Its sometime in the year 2000, and Treasure are finishign up production of the best games of all time, Sin and Punishment, and for some fucking reason, in their after work hours, Programmer Atsutomo Nakagawa and artist/director Hiroshi iuchi have put together a prototype for a new game. Masato Maegawa, founder of treasure and by the sounds of it, the best boss of all time, plays it and basically puts his own money on the line, hiring three guys from G.Rev, themselves scrounging enough pennies to make their metal black fangame to assist, and putting the game into full production.

It is one of those realities that is very easy to forget about Ikaruga, now 22 years into it's stint of being "the shmup", and with that has come some sort of monolithic presence. And certainly with it's truly bonkers level of polish, it is hard to imagine it's origin - an absolute flash in the pan, a game that some top level developers really wanted to make, and circumstance and a little risk taking gave them a shot at it.

And you can't say they didn't take it.

Perhaps it is a byproduct of the "one chance to do what you want" reality of Ikaruga that the game is downright pathological in it's approach. And that approach is really the kicker, and usually the thing that draws contention.

Because Ikaruga is rigid as they come. You really have to cast your mind back to the likes of very early toaplan titles like Tiger Heli and Slap fight to find a game where spawns, bullet patterns and stage layouts are essentially locked in, and the game is almost entirely built around really knowing the stages before you go into them, figuring out the best paths through them and executing it perfectly. There's really more resemblance to some fucked up kind of racing game than a wild game like say, Recca. And yes, a lot of shooting games have a strong emphasis on stage knowledge, but Ikaruga is a game that basically shows you the door unless you're prepared to meet it on it's terms. It is a game that can feel comically impossible on a first approach, with stages 3 and 4 in particular being filled with layouts of enemies and bullet hazards that are fast, complex, and will just kill you before you have a chance to properly assess the situation. It can feel outright unfair, and it's probably worth pointing out the Original arcade version came with something ive never seen in any other arcade game - a trial mode which let you play the first two stages with infinite lives on one credit, serving as an introduction for the player to apperciate the mechanics.

And yeah, Ikaruga is a bit gimmicky. I will admit readly it's a game that really took me a while to actually grasp - it's exceptionally easy to appreciate the things about Ikaruga that are obviously exceptional, but especially coming at it as if it's a standard STG, harder to have actual fun with it.

For me, what unlocked that fun was the scoring. Ikaruga is exceptionally tightly tuned, but the scoring is just wonderful - and for me the secret element that tends to go unmentioned is large parts of it are very in line with games like dangan feveron and thunder dragon 2 where enemy spawns are tied to kills, which makes optimising it's chains of 3 enemies and doing it as fast as possible, spawning more in for more points and then you can get more extends and then maybe, just maybe you can beat this thing, right?

And at least for me, when i unlocked that key, when i got my first good run of stage 1, I got it. And from there the beauty of Ikaruga really shows itself. Because yes, doing a cool run of stage 1 is good gameplay - but Ikaruga then pushes this gameplay as far as it will go, with the claustrophobic and more puzzle-y stage 2 and first half of stage 3, to the notorious, exceptional battleship raid of stage 4 with an almost rhythmical quality to it, to the peak caravan-scoring festival of stage 5, each stage with a completley unique and weird boss that puts different elements of the game's mechanics to the test, and really only the first one resembles a traditional STG boss at all. Oh, and you want to quick kill them all.

Learning all these stages, these bosses, understanding their quirks, and understanding the quirks of Ikaruga's own systems, is just about the most satisfying thing i've done in any videogame. And buried deep in there, amongst the routing and execution, the sponteneity and chaos you were sure that Iuchi and Nakagawa hammered out of the game rears it's head again - sometimes in elements of the game itself, like the completely bonkers bonus chain enemies at the end of stage 3 that Superplayers still havent optimised, and the snakes in the final boss' second phase - but more often in yourself. Ikaruga is a game challenging and demanding to the point that even the very best players cannot execute the perfect route every time, and it is in catching the small errors, the deaths, the chain breaks - like a snap of oversteer going down the back end of the nordschleife, they may be mistakes but catching them is part of the thrill.

I would be remiss not to mention Ikaruga's just unbelievable presentation. The key staff member of Ikaruga I havent mentioned yet is Yasushi Suzuki, who's art direction and particularly his mechanical design is absolutely impeccable. The ikaruga ship is as unique and offbeat as the game itself, the designs of enemies and their sihoulettes is perfectly balanced between flavour and function, and on a simple level, the game is just pretty much the best looking 3D STG out there. And I know it really doesn''t matter but goddamn is his Key art, featured in the steam version as backgrounds, just the best.

And yeah i've got to mention the music. Director of Ikaruga Hiroshi Iuchi is not a composer. His main thing was making backgrounds and his jaunt in directing Radiant Silvergun and Ikaruga already seemed like a stretch but just popping out one of the best game soundtracks ever as you do so and then not releasing another piece of music for 22 years is something else. And yes, a lot of it is based around that one motif from "Ideal" but that is fine when your game is 20 minutes long and ideal might be the very best in the long tradition of exceptional STG stage 1 tracks. I simply do not understand how you just do that.

The real cherry on top of Ikaruga is how it works thematically. It's clearly a sequel to the very dour radiant silvergun, a game about breaking the eternal cycle of torment humanity inflicted itself with some buddhist themes, which is hype as shit and awesome in it's own right, but there's also Radiant Silvergun's subtext - that of game development stagnating, devs repeating the same things and refusing to risk - that is really wha the stone-like represents, and Ikaruga takes glee in blowing it up, but it's the game's entire existence and style that refutes it best - and its worth noting in the years between the two, it wasn't alone. In the years between RSG and Ikaruga, in the STG space alone you had the wild Dimahoo, Guwange, Progear, Raycrisis, Mars Matrix to name a few. They, and Ikaruga, are proof that whilst the wheel of samsara might bind us, the capability to change it is there.

The end result of all this is just so special. A lot of STG development history has strokes of lightning in a bottle, but Ikaruga takes the cake. A small bunch of ridiculously talented creatives on the same page (nb. Iuchi has called Nakagawa his "wife" in relation to work on this game) given the chance to make the thing they really wanted to do and threw everything at it. In like a year dev time. I swear, the more you look into Ikaruga the more it feels like an impossible result. And yet it is here, and it is special.

Reviewed on Nov 05, 2023


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