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Galak-Z

If there's one thing Galak-Z and NASA can agree on, it's that space is HARD.

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Giant Bomb Review

161 Comments

Galak-Z: The Dimensional Review

4
  • PS4

By combining tactical action, complex enemy design, and a whole lot of style, Galak-Z offers an intense game that's more than just empty nostalgia.

Playing Galak-Z made me remember the first time I saw a spaceship transform into a mech. I was eight years old…


Do You Remember _________?

An opening volley... who knows what will happen once it connects?
An opening volley... who knows what will happen once it connects?

If Galak-Z: The Dimensional existed in a vacuum, this review would be very short. I would tell you that it's an anime inspired, top-down space shooter with “rogue-lite” qualities, like procedural level generation and permadeath. I’d say that you pilot a spaceship with a modular, upgradeable ship, and you can transform that ship into a mech with a laser blade, a shield, and the ability to grab and toss the detritus of asteroid fields and wrecked space hulks. I’d compare the control scheme to Asteroids, probably. In a vacuum, I could tell you Galak-Z is pretty damn good, and leave it at that.

But Galak-Z doesn’t exist in a vacuum. Even though it takes place in cold dark of space, Galak-Z exists in the dead center of a warm, summer atmosphere sweltering with nostalgia.

In June, Sony put The Last Guardian, Shenmue 3, and Final Fantasy 7 all on the stage of their E3 press conference. Ernest Cline, author of the Best Selling nostalgia-driven sci-fi novel Ready Player One, wrote a new novel, Armada, that took the basic narrative of The Last Starfighter—average gamer is chosen to save the day—and tosses in a lot more pop culture references, which sparked a second round of conversations about how we should think about the stuff we love. And there was Pixels, and Rare Replay, and the announcement of a LEGO game that seems to be filled with every brand I’ve ever heard of. It hasn’t just been games, either: Harper Lee’s Go Set A Watchman made many confront the idea that the fictional icons of our youth could be fallible, and that was followed soon after by Hulk Hogan revealing that our favorite slightly-less-fictional icons are also prone to disappoint us.

Throughout all this, there was discussion and debate about what the proper response was. Is “empty” nostalgia a harmless and joyful feeling that reminds us of the things that got us through hard times and helped to shape us as a person? Or was it a shackle that limited us, kept us from innovating and challenging our own preconceived notions about games, art, and culture?

In the end, I worked through my thoughts on nostalgia through talking with the other members of Giant Bomb East, first with Alex Navarro in our Post-Pixels podcast, and then on this episode of the Giant Beastcast. I don’t hate nostalgia, I said, but I was more interested in doing new things with the stuff I was nostalgic about than simply returning to the same old stuff. As the insightful Cara Ellison said, “...it's more important to concentrate on how to recreate the *feeling* that golden era games gave you rather than recreating the game.” There. That’s it. All settled.

But then I played Galak-Z. Galak-Z and its 1980s, bootleg anime visual flair. Galak-Z and its soundtrack, a blend of Terminator analog synths, modern electronic music, and a distorted cassette tape. Galak-Z and its twisting, twirling Macross-inspired space jet. Galak-Z and its Gundam-esque, beam-saber wielding mech, which dodges enemy fire with balletic curves and dashes in for sudden and effective counterattacks.

To ignore the place of nostalgia in Galak-Z’s style, design, and content is to miss a great deal of what makes it work.


...I was eight years old and watching the Sci-Fi channel on a day I’d faked being sick so I could call in from school. I did that pretty often in 1993—my mother had just survived a then-experimental sort of brain surgery, and I wanted to spend as much time as I could with her as she slowly, painfully recovered. But that day, she wasn’t awake yet, so I curled up on the couch and put on the TV. I can remember the feeling of the terrible vinyl couch we had, that scratchy noise I hate to even think about. And there, on the screen, I watch a VF-1 Valkyrie Veritech Fighter fly...


Pilot Episode

Technically, this is called an
Technically, this is called an "Itano Circus," but I just call it "a lot of missiles."

