Sin and Punishment: Star Successor (Successor of the Skies in Europe) is the Wii sequel to the Nintendo 64 rail shooter Sin and Punishment by Treasure.The gameplay resembles the original, in that the screen moves along a fixed path while the player moves and maneuvers around it, shooting down everything as they go. But the sequel adds the ability to hover and fly in the air, adding an element of the 2D Shoot 'em Up, along with the great advantage of Wii remote aiming and two playable characters with different gameplay styles.The plot isn't as much of a Mind Screw as the original. The story is set in the midst of a war between Inner Space and Outer Space that has lasted for aeons, having escalated in the time gap between the original game and the sequel. Inner Space's outposts are seven Earths, each slightly different, and ultimately presided over by "the Creators" (a fancy way of saying "Gods").On Earth-4, an alien spy from Outer Space appears. Isa Jo, the son of the protagonists from the original game, is dispatched to destroy the spy using his strange inherited powers. But when he eventually finds it, there's a problem — it's now a "she". It's taken the form of an utterly innocent, amnesiac girl. All she can remember is that her aim was to find out about humans, and that part of her name was "...chi..."Isa is intrigued and surprised by the girl, whom he dubs Kachi, and decides that alien or not, he's not going to kill her. The Creators aren't especially happy about that. The Nebulox, five devout servants of the Creators with superhuman abilities, are sent to initiate some... forcible persuasion. Isa and Kachi flee, but sometimes the only thing left to do is fight.Conceived by Treasure not long after the Wii came out, and green lit due in no small part to the sales of the original game on Wii Virtual Console. Sin and Punishment 2 was released, with full English and Japanese voice-acting to boot, in Japan on October 29, 2009, in Europe on May 7, 2010, and in North America on June 27, 2010. So now it's even less of a Widget Series.
All There in the Manual: As with the first game, Star Successor forgoes even a proper opening sequence and leaves character introductions and backstory to both the lengthy prologue in the manual and the online prologue from the European and Japanese websites. Good luck figuring out what's going on without it.
Attack Reflector: Back from the first game, most explosive projectiles can be returned. Hitting enemies this way will yield coins that are worth bonus points. There is one boss that punishes players for relying on the trick this time around though by spawning more action bombs that can't be sent back and are harder to avoid.
Badass in a Nice Suit: For someone who's ordered to kill you, Armon Ritter is sharply-dressed for the occasion.
Badass in Distress: In Stage 6, the character you're currently not playing as gets snatched by a crane being piloted by the Hatchling Keeper. You have to raise the crane platform while shooting the Keeper to force it to lift up your partner, or else your partner falls into the lava for a Nonstandard Game Over.
Bait-and-Switch Boss: Near the end of Stage 2, the boss theme begins to play as what appears to be the boss, two Moray Keepers, begin swimming towards you. Right before they can attack you, they are killed off by a giant laser from the actual boss: the N5 Barracuda (called Brimstone in the Japanese version).
Black and Gray Morality: The Outer Space... things are trying to corrode Inner Space away for some reason. On the other hand, the Creators, who are defending Inner Space, created humanity for the sole purpose of having a Redshirt Army in their war against Outer Space. They even go so far as to annihilate any strain of humanity that grows too peaceful, because peaceful lifeforms do not make good soldiers. Humans are just caught in the middle, pawns for both sides, and whoever eventually wins will not particularly care about humanity's well-being... or continued existence.
It gets even closer to Gray and Gray Morality with the information on the European Website. According to it, the expansion of the universe is causing Inner Space to apply more pressure on Outer Space as it grows larger. If it's not stopped then Outer Space will be in serious trouble.
Brain in a Jar: The first of the Nebulox you face turns out to be this, your boss fight having been against a puppet body.
Bullet Hell: Many bosses will scatter bullet patterns across the YZ-plane, requiring you to dodge them as you shoot the boss. Later stages begin to resemble the likes of Radiant Silvergun and DoDonPachi.
