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Gyrostarr is pretty, simplistic, and straight-forward. Tougher difficulty kicks in after the first dozen tracks or so and the fun ramps up as the action on the screen grows more and more hectic. The game does have the tendency to get repetitive at times - you'll be doing a whole lot of the same thing over and over again for 50 main levels and 50 bonus tracks - but it's a good WiiWare title at a budget price nonetheless. In short bursts, this is one you won't want to miss.
With Wii's Virtual Console service, players have had a chance to check out a seemingly never-ending list of content from the backlog of several different consoles. Within the bunch, shooters seem to take the cake as offering the most in their genre, and the highest level of both good and bad. With WiiWare though, we've found that shooters are pretty rare not in numbers, but in truly deep experiences. Already we've seen both Protothea and Star Soldier R, but neither game really brings and experience to the table that's worth their price, and truly innovative enough to warrant a purchase over some of the other VC options out there. We're now a few months beyond the services launch though, and one of our first known and confirmed WiiWare titles is making its debut, as High Voltage Software's Gyrostarr steps up to the plate this week.
There has been no shortage of hype surrounding the release of High Voltage's new Tempest-style shooter Gyrostarr. The only problem with having that kind of hype is that the game ultimately has to attempt to live up to it. After complaints of Star Soldier R, the first shooter on WiiWare, being too short and slightly unfulfilling, many shooter fans have placed a lot of hope in Gyrostarr. The game does offer up some gorgeous visuals, a techno-style soundtrack, and some intense shooting action, but is it enough to satisfy fans who've been longing for a more compelling shooter experience to come to WiiWare?
Gyrostarr is a decent game, but it needs some polish to be truly great. The balance between the collecting and shooting aspects makes for an interesting, if not underwhelming experience. There’s just not enough variety; between the non-existent differences between the playable ships, the limited amount of generic enemies, and the lack of quick pacing and difficulty turns the game bland long before you complete all of the levels. Even with all the devastating weapons, the questionable hit detection needs some tweaking. The same goes with the multiplayer; the co-op features are great, but there should have been more emphasis placed on competitive gameplay. The level designs themselves need a little more creativity; few gamers will have the patience to sit through fifty levels of recycled tracks and bad music. But hey, it looks pretty. At least they got that right.