From the very start, Galak-Z sets itself up as just one more mecha show to add to my collection. Developer 17-Bit brings out a familiar set of anime tropes to set up the world: You play as A-Tak, a rookie pilot who stumbled into the cockpit of a prototype weapon. The supporting cast includes a brilliant scientist, a legendary admiral, and a smuggler with a heart of gold (and the desire to sell you upgrades for your ship.) From your position on the Axelios, the last capital ship in the human fleet, you set out to save the universe by taking down giant bugs, hordes of space pirates, and the armada of an evil alien empire.

On its face, this is all standard stuff, but Galak-Z does do one thing to mix up the formula. Though the player controls A-Tak, it’s Beam (the Axelios’ chief scientist and captain) that serves as the audience surrogate. When the blustery Admiral Akamoto says something absurd, she’s there rolling her eyes along with the player. And the way that Beam balances her friendship to A-Tak with frustration at his foolhardy exuberance mirrors the way I’ve come to feel about the immature (yet lovable) heroes of shows like Mobile Suit Gundam.

Galak-Z doesn't quarantine the anime inspiration to the story, though. Even the game’s structure tries to emulate the cartoons that inspired it. Players must successfully play through five “episodes” (missions) comprising a “season” before moving forward onto the next collection of levels, with four seasons in total. The composition of these seasons isn’t set in stone, as the episodes are made up of a collection of mission-types pulled from a bucket of options. The first four episodes of a season demand you perform some rote task like recovering supplies, destroying an hidden enemy satellite, or taking out a powerful ace pilot. Over the course of playing and replaying the seasons, these missions repeat (like reruns), but the fifth and final episode of each season has a unique goal, often a boss fight. If you fail anywhere along this path, you start a season over, losing all of the upgrades you’d earned. But even if you complete a season, you head into the next season returned to your starting ship (just like a Saturday morning cartoon hero resets to the status quo after a story arc completes.)

Galak-Z sells all of this with added presentational flair: Each episode has a title card (with a procedurally generated episode name and fake script writer), and each season ends with an endearingly cheesy closing credit song. In fact all of Galak-Z’s sound work, from character banter to the soundtrack, sings. (A-Tak’s repetitive, in-combat shouts were a serious problem for the first week of release, but a recent patch fixed that as well a number of performance issues and bugs.)

In December, I'm going to fight hard for there to be a Pause Screen of 2015 award.
In December, I'm going to fight hard for there to be a Pause Screen of 2015 award.

The presentation isn’t all aces, though. While the structure, characterization, and peripheral elements nail the feeling of 1980s anime, the actual animation is all wrong. The characters move more mechanically than the heroes of the hand-drawn animation of that era. In Galak-Z, everything is a little too clean for its own good. The game’s cutscenes look like very well made Flash animations, and while there’s nothing intrinsically wrong with that, it is a little jarring given the special touch brought to other elements of the presentation.

From the VHS-styled menu screen to the ‘lampshaded’ tropes to the technoir soundtrack, so much of Galak-Z works as a sort of secret handshake between the developers and clued-in players. “Please tell me you remember this stuff, too. This stuff we love is cool, right?” And it is cool, or at least I can feel the love for those familiar things stirring in me when I see them.

Still, If these references made up the entirety of Galak-Z’s connection to its major influences, I think I’d be mark this down as another piece of empty nostalgia. My empty nostalgia, yes, but not much more than that. Thankfully, Galak-Z does more than just peddle what I love back to me. It offers me something new, too.


...And there, on the screen, I watch a VF-1 Valkyrie Veritech Fighter fly through the open sky, pursued by a swarm of missiles, slipping between the narrow breaths of air between them. It transforms fluidly into a humanoid mech, laser rifle in hands, blasting back at the alien robots. It was pretty and powerful and I watched a lot of Robotech that year and in the years that followed…


Newtype Roguelike

The basics of Galak-Z are straightforward. Every episode starts by warping you into an asteroid field just outside of a large, procedurally generated dungeon (either an asteroid-based cave network, a space station, or some combination or multiple of these). You enter the dungeon, beat a marked enemy or collect a MacGuffin, and then return to the warp zone, and along the way you fight enemy ships, collect “scrap” currency and hidden ship upgrades. Those upgrades range from extra health to increased thruster speed to a collection of modular weapon parts that can modify the attack speed, shape, and the other qualities of your ship's basic attack.