Collapsing Ceiling Boss: Giant/Horror Keeper, the final boss of Stage 3. The beginning of the battle is mainly spent navigating a block maze and deflecting his missiles back at him when he pops up to stop him from harassing you; the second phase of the battle consists mainly of this.
Combat Tentacles: Hibaru can spawn them from her clothes and grab you with them if you get too close while they are out.
Co-Op Multiplayer: In "pilot and gunner" form. As opposed to the first game, where the most two people can do is divide movement and aiming, a second player will get to control their own gun and cross hair. Player 2 is presumably the character player 1 didn't choose, assisting the player 1 character from behind. Since having two players doesn't result in a Multiplayer Difficulty Spike, it's effectively a form of Drop-In-Drop-Out Multiplayer.
Cores and Turrets Boss: Guardian 17, which consists of a number of large columns that open up to fire at you which the main target, a red column, keeps hiding behind.
Cultural Translation: The Japanese word for "God" crops up often in the original script. The translated version either replaces it with "the Creators" or removes it altogether in each instance, undoubtedly to avoid religious controversy in the West.
Granted, some of the boss names that were changed are for the better: an armed plane originally called the "Squirrel" is renamed the "NC Ironbat", and the first Keeper boss, a giant chicken named "Cock Keeper" was renamed "Phoenix Keeper".
Averted in the European release website, where all references to God in the original script are kept intact, since it is a direct-yet-flavorful translation of the Japanese pages. If you read it, it is clear that "God" is not supposed to be the genuine article, so there wasn't much to be upset about anyway.
Also, the Nebulox's Japanese name, "Group of Five Countries", is more commonly referred to in media as "G5". Make of that what you will.
Cut-and-Paste Translation: The U.S. English version suffers heavily from this, unfortunately; made crystal clear with the inclusion of the Japanese voice track. Entire lines are cut/changed entirely (including many of the Mind Screwdrivers, and numerous lines aren't even in the Japanese, making it arguably a different plot entirely. Among the major cuts are Isa's Freudian Excuse and outright hatred of the Creators (referred to, unhelpfully, as "Gods" in the Japanese), as well as casual mention of his origins on Earth-2).
Deadly Walls: Several flying segments contain walls, struts and other structures that will hurt should you crash into them. Taken most literally in Stage 3, where you're chased around by several walls filled with buzzsaw blades.
Degraded Boss: An unusual inter-regional example: In the Japanese version's Stage 4, the fourth and final mid-boss is the Wheel Keeper. In the North American version, not only is it moved to just before the Ninja Keeper (the second mid-boss), it loses its boss status—that is, it doesn't get a Life Meter nor a time limit.
Did You Just Punch Out Cthulhu?: More like prophets, seeing as to how the Nebulox are servants of the Creators, but the fact that you do, in fact, literally punch one out and considering who they got their power from, it's kinda hard to resist placing it under this trope.
Dishing Out Dirt: Stage 1's final Keeper, Ariana, the Nebulox introduced in Stage 4 and the Saber hook keeper.
Does This Remind You of Anything?: Kachi and Isa have an... interesting conversation on what makes a human "human". Kachi breaks it down into body parts. Slowly. With the camera following pointing at her respectively.
Dual Boss: Master Ninja Keeper and his frog Keeper are the most obvious example; some other boss fights have between two and ten (usually attacking targets to be destroyed).
Also, Hibaru's twin-swordsman transformation in Stage 7.
Duel Boss: The sword duel with Hibaru in Stage 3 springs to mind (which can be disqualified if you play on Isa & Kachi Mode). The fistfight with Deko in Stage 6 definitely counts.
Flashback: Isa has one in Stage 4. In it, we see that Saki eventually lost control of his Ruffian powers again while Isa and Airan were present, attacking a city and possibly fulfilling Achi's vision to Airan from the first game. It also shows where Isa developed his strong denial of God's existence.
