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1* AlternateCharacterInterpretation: The true ending led to different interpretations about Kachi and the Nebulox's previous actions.
2** Was Kachi [[spoiler:genuinely amnesiac, or was she just pretending to not remember her past in order to manipulate Isa into eliminating her enemies]]?
3** Were the Nebulox [[spoiler:{{Anti Villain}}s? Even though they are brutal, they were genuinely trying to protect their home from an extremely dangerous enemy who caused countless deaths and much damage]].
4* SugarWiki/AwesomeArt: Yasushi Suzuki's official art for this game is rather breath-taking.
5* BreatherBoss: The last boss of Stage 4, Ariana, is still fairly challenging, but widely regarded as easier as she uses more methodical attacks that can be countered with the correct strategies, as opposed to relying on spam strategies like the Keeper bosses throughout the stage.
6* BreatherLevel: Stage 4 is the midpoint of the game, but tends to be seen as easier than Stage 3 before it and all of the following levels, aside from the Swamp Keeper boss.
7* EndingFatigue: One small criticism is the length of the game. An average run takes about ''2 hours and 40 minutes'', which feels too long by ShootEmUp, RailShooter, and RunAndGun standards. You could be watching a movie with a runtime like that. Not helping much is that most of the stages are [[MarathonLevel Marathon Levels]], complete with [[MarathonBoss Marathon Bosses]].
8* EvenBetterSequel: The first game is already great, if not [[SomeDexterityRequired requiring dexterity]] due to having to use an analog stick to control the cursor. This game is bigger (about 3 hours bigger), [[SequelDifficultySpike badder]], runs at a slick 60 frames per second throughout the game (even in cutscenes!), and the pointer-based controls give you the cursor control of a LightGunGame.
9* FanNickname: Because of [[NintendoHard the difficulty]], fans dubbed ''Star Successor'' as "''UsefulNotes/{{Wii}}[[VideoGame/{{Ikaruga}} karuga]]''".
10* GoddamnedBoss: A lot of the more gimmicky fights fall under this.
11** Guardian 17 in Stage 3 is fought with your character being in the center of the attack columns as they rotate around you. Turning to fire at the main boss takes some finesse, and it can waste time by hiding behind the other columns. The time limit for the boss is much shorter than expected (just two minutes), not giving you much wiggle room to kill it without losing your multiplier, especially if you go for a medal by killing the other enemies first.
12** The Komodo Keeper in Stage 6 takes ScratchDamage from bullets and runs behind you most of the time, so you can to cut train cars free to deal notable harm. There's a bit of luck in hoping that the Komodo Keeper and the cars line up, and even disregarding that the battle will take a while of repeating this, since there are Nebulox stations to destroy along the way. The fight itself is unlikely to kill you, but the threat of an instant death by staying in the air for too long makes it nerve-wracking.
13** Deko's third phase in his Stage 6 boss fight. After a whole game of being able to dodge and roll out of trouble, Deko instigates an UnexpectedGameplayChange and forces you into a 2D fighter where you need to stay close, and rolling away only encourages him to yank on the cuff Isa's attached to. Deko is invulnerable until he exposes himself to get knocked into the air for a combo, but leaving him alone for too long lets him pull off hard-to-dodge attacks that lower health quickly. Overall one of the less fair fights in the game, especially if you're on track for a one-credit-clear.
14* HoYay: Fans were quick to compare Deko and Isa's pre-battle interactions to a relationship between sadomasochistic lovers.
15-->'''Deko:''' "I'm really going to enjoy this. [[PreAsskickingOneLiner Prepare to bleed]]."
16* {{Macekre}}: If you can understand Japanese, or have a translation of the Japanese game script, the censorship in the English subtitles is particularly jarring.
17* {{Narm}}:
18** In stage 4, Ariana Shami is such a LargeHam that even lines that should be disturbing become unintentionally funny.
19--> '''Ariana''': "My Blood...is on FIRE!"
20** Isa responds to Deko calling Kachi a monster by saying [[NoYou that Deko is the real monster]].
21* NarmCharm: The Stage 4 boss exclaiming that her blood is on fire is seen as the epitome of this game's poor voice acting, though its cheesiness has been fully embraced by fans.
22* NightmareFuel: The battle with the Infant/Hatchling Keeper in Stage 6. Your partner is being lowered by a crane into slowly-rising lava and you have to raise a pair of platforms to keep up with the lava while occasionally stunning the Infant Keeper to force him to knock your partner back up. If you fail to keep up, your partner is [[ItsAWonderfulFailure dumped into the lava]], resulting in a GameOver.
23* NightmareRetardant: The haunted portion of Stage 4 is pretty spooky, that is, until you face the big basketball-playing skeleton mini boss at the end.
24* ScrappyMechanic:
25** Don't bother playing for score unless you're willing to draw out boss battles. Mind you, boss timers are often ''at least'' three minutes longer than needed to defeat whatever boss you're up against, and many boss fights feature "popcorn" enemies you can blast for extra points, meaning that the optimal score meta requires you to drag out boss fights, and by extension the already long-enough game, as long as possible.
26** Kachi's Autolock ability. While handy against boss weakpoints, it has a habit of getting "stuck" on enemies you didn't mean to lock onto. [[spoiler:This is especially problematic during the finale, where it can lock onto Deko while you're trying to shoot down his projectiles, doubly so since your attacks are completely useless against him.]]
27** In Stage 5, your character mounts either a hover-cycle or a Ruffian mount. Problem is, this is also the only stage in the game where contact with side walls stuns you for a few seconds.
28* SequelDifficultySpike: In spite of offering pointer-based controls for a precise LightGunGame experience, the ability to freely fly for most of the game, and a proper 2-player mode, this game is ''considerably'' harder than its predecessor. The number of stages has been more than doubled (from 3 to 8, including the prologue) and individual stages are longer on average than they are in the original game (seriously, [[MarathonLevel they take about 10-20 minutes each on average]]), meaning that it takes longer to complete the game (and thus naturally harder to get the 1-credit clear). Enemy attacks are more difficult, incorporating BulletHell patterns and attacks that chase you around the XY-plane. And some bosses [[PuzzleBoss require specific strategies to beat]], especially the G5/Nebulox, and [[GuideDangIt the way to do so may not be readily apparent to a new player]].
29* ThatOneBoss:
30** The Swamp Keeper, who's the final mid-boss of Stage 4 (or the second-to-last mini boss if you're playing the Japanese version). The weak point on its head is tiny and hard to hit (it moves around a lot and rarely stops attacking) unless it tries to lunge onto the bridge. The rest of the time, it's firing homing bombs in groups of four, sending out a chasing laser, or spewing exploding thorns, all while tadpoles swarm the bridge. Ariana Shami, the stage boss, is actually easier because she relies on counter-able attacks instead of bullet spam.
31** The relatively easy Sabrehook Keeper and Vulture Keeper merge into the stronger Gryphon Keeper at the end of Stage 5. It has some very fast sonic wave shots and claw swipes, and smears large sections of the screen with fire breath and slow lasers. Destroying the orb on one of its wings will prevent it from firing attacks on that side, but destroying both enrages it into continuously charging at you, which rips through your health fast if you can't time a melee counter.
32* ThatOneLevel:
33** Stage 5 would be more enjoyable if touching the walls didn't stun the player for a few seconds.
34** Stage 6, on account of its [[MarathonLevel sheer length]], brutal and durable enemies, and plethora of bosses, two of which have NonstandardGameOver conditions that can be triggered regardless of remaining health. The whole deal takes about ''35 minutes'', and that's if you don't die and have to reload a checkpoint.

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