Crash likes three things: Reggae, weird padding on his clothes, and your money.
Crash likes three things: Reggae, weird padding on his clothes, and your money.

With those upgrades, difficult missions become more manageable, but they aren't the only option for dealing with challenges. Enemy ships have Metal Gear Solid-style vision cones, and if you can avoid them you can land an opening barrage that tilts things in your favor. Or, you can let yourself be seen by a group of enemies and then lead them into a group from a rival faction—space fishmen hate space pirates, apparently. But in the early hours of play, trying these techniques mostly led to chaos, and chaos led to me losing health. That was a serious problem, because while your paltry shields regenerate, your health does not, not even between episodes.

Part of the reason that the early going of Galak-Z can be so difficult is that the nuance of its controls is hard to grasp, and the game's short tutorial and lack of any sort of training mode don't help. Galak-Z does, in fact, control a little like Asteroids. The left thumbstick directs ship facing, the shoulder buttons handled forward and backward thrust, a hard-to-master strafe, and an afterburner, and all of these produce momentum that you need to learn how to manage and predict. You can supplement these with a defensive "juke" as the ship, or by using your mech's shield, but it's easy to overuse these, only to wind up cornered and dead.

Once you're confident with the controls, Galak-Z's combat comes alive. Dance through asteroid fields and watch in a combination of fear and joy as enemy mechs slash through the rocks you're hiding behind. Switch easily between ship and mech modes, letting loose with a river of missiles before sweeping around for a finishing attack with your glowing blade. Galak-Z’s devotion to 80s anime doesn't end with its presentation: Even the combat shows flashes of the actions scenes I’d loved in Macross and Gundam.

But the energetic combat is just one element of Galak-Z: There's also it's "rogue-lite" structure. Over the last four or five years, we’ve seen designers try out different ways to make randomization and permanent death of roguelikes accessible and enjoyable for broader audiences, but Galak-Z doesn’t fit neatly into any of the models set up by competing rogue-lites.

Hopefully this very big fishman spacelord won't see me...
Hopefully this very big fishman spacelord won't see me...

FTL rewards players with new starting ships if they complete a set of specific challenges beyond simply finishing the game. In contrast, Galak-Z lets you collect blueprints from dead enemies and scattered chests, and while these will add some powerful new upgrades to the roulette of options available in the game’s shop, you can’t ever count on the ones you want showing up. Rogue Legacy gives players a feeling of constant progress, as they can spend their earnings on permanent upgrades. While Galak-Z does reward players with “Crash Coins,” a currency that carries over to new games after death, these can only be used to pay for the regularly available, impermanent upgrades available in the shop. And while both Spelunky and Galak-Z allow players to skip ahead to unlocked levels, the time commitment is meaningfully different: In the time it takes to complete just a single episode of Galak-Z, an average Spelunky player could move from the opening “Mines” to the “Jungle.”

The result is a game that can be deflating at first. Dump 45 minutes into a single run at any of the other major rogue-lites, and you’ll either be close to a win or else will have made some degree of progress towards a large meta goal. In Galak-Z, you may only just be coming up on the conclusion of a single season, making a loss sting hard. But if you can push through that frustration, Galak-Z shines brightly. It's a bit cliche to say this, in the age of Dark Souls, but the most important upgrade you can make in Galak-Z is to improve your own skills and to learn about how the game works. It was in the middle of the third episode of season three that I figured that out. That’s also when I realized that I didn’t just like, but loved Galak-Z.

I hadn’t played particularly well that season, so I wasn’t able to purchase my favorite upgrades. I’d powered through the first two episodes of the season by corralling enemies with my a weak, but easy-to-use spreadshot before transforming into mech mode, latching onto enemies with my robot’s grapple-claw, stabbing them with my laser blade, and tossing them into a nearby wall. Then I repeated the process over and over again. It had worked so consistently for so long, that I thought I’d found a winning combination.