Flunky Boss: The first phase of Deko at the end of Stage 6, he spends most of his time floating stationary while his army of mooks and mechas assault you.
Freefall Romance: Isa and Kachi share a tender moment together...while falling towards a volcanic crater filled with lava.
Light Gun Game: If yo use the Wii Remote's pointer to aim, the game is effectively this. The main differences are that the game is in third-person and you can (and have to) move your character relative to the screen.
The Lost Woods: Stage 4 probably qualifies as this. Except that it isn't real.
Multiarmed And Dangerous: The little guy, but he only uses two of his six arms to attack you, the others are used to climb after you as you fly around. There is also a water tunnel boss that uses regenerating arms with eyes to block your path.
Multiple Head Case: You get to fight a turtle with two heads at the end of stage 1. In stage four you fight a giant who dribbles a collection of heads like a basketball in between its attacks and you must destroy the heads to win.
Murder the Hypotenuse: Hibaru Yaju meets Isa for the first time, immediately checks him out, and if you're playing as Kachi, asks him out for a date "once she's done killing his girlfriend." Girl moves fast.
Nay-Theist: Isa's doesn't believe there is a real God, as a real God would not tolerate "the Creators", who he has no respect for as told on the European web page.
Nice Job Breaking It, Hero: After beating Isa & Kachi, it becomes quite clear that you helped Achi, the villian of first game, by killing her opposition!
Nintendo Hard: Even if you have played through the original game, you're probably better off starting on Easy mode.
Funnily enough, its original incarnation was apparently much easier, due to the Wii remote being better suited to the game than Treasure anticipated, and they were told by playtesters at Nintendo to ramp up the difficulty. Satoru Iwata's reaction to hearing this was quite amusing: "Of all things, you told none other than Treasure to make it more difficult?"
No Good Deed Goes Unpunished: The Infant Keeper. After being spawned, the heroes take sympathy for killing its mother, the previous boss, so they spare it. It immediately kidnaps your partner, straps them to a pulley, and slowly lowers him/her into the lava.
You did kill its mom, but oh how you will want to gut the little bastard.
Non-Standard Game Over: Staying in the air to long while on top of the train will result in it leaving you behind. If you fail to rescue your partner in Stage 6 from the Infant Keeper in time, you're treated to a cutscene of your partner being DUMPED INTO LAVA!
One To Million To One: The only way to do lasting damage to Armon Ritter at first is to shoot while he is transitioning between these states.
Only a Flesh Wound: Many of the Stage 3 enemies will continue to attack even after half of their body has been shot off.
In the beginning of Stage 1, Kachi is impaled through her stomach yet when she wakes up, she acts like nothing ever happened. Then slide herself off the spike from her waist without so much as a prick on her torso, let alone any damage to her clothes.
Playing Tennis with the Boss: Deflecting missiles, as in the original game. There's also a mandatory segment at the end of Stage 4's boss involving huge boulders which require you to time your melee combo perfectly on them or they just keep on coming. Well, not completely mandatory but you're better off playing tennis, as the other option is much longer and more difficult.
Playing with Fire: A few of the Keepers have fire attacks, as does Ariana Shami once her blood is on fire.
Puzzle Boss: Many of the bosses require you to figure out how to do more than Scratch Damage to them, especially the G5/Nebulox.
Scoring Points: Par for the course, but things are done differently from its predecessor. For starters, instead of picking up point items without taking any damage to rack up the highest points, there's a score multiplier that boosts score from enemies and coins, from x0.0 to x16. The multiplier raises as you shoot stuff up, but easily goes down for taking damage. Also new to this game are special medals that rewards you bonus points at end of the stage for performing certain feats (e.g. killing X number of a certain enemy, parrying certain attacks). Finally, since the game gives you the option to take flight at any time (except in Stage 5 and the very end of Stage 6), you gain points simply for being on the ground; standing still yields a small stream of points, but being in parts where you walk or especially run will earn more points. Should you die and continue, your score resets to 0, much like in arcade games.
