire (literally, this game is rated M) that continues to slaughter their children for endless war. Stages are bookended with somber voiced monologues, and even if I never really cared about what they were saying, I was charmed by the straight-faced ridiculous of the presentation.Like a true gritty, Sine Mora EX is also obsessed with the passage of time. The plot spans two different timelines, the lore involves prophets who manipulate time, and the signature gameplay mechanic is time control.
That’s where the game gets interesting beyond its surface absurdity. Sine Mora basically plays like a classic 2D shmup such as R-Type or Gradius, not a 3D one like Star Fox. You (or you and a friend) steer the ship around the screen shooting and trying not to get shot by waves of enemies big and small with brutal patterns to memorize.However, along with shooter staples like upgradeable guns and limited special attacks like bombs and wide-reaching lasers, with a push of a button you can also stop time. This lets you easily weave between walls of screen-filling projectiles that define these “bullet hell” games.
You can’t do this forever, though, so be smart with your resources.Time itself is also a resource to manage, in that time is your health. You start each mission with a certain amount of time to complete it. Killing enemies extends your time while getting shot shortens it.
And checkpoints “stabilize your time mass” to make sure you aren’t took weak or too strong going into a new area. It’s like the Justin Timberlake movie In Time. Time also changes how you approach situation is a really cool way. If you play too safe, you’ll actually hurt yourself by wasting more time than you save.
But rushed, sloppy play also wastes time for the opposite reasons. So you constantly have to gauge that pressure and find the balance. Resist punishing negative feedback loops.
Know when to chase that extra power-up or just let it bounce away. The best levels find creative ways to mess with your pacing, challenging you to stay concealed in floating garbage or consider the timing of flaming pillars.
These time mechanics are layered on top of a well-produced modern shoot ‘em up. The perspective is 2D but the realistic graphics are all fully polygonal with pleasing depth-of-field effects separating the clean and lovely backgrounds from the fast foreground action. The camera smoothly loops around colorful industrial environments, and the bizarre bosses are all appropriately towering and terrifying.As for other modes, after you encounter a boss in the campaign, even if you don’t beat it, you can practice learning its patterns in a separate mode, which is a nice quality of life feature.
You can also replay any mission you’ve already completed, and they’re short enough to be digestible for portable Switch play. Challenge mode has you tackling parts of the campaign with specific requirements, and there’s even a little somewhat throwaway competitive multiplayer mode where you try to blast your friend in a tight arena.
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