And then suddenly I found my shields torn away by an unexpected shotgun blast. I was up against three Void Raider ships: A Hyena and two Vultures. The latter were the bottom rung of the space pirate food chain, easy to manage, dodge around, and take down. But Hyena-class ships, a little larger and equipped with a giant shotgun and side-boosters, were able to juke and dash around the battlefield with disorienting speed. And as my opponent taunted me, Star Fox style, I realized he wasn’t just an ordinary Hyena, it was a Hyena Captain, the top level variant. And suddenly it made sense: When you throw away a regular Hyena, it flips away from you safely. But the Captains keep control, and the second you’ve tossed them aside, they fire their powerful shotguns, point-blank and too quick to dodge or even block. Down come the shields, and there goes my hull armor. And there’s A-Tak’s battered helmet, floating across the game over screen. Time to find a new strategy.

That’s Galak-Z. It’s a game that brings together a huge set of tactical choices with an even larger collection of enemy types and behaviors, and then sets those together in dynamic environments. Through a combination of choice and luck, you will wind up with a unique character build which you’ll have to learn how to use against enemy groups of varied composition and capability. Sometimes you lose, but in the dying, you pick up something new—and if you manage your recharging shields well, you may not even have to die to learn something. This process of figuring out some little secret about Galak-Z just feels fantastic, and after 15 hours with the game, I’m still picking up new tricks.

...No, no he definitely saw me!
...No, no he definitely saw me!

This devotion to learning also explains the game’s specific take on the roguelike structure. You can't upgrade your way past difficult enemies, you have to confront them. Instead of buying new, permanent armor for your ship, you need to learn which enemy ships can be kited. Instead of choosing the exact starting loadout you know you can use successfully, you're forced to try out new weapon and upgrade combinations every session. All the while, you’re improving on your fundamentals. You learn how to glide into melee range in broad, beautiful arcs with the mech; you figure out how to actually control the strafe instead of just hoping for the best; you master the timing on the shield, parrying attacks and issuing devastating counters.

Given the success of its rogue-lite competitors, it is a fault of Galak-Z that it doesn’t better introduce players to its structure. A lucky build (and a hefty collection of Crash Coins) can allow a player to power through the first two or three seasons without seeing the depth that makes the end game soar. And the lack of visual variation in mission locale can easily lead to feelings of repetition. But once you push through the repetition long enough to see all the moving parts underneath, tuning back in for reruns becomes a lot more attractive.

But even this sells it short. Galak-Z isn’t just a somewhat repetitive game with strong fundamentals, it’s also a game that manages to translate a genre of action from one medium to another. And that translation isn't just about obscure references and inside jokes, which means that its appeal is broader than just The Truest Anime Fans. Even when it isn’t leaning into the bootleg VHS aesthetic or blaring its grimy analog synths, Galak-Z is able to It captures the frenetic energy of mecha anime better than any game since Virtual On: Oratorio Tangram or Zone of the Enders 2. And then it goes a step further, and plugs that action into a cycle of defeat, reflection, and improvement. And that cycle is itself at the core of Galak-Z’s source material: All of those shows about unlikely heroes slowly coming to grips with their own human potential, tending to their wounds, learning how to tap into that little something extra needed to make the impossible possible.


...And in the years that followed, I went on to watch so much more “old” sci-fi and mecha anime. Zeta Gundam. Legend of Galactic Heroes. Votoms. I’m currently running a mecha-themed tabletop game that explicitly wonders about why we tell stories about giant robots. I ask the question: “We could’ve built them to look like anything, but we made them look like us.”

I say all this not to “disclose” anything, but because this is part of what has made Galak-Z a complex thing for me to face. I have been, in no uncertain terms, shit-talking “empty nostalgia” all summer, and now I’m faced with a game custom made to slip between the plates of my armor and re-open those old, wonderful wounds.

But this isn’t empty nostalgia, I don’t think. I've had that particular itch scratched by a whole collection of bad Gundam games, and believe me, this is not like those.

Instead, Galak-Z is what Cara Ellison asked for in that tweet: More than just a checklist of familiar references, more than just the old stuff with a new coat of paint. It is a game that captures the feeling I had on that vinyl couch, watching those old animated machines on the screen and wondering what it was like to be so fast, so powerful, so invincible.

No Caption Provided

161 Comments

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dhelfric

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Framerate during combat is still pretty rotten after the patch. Dunno why virtually every review glosses over that.