Score Milking: Because the boss timers generally go for so long, it's possible to combine the multiplayer with the flunkies and other hazards that show up during boss battles for large amounts of points, moreso than what can be gained simply by speedkilling the boss.
Self-Imposed Challenge: If you really want to, you can use the Classic Controller, the D-pad on the Wii Remote, or the analog stick on the Nunchuk to aim rather than the Wii Remote's pointer functionality.
Sequel Hook: If the game is beaten on the "Isa & Kachi Mode, then we see Isa and Kachi discuss how their enemies will still inevitably come for them. Kachi's memory starts to return, and she remembers that she is in fact Achi.
Or that she was just faking her memory loss, and she knew who she was all along?
Shapeshifter Baggage: In Spades! It kind of highlights the weirdness of the sources behind the changes.
All beings from Outer Space have no set forms, and can freely shapeshift into any form. That would include humans, animals, rubble, and even entire planetsas demonstrated by Achi in the previous game. The Nebulox are all capable of transforming into monster forms, including groups of creatures.
Isa inherited Achi's blood from his father, Saki. As such, he's capable of becoming a monstrous Ruffian, and the power could very well corrupt his soul like it once did to Saki.
Shield-Bearing Mook: Two of these try to stop your advance in stage 3 by blocking off a hallway.
Strange Bedfellows: The Keepers, whom you've been fighting with for pretty much 90% of the game, start attacking the Nebulox alongside Isa at the end of the game. They are supposed to be the defenders of the planet, after all...
Stuff Blowing Up: Constantly. EVERYTHING blows up, even the corpses of fallen enemies.
Tag Team: Isa & Kachi Mode. They even have their own individual life meter. However...
In Stage 6, against the Hatchling Keeper's first phase, your partner is being held captive and you can't switch until the phase is completed.
Again in Stage 6, in Deko's final phase, you're locked out of switching to Kachi due to her being incapacitated.
In Stage 7, it comes back, in a way: you are stuck playing as Isa, but you can still switch between the two characters' shot types at any time.
Talking To Animals: Kachi talks to artificial lifeforms that sometimes vaguely resemble animals anyway.
Teleporter Accident: Kachi explains that a mistake in teleporting can get one lost in the folds of space and time. And winds up teleporting Isa and herself into someone's dream right after she said this. Ariana manages to follow them.
Timed Battles: Unlike the original game, only boss battles and certain enemy encounters are timed. Should the timer reach zero, then your score multiplier diminishes.
Traintop Battle: Played more-or-less straight in Stage 6, where you run along a train shooting down tons of foes, except you have to detach the train carriages as you go along so that the boss behind you runs into them.
Tripod Terror: A few in the third stage, appropriately enough. They are more sensibly designed than most examples as far as mobility goes-weapon placement not so much.
Under the Sea: Stage 2, which mostly consist of going through an undersea tunnel in the ocean floor.
Underwater Boss Battle: About three full examples. A stationary boss, a wolf pack boss and a boat filled with soldiers. Then two partial ones in a swamp and above the water with a Nebulox who periodically dives in.
Unexpected Gameplay Change: A real monster of a switch at the end of Stage 6; it turns into a 2D fighting game in which you have only one combo and are handcuffed to the boss, which both serves to prevent you from rolling away too far and allows the boss to yank you in at his leisure.
Videogame Flight: Added to this game, you can usually fly anywhere as long as the environment allows it. Since the stage tends to scroll against your will that's not as much freedom as you may think. If you're playing for score, you get an ongoing bonus if you stay on the ground, and in the Traintop Battle in Stage 6, you get a Nonstandard Game Over if you stay in the air for too long.
Villain Teleportation: Kachi does not like to teleport, as she believes it is dangerous. The Nebulox do it much more liberally.