Backdrop artwork for Psyvariar 2: The Will To Fabricate
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Psyvariar 2: The Will To Fabricate box art

Sega Naomi

Psyvariar 2: The Will To Fabricate

2002 1 Joueurs 61% Not Rated

Psyvariar 2 is another specimen of the recent breed of "newschool" arcade shoot'em'ups (other examples being Ikaruga and Border Down). As many other recently released shoot'em'ups, it combines basic arcade shooter gameplay with modern 3D graphics to liven up the genre. The level backgrounds as well as all enemies are modeled in full 3D, with the action taking place in a vertically scrolling two-dimensional plane which moves through the level. As most of the other new-style SHMUPs, Psyvariar 2 has a gimmick: getting close to enemies or shots without actually being hit is called "buzzing" and yields massive extra score. In addition, the player ship's rate of fire is rather slow by default and can be raised by shaking the ship left and right a few times and then keeping moving horizontally - as soon as the horizontal movement stops, the fire rate drops down to normal again. As in most other of the new Japanese style of shoot'em'ups, there are usually an extremely high number of enemy shots on the screen. All these factors combine to make learning precise control a central part of the game.

Date de sortie
December 31, 2002
Éditeur
Success
Joueurs
1

À propos de ce jeu

Psyvariar 2: The Will To Fabricate

Psyvariar 2 is another specimen of the recent breed of "newschool" arcade shoot'em'ups (other examples being Ikaruga and Border Down). As many other recently released shoot'em'ups, it combines basic arcade shooter gameplay with modern 3D graphics to liven up the genre. The level backgrounds as well as all enemies are modeled in full 3D, with the action taking place in a vertically scrolling two-dimensional plane which moves through the level.

As most of the other new-style SHMUPs, Psyvariar 2 has a gimmick: getting close to enemies or shots without actually being hit is called "buzzing" and yields massive extra score. In addition, the player ship's rate of fire is rather slow by default and can be raised by shaking the ship left and right a few times and then keeping moving horizontally - as soon as the horizontal movement stops, the fire rate drops down to normal again.

As in most other of the new Japanese style of shoot'em'ups, there are usually an extremely high number of enemy shots on the screen. All these factors combine to make learning precise control a central part of the game.

Genres

Shooter / Flying Vertical

Modes

Single Player

Studios et crédits

Publisher
Success

Sorties régionales

Date de sortie

WorldwideDecember 31, 2002 · Not Rated

Galerie

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