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Ford_Dent

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When the hell is this coming out on PC, anyway? It's a day one buy for me when it does.

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Humanity

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It would be interesting to see how this opinion of "empty nostalgia" would play out if Galak-Z didn't specifically appeal to Austins interests in anime, robots etc. Although I do appreciate that it is a game that does evoke an old-school feel while maintaining at least a semblance of modern design sensibilities. Despite being almost universally praised, I always though Shovel Knight leaned incredibly heavily on empty nostalgia by basically recreating an old game without adding significant new-age flair to it.

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Taklulas

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When the hell is this coming out on PC, anyway? It's a day one buy for me when it does.

Dev says at the end of the QL:EX around September/October.

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Spitznock

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I appreciate a different sort of review, but it takes a little sifting to get to the "tell me about the game" bits.

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Lyfeforce

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Well, that's a spectacular review of a game I wanted anyway, but got super hype about after reading. Thanks, Austin!

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KillEm_Dafoe

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Hell of a review, dude! You are an excellent writer. Nice to see something break away from the standard game review formula. You're spot on about this game, too. It's got a few shortcomings, but holy hell is it fun!

Once you get a grasp on the movement, the depth and dynamics of the combat reveal themselves in a glorious way. The other day, I was fighting one of those long purple ships (dick ships, as I call them). It fired a missile at me. I grappled the ship and used it to block the missile it just fired and destroyed the ship in the process. Very, very satisfying. I love all the factions fighting each other, too.

One thing, though. I don't think the levels are procedurally generated. It seems like there are a handful of layouts it will choose from. In Season 1, I got the exact same level for two episodes in a row. A little disappointing, but the combat is good enough to make up for that.

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turboman

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Slowly making time to play this game. I really like the ship controls and I'm slowly getting used to the mech controls. Plenty of fun so far.

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austin_walker

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Edited By austin_walker

@milkman: @party:

Definitely not making a "good" vs "bad" claim, but I am making a subjective, evaluative claim about what I like.

What I'm calling "empty" nostalgia is the sort of media that seems to work on the belief that repetition of and references to previous media are valuable pursuits in and of themselves (See: Pixels). Contrast this with works that successfully interrogate, question, enhance, or (as Galak-Z does) translate some quality of that old, revered work.

Think of "empty nostalgia" as "empty calories." Not judging anyone who wants to eat their favorite junk food, but what I really love is a meal that tries something different. And this review was me answering the question as to the question of which category (and the categories are blurry, for sure) Galak-Z falls in.

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ripelivejam

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Can you play as a Zaku II?

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Party

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@austin_walker: Thanks for replying Austin! And I certainly get what you're going for by differentiating, or rather building classifications of, forms of nostalgia. I tend to fall in the same camp as you, as I prefer experiences that do something fresh with old material and force us to rethink past conventions.

That being said, maybe it's important for us to look at the way label things in this case? I think "empty nostalgia" is a pretty charged term that carries a decent amount of negative connotation. While that sort of referential material is not for me, I don't look down upon the many who love Ready Player One and other such referential material. Even I, with all my hoity-toity "do something new and interesting" vibe, like to indulge in a trip down good old nostalgia lane. I think it's fantastic that we live in a world where this is space for both types of nostalgia to coexist.

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JesusHammer

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The fact that there has been Macross, Gundam, Robotech, and Love Live mentioned on Giant Bomb since Austin has been here is just the best thing. That "Newtype Rougelike" headline made me giggle. Great review, Austin.

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TheHT

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Stuff like Ready Player One just strikes me as obscenely referential, which is usually pretty lame in my book.

The distinction between "empty nostalgia" and whatever we're calling the other nostalgia seems to mostly just come down to how good the thing is on its own merit, in that vacuum.

I didn't quite enjoy this as a review, but it was an interesting read all the same. Thanks!

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cooljammer00

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Before people complain, remember this review was edited and read over by the staff before it went up. Therefore they approved of it.

Frankly, I'm glad we're getting more Austin pieces, and a review that's longer than the back of a DVD case. Sorry, Dan.

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RomanReigndeers

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Dope!

