Today I’ve been playing a few different games, including Grand Theft Auto Online, One Way Heroics and Crimzon Clover: World Ignition.
Before I go any further, I just want to share a video I knocked up in five minutes using GTA’s built-in video editor. I’m looking forward to having a play with this; I haven’t seen an in-game editor so flexible since Driver on the PS1, and my friend Woody and I used to spend hours making ridiculous car chase movies with that.
But GTA is not what I want to talk about today. Rather, I want to talk a little about the last game I mentioned: Crimzon Clover: World Ignition. As you can probably surmise from the overblown title, this is a Japanese game; those of you with particularly strong game genre intuition will also have doubtless correctly identified that it is a shoot ’em up, specifically of the danmaku (bullet hell) variety.
I grabbed Crimzon Clover this week as part of GOG.com’s recent “tower of sales”. They were selling a pack of shoot ’em ups, several of which I’d had my eye on for a while, and one of which (the rather marvellous Astebreed, which was one of the last things I reviewed over at USgamer) I already owned, but it turned out that removing that from the package actually made it more expensive, so now I have two copies. Anyway, I digress; the sale has now ended, but Crimzon Clover is still pretty cheap anyway, so if you’re looking for some fun arcade-style blasting action, you could do far worse than grab a copy — and remember, there’s no shame in playing on “Novice” difficulty, so long as you don’t use the “Continue” function!
For those who haven’t been following me for a while, are unfamiliar with the modern conventions of the shoot ’em up genre or with Japanese gaming in general, a danmaku shooter is characterised by its extremely hectic patterns of bullets filling the screen which, at first glance, look impossible to avoid. That is, until you realise that the ship you’re flying has a “hitbox” much smaller than its complete sprite, which means you can get away with “grazing” bullets so long as they don’t hit the (usually explicitly visible) hitbox. In fact, some danmaku shooters ever reward you for grazing bullets without being destroyed.
The other defining feature of a danmaku shooter is a somewhat convoluted scoring system. Crimzon Clover is a little more straightforward than some of the more obtuse systems that renowned genre specialist Cave has come out with over the years, but it still requires something of an understanding beyond “shoot everything” in order to get the truly high scores.
But again, chasing high scores isn’t what I wanted to talk about today; instead, I want to talk about something I noticed while I was playing Crimzon Clover earlier today, and that’s the awareness that I suddenly had of myself using disciplines I’d picked up from a completely different game: Final Fantasy XIV.
Crimzon Clover and Final Fantasy XIV would doubtless not appear to have anything in common at first glance, but bear with me. Boil both of them down to their purest essence and they are both games about learning attack patterns and responding to them. Neither of them depend on randomness for the most part, with every encounter instead being meticulously scripted and choreographed down to the last detail; both of them reward taking the time to familiarise yourself with these patterns and know how to deal with them. In other words, knowing your part of the overall intricate dance of death and destruction on the screen.
This becomes even more obvious when fighting a boss in Crimzon Clover and, indeed, most other danmaku shoot ’em ups. One thing that both Final Fantasy XIV and Crimzon Clover have in common is a phase-based structure for boss fights: the boss uses a certain set of attacks until you damage it a certain amount (or, in some cases, a certain amount of time passes), then it moves on to something else, then perhaps something else, then perhaps something else after that. The most complex fight in Final Fantasy XIV I’ve done to date, for example — The Second Coil of Bahamut, Turn 4 (aka Turn 9, aka Nael deus Darnus) is split across four different phases, each of which is completely different from the last, and each of which requires learning independently of the others.
Crimzon Clover, meanwhile, is no exception to this rule, with bosses having set bullet patterns and special attacks according to which phase you’re on at any time; the one difference is that phase transitions are explicitly marked on the boss’ health bar in Crimzon Clover (and, again, in most other danmaku shmups) while in Final Fantasy XIV it’s a case of learning when the changeovers happen and how to time them so that you and your party are in a good position to deal with them when they happen. (The fact that Crimzon Clover is designed for one or two completely independent players while Final Fantasy XIV is designed for four to eight interdependent players is another difference, of course, but this added complexity is mitigated a little by the fact you’re not dodging literally thousands of bullets at any given moment. At least not in any encounter I’ve challenged so far.)
The thing I became aware of as I had a go at the first few levels of Crimzon Clover today — I haven’t managed to clear the game yet, as it’s pretty tough, even on Novice difficulty! — was that I was using most of the same skills I used while playing Final Fantasy. I was learning to observe patterns and anticipate what came next; I was moving into advantageous positions before all hell broke loose; I was learning from my mistakes rather than becoming frustrated by them.
These are all skills that, if we pull back and look at a lot of different games, are fairly common. But I’ve become most keenly aware of them while playing Final Fantasy XIV in particular, and it was a little surprising — and pleasing — to be aware of how applicable they were in a “cross-discipline” situation in a completely different game today. (And yes, Dark Souls fans, I know they’re applicable to that game too, but… I just can’t, okay?)
Also, Crimzon Clover is fucking awesome and if you like beautifully slick, gorgeous shoot ’em ups then I recommend you go grab yourself a copy from Steam or GOG.com right now!