ESP Ra. De.
Manufacturer: Atlus
Year: 1998

2018 is not so far anymore, and even Tokyo is not a dream for us, European people... I wonder how many of us will be able to travel to Japan before that year but maybe... if only humans could capture the power of their own intellectual faculties (or, let's call them the right way, that's extra-sensorial abilities) there would be the opportunity to psycho-port us wherever we want to, even in Japan, by using out only will, isn't it?

We spent centuries speaking about the fact that humans can't use more than 10% of their brains, we keep on fancying of people capable of moving objects by simply focusing their mind, flying or making others feel pain or terror by simply watching at them... some calls them magician, some other impostors, some others call them in the proper way: ESPer, that's a capable person of focusing and controling their own ESP powers (Extra Sensorial Perceptions).

The story I'm gonna talk about takes place in an imaginary future, which could actually occur in this century's Japan, exactly in Tokyo in the year 2018. In such scenario, ESP powers are not a dream anymore...

At those times a mysterious syndicate known as Yaksa fully controls the Japanese politics, society and economics, their headquarter being in the capitol city, Tokyo. There the old and powerful Mrs. Garra, the syndicate's one and only leader, has everything in her own hands.

People say that woman's been capable of obtaining extremely powerful ESP faculties after a lot of years of psychic training, and she apparently uses such powers in order to conquer and dominate everything she wants. She even set up an army of bodyguards mad of young women called Alice, all looking and behaving the same way (they might be clones!) and extremely well-trained in ESP attacks and defences.

It's time for balancing the accounts with her: her true nature is unveiled and war begins. Three only people can contrast her, each powered by unique ESP capabilities, each havign their own reasons to fight the evil syndicate leader. Yuusuke Sagami is a young high school student girl, Jb-5th is a Russian assassin and Irori Mimasaka is a child figthtinh for peace.

The final fight takes place in various scenarios, which order depends on the caracter we choose. We'll fly in the skies over the Houo High School and Bay Area, inside of the Shopping Mall at night and underground in the Wangan Subway Line. Then the Yaksa Fortress in the last place.

Game is composed of four vertically scrolling stages, in a very similar manner as other progressively-enhancing weaponry shooters which were born after Capcom's classic, 1942.

Our hero is armed with two weapons (unique for each character), the first is a frontal attack with psychic bullets of limited power (if you keep the action button pressed, shooting becomes continuous but the character's movement become slower), the second is a short-range volley of piercing bullets lasting for a few seconds (this attack mode allow the player to collect multiplier bubble-bonuses from enemies). The third button is used to release a psychic blast, a sort of smart bomb with a terrific power (this consumes energy from the energy gauge).

This videogame's main feature is the multipliers management: you see, the battle is extremely tough, with millions of bullets being shot against our hero. So what makes the difference between a good videogamer and another one, it's the ability to reach unimaginable scores. Multipliers appear as a sort of "bonus" icon from killed enemies and they can be collected up to the x16 factor. This means that if we destroy one enemy after getting the x16 factor, the score will be sixteen times higher - in a similar way as when playing pinball! This is a common feature to other Atlus shoot'em ups as Guwange and DoDonPachi, making those videogames more attractive than others.

A quick look at the game control panel. From top to bottom, at each side: current score, lives left (in the shape of a heart), collected bonus tokens, Piercing Bullets gauge and Psychic Power gauge. As you can see... there's much more than in a "common" shoot'em up!


click me to read the
instructions manual

flyer

 

Ratings

PRESENTATION: 85%
Wonderful attractive mode,
lots of options and an
immediate appeal.

GRAPHICS: 90%
Great sprites and background
design, smart scrolling, lots of
touches of class in animations.

SOUND: 89%
Nice soundtrack and very
powerful explosions and other
sound effects! 

ORIGINALITY: 75%
A shoot'em up with few insertions
taken from the pinball and
adventure genres!

HOOKABILITY: 95%
You'll want to try it after
seeing the attract mode.

LASTABILITY: 76%
Could have been 100% if only
it was a little bit easier...


OVERALL: 86%
A superbly packed shoot'em up,
well worth more than a try, a new
era for "blast'em all" videogame!

MADrigalThis game has an A-level hookability: it's almost impossible to see it among all the videogames in an arcade. If you only look at if for more than a minute you'll immediately want to challenge it. The problem is: after trying it once, twice, three times... you'll probably leave it and throw in the towel. Yes, ESP Ra. De. is tough!
I think of it as a perfect example of the new generation of shoot'em ups: graphics and sounds fit todays highest quality, plus there are features as the multiplier system, two weapons per character, and energy gauges for reloadable smart bombs. The plot is interesting too, and the chance of using more characters and various paths is something that amplifies lastability... but this is worth until the moment when you'll discover this videogame is not designed for all sort of players! Most people leave ESP Ra. De. soon, and the cabinet is gonna become just another one in an racade where all people keep on playing Metal Slug and Street Fighter II... A masterpiece by the way.

Zaxxon1Another Atlus/Cave videogame... my opinion doesn't differ much from what I think about DonPachi: graphically wonderful, lots of game options, technically perfect but I'm quite unsure about lastability (on the contrary as DonPachi, which is quite much more lastable in my opinion).
Non-hardcore gamers will find ESP Ra. De. too hard, maybe they'll play it because it's great looking but... well it's almost impossible to play it even with five lives available and the difficulty level set to "easy"! You see, I'm not a beginner myself (I used to complete classic shoot'em ups as Vanguard, Phoenix and Gyruss with a single coin in the past) but I have to admit I stopped trying to tackle the infinite number of enemy bullets in ESP Ra. De., and I'm not wiling to try it again.
That's why I say the "normal" player is not to enjoy this videogame... it's disappointing like eating a juicy apple... with a fat worm inside.
 

RedhotESP Ra. De. belongs to the cathegory of ultra-chaotic action shoot'em ups (the same of DoDonPachi - to be clear), the kind of games where you have no time to stop and think, and all you have to do is shoot and destroy everything. As usual a shoot'em up must have something really good to be remembered. Well, ESP Ra. De. has got an average graphics with good perspective effects. Sounds are nothing special, but it provides an adequate background to the action.
The first time you play it, you could find that ESP Ra. De. is not a special game (with special regards tp the presentation, which consists in a really poor attractive mode), but after you get grip with the weaponry, this game reveals its real main feature: an incredible action - and once you are involved in the action, I'm sure this could become one of your best favourites shoot'em up.
 

back to issue index