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Yelix

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This review (like the game) is friggin' delightful. The idea that Austin should "just talk about the game" is nonsense, y'all. The game fits into a growing trend in the industry, so he related it to that. The game is unique in the ways in which it relates to his life, so he talked about that. He did nothing but talk about the game in this review.

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Colonel_Pockets

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Edited By Colonel_Pockets

Cool review, Austin. Galak-Z looks awesome.

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456nto

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Never thought I'd see the day where a Giant Bomb review references Legend of the Galactic Heroes.

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gyozilla

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ArbitraryWater

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Great review Austin, though I'm not sure how Galak-Z could be empty nostalgia. It's not like there are a ton of games out there trying to recreate the aesthetic of 80s sci-fi anime (even more specifically, the aesthetic of American dubs of 80s sci-fi anime) and the game part isn't leaning on any single old-style game for its influences. For that matter, what even is an example of empty nostalgia in video games? I guess I'd say something like Xenonauts?

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mostman

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Edited By mostman

Austin is the dude that shows up at your tree-house and hangs some art on the wall. At first you are all, hey man, we don't need any art, this is a tree-house! For smuggled smokes and poker! Then you leave the painting there and forget about it. Then, one day, you realize the painting is cool. Then, one day, you realize you can't imagine the tree-house without it.

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austin_walker

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@arbitrarywater: Like I said, I've played a LOT of Gundam games, and many of them do a poorer job than Galak-Z of evoking the feeling I get watching their source material. (Some of them are fantastic, tho)

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criacow

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This is the kind of top-notch writing I've come to love from you, @austin_walker, and I'm so very glad you've found a home that gives you the space to do it. I don't think Galak-Z is for me personally but this review helps me get the love so many have for it, and that's the best thing I can say to any reviewer.

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defordj

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What a stellar fuckin' review. Games writing should aspire to be like this, and reviews like this should remind us why writing still matters in the age of the rise of video dominance.

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BigD145

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PC when?

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valeo

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I never, ever read normal reviews anymore; and I think a lot of people are in the same boat. They are almost always redundant. I like any written review to give the writers personal opinion and pull from their own experiences. This review does that. Great work, Austin, really enjoy reading your work.

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Fractology

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@mostman said:

Austin is the dude that shows up at your tree-house and hangs some art on the wall. At first you are all, hey man, we don't need any art, this is a tree-house! For smuggled smokes and poker! Then you leave the painting there and forget about it. Then, one day, you realize the painting is cool. Then one day you can't imagine the tree-house without it.

Spot on and well said, my man.

And for all of the dudes in that tree-house who were there when he put it up and thought it was rad but felt the social pressure of resistance pressing against their desire to say as such...don't hold it in. Remark on that cool shit you see on the spot and in the moment so that there doesn't have to be that time of forgetting before everyone just recognizes it as the way things always have been.

Austin is killin' it and ahead of the curve with games criticism / journalism. While he's not without fault, he's definitely worth the word of recognition and grats. Keep on Walkin', Walker.

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elwaldorf

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Edited By elwaldorf

So for anyone who has been encountering the bug where the controls just stop working mid-mission, apparently there will be a patch coming asap.

https://twitter.com/TheZaikman/status/630904251288453120

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Homelessbird

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Ahhh yes. That's the stuff. Excellent work, Walker.

It's really a shame that anyone would read this and wish that it read more like a review of a washing machine. It's personal, it's contemplative, it's touching, and it still manages to be informative.

I, for one, love that this is a site where Austin's lyrical, interdisciplinary writing about games can stand alongside Dan's efficient, spartan prose. Keep doing God's work.

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flameboy84

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really cannot wait for this to come to PC.

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NameRedacted

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Austin bringin' the heat! Nice review.

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Redhotchilimist

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I feel weird about reading a paragraph in a review about that time you watched anime after your mother had surgery. But if there's anywhere personality-based stuff is supposed to be expected, it should be Giant Bomb. The reviews on this site reflect what everyone were doing before they got here more than anything else on the site, they are comparatively dry when looking at the podcasts or the let's plays. More reviews like this would be nice.

Shame about the flash animation. I know hand-drawn animation is time-consuming and expensive, but it's really what was called for to make this look good.

