#oneaday Day 526: Full Metal Schoolgirl

Full disclosure: the other day when I said I was going to play Full Metal Schoolgirl, I actually ended up playing more Tears of the Kingdom. I didn't feel bad about that, either, but it did mean I haven't been able to talk about Full Metal Schoolgirl.

Until now! Because I played it this evening.

Full Metal Schoolgirl is a roguelite action game. I know, I know, we're not exactly short of those, but this one had my attention for a few reasons. Firstly: mecha gyaru schoolgirls. Secondly, it's developed by Yuke's, who do cool stuff. Thirdly, the entire concept of the game is savagely anti-capitalist, and frankly, with the world the way it is right now, that was rather appealing.

You take control of one of two mechanised schoolgirls, each of whom have their own reasons to want revenge on the local megacorporation, which has been turning its workers into cyborgs so they can work more hours without having to take a break. The upshot of this is that they have become "The Working Dead", doomed to continue working their meaningless, joyless jobs even after death.

Enter our schoolgirls, who raid the company's 100-floor headquarters, only for the one you didnt pick to get immediately injured and, predictably, show up as a recurring boss character at various points throughout proceedings.

Your gal has a melee and a ranged weapon. Ranged weapons either have infinite ammo and an overheat gauge, or a limited clip size (and thus the need to reload) but an infinite stock of ammunition. Melee weapons, meanwhile, use up a stamina bar with each strike, and this bar is also used for dashing, dodging and blocking.

The game flows on a room-by-room basis. You're not always locked in each room and have to defeat all the enemies to proceed, but you often are, particularly when some of the game's special mechanics come into play.

Clearing a room rewards you with loot, which can be replacements for either of your weapons or shield, a battery for healing, or a mod which confers a reasonably significant passive bonus of some description, along with a small passive penalty. You also gain various materials with every kill and most bits of scenery destroyed, and there's a currency that only applies to your current run that can be used for various purposes, such as opening locked item chests that can guarantee items of a particular rarity.

Part of the game's setup is that your chosen gal is livestreaming her massacre, and as she progresses, requests will come in from the viewers. These usually take the form of clearing the room in a time limit, without healing or without depleting your stamina bar completely at any point. When one of these comes in, you can accept it, or you can accept a harder variant for a bigger reward. If you successfully complete the request, your gal earns cash donations which do carry over between runs, and these, along with the materials, are used to upgrade her Base capabilities between runs.

It's a lot of fun so far! There's some nice weight to the combat, and plenty of variety in the guns. Since the enemies are robotic, they explode and shatter into pieces dramatically when you blast or slice them, and each room is furnished entirely with physics objects, meaning you absolutely wreck the joint with each encounter.

There are a variety of different enemy types that change up with each block of levels, including some who have a "job title" and act as a miniboss. These can be staggered, which leaves them open to a "Retirement Blow", a satisfying cinematic attack that usually defeats them outright.

Thus far I've enjoyed what I played, and it kept me occupied for a good two hours solid earlier. I'm looking forward to playing it some more — it's a nice, silly, fun game, and that's exactly what you want sometimes.


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2024: Galak-Zed

0025_001Been playing some Galak-Z on PS4 today. This is a game I've had my eye on for a while, and it's finally been released.

Galak-Z, for the uninitiated, is a "roguelite" — that is, it incorporates some aspects of roguelikes (most notably permadeath and randomly generated elements) while adding some persistent elements and making the overall experience a bit more friendly and accessible to the average person who gets frightened by ASCII.

It's actually got quite a bit in common with the indie darling Rogue Legacy from a while back, in that there's a constant sense of "progression" even when you're fucking things up repeatedly, because even when you mess up, you'll be unlocking stuff that might make future playthroughs a bit easier. Make no mistake, though, Galak-Z is a challenging game that is not afraid to kick your arse.

At heart, it's a top-down space shooter in which you complete various missions that usually boil down to "find dungeon, find thing in dungeon, destroy/collect thing, escape". This simple structure works in the game's favour, as it keeps missions short and snappy with the possibility of variations along the way according to map layouts and the enemies you'll encounter. And treasure, of course; one of the most fun aspects of Galak-Z is gradually outfitting your ship with all manner of death-dealing machinery and hoping it will save your life when one of those bastard Hammerhead ships starts chasing you.

Rather than simply tasking you with surviving as long as possible, Galak-Z is mission-based. To be specific, it's split into five "seasons", each of which requires you to complete five episodes in a row without dying in order to progress to the next. In a charming nod to '80s era Saturday morning cartoons — which the game's whole aesthetic is based on — each episode has a randomly generated title and writer, plus some enjoyable banter between the playable protagonist A-Tak and the heroine Beam.

I'm not sure what the game's longevity will be like as, having not yet finished the first season, I can't say with confidence whether the later missions are more adventurous and complex. It's certainly holding my interest right now, but I feel it may need a bit more to keep me playing in the long term. It remains to be seen whether it will provide that for me, I guess — count on a situation report when the time comes!

In the meantime, I made another video with ShareFactory detailing the game, how it works and what it's all about. Take a look!