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bacongames

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Edited By bacongames

I think discussion of nostalgia can get wonky very quickly because I'd argue there's also a value in a reference taking you to a time and place that you're not nostalgic for. I never watched the anime that Galak-Z references but I think that aesthetic is cool on its own and I know it's a reference. Assuming the aesthetic is effective (which it's not 100% but let's go with it for now), it can be way to reach back and appreciate a touchstone of the past without coming to it with the same personal attachment as someone who does have nostalgia for it.

This way execution, historical reference, and nostalgia as distinct but related factors can more clearly make sense of cultural works that evoke the past. This is rather than trying to just use the term nostalgia to describe those things.

So when nostalgia can be used to refer to something making a literal reference, a stylistic reference, a later continuation of an old work, a remake of an old work, or an old work getting a rerelease at a certain time, keeping all three in mind may help when trying to evaluate the success of each of those things.

Just throwing that out there since, as you say Austin, it's been on the brain lately.

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YummyTreeSap

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Edited By YummyTreeSap

@humanity said:

It would be interesting to see how this opinion of "empty nostalgia" would play out if Galak-Z didn't specifically appeal to Austins interests in anime, robots etc. Although I do appreciate that it is a game that does evoke an old-school feel while maintaining at least a semblance of modern design sensibilities. Despite being almost universally praised, I always though Shovel Knight leaned incredibly heavily on empty nostalgia by basically recreating an old game without adding significant new-age flair to it.

So for me, I have exactly zero fond memories of the type of things that Galak-Z references (more general things like the VCR menu pause screen excepted), but it doesn't ring of empty nostalgia to me.

When it comes to Shovel Knight, it also doesn't feel empty to me, even though I can understand why it might to someone else. It's something incredibly difficult for me to explain, but some abstract sum of the amount of obvious love was poured into its creation and the fact that it feels more like it was working within a particular aesthetic than purely saying to us, "hey, remember that thing? yeah, us too" that makes it ascend a vibe of "cheap retro throwback".

It's definitely an interesting thing to think about and discuss though, for sure, and also fucking hard to make sense of.

ANYWAY, holy hot goddamn, Austin, you killed this review.

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splode27

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Edited By splode27

NEWTYPE Roguelike lol. Austin you and your Gundam references.

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Fear_the_Booboo

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I'm not the biggest fan of the game. On season 4, I just feel that the upgrades aren't game changing enough, making most run feel the same to me. Compare that to Binding of Isaac, where runs feel different depending on what you get, and I feel that Galak-Z is a fun game but is definetely inferior to others in the genre. Well, to me anyway...

That said, I think this review amazing. I don't share Austin's opinion, but he explains his very well, delving in his own subjectivity instead of wrongfully shying away from it. I can find reviews that will talk about the mechanics of the game everywhere, but reviews with deeply personal takes on games are harder to come by. I'm happy I can find those here.

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Macka1080

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Wonderful review, Austin. As you made clear, it is the essence and emotion of the things we love that we strive to recapture. Emulating the sights and sounds is not enough. From your examination of Galak-Z, it seems that it addresses the core of what made and makes sci-fi Anime so great: the bombast, the tension, the fast-flowing action and the sense of evolution in the face of extreme odds. I hope to see more games pay this kind of respect to the icons of our past.

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austin_walker

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@bacongames: Yeah! This is a great point, and like I say in the review, part of what makes Galak-Z work is that it successfully recreates those feelings in a new medium instead of just symbolically pointing back towards the sources of its inspiration. Thanks for the post!

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SupberUber

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I now understand what Galak-Z is on a fairly deep level. Thank you, my good sir!

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AV_Gamer

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Congrats on your first review. And much respect for the NEWTYPE reference.

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zockroach

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I never comment on anything on this site. I have been a paid member for 6 years. Fantastic review.

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QuaglarTheIV

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Damn fine review @austin_walker!

I never watched anime as a kid so it's cool to read about how it influenced your experience. I love the way this reviewed is structured. At first I thought maybe you should have had a second article focusing on nostalgia, but you really brought it back around.

I love this game, but feel like I've hit a bit of a wall. I blew though season 1 & 2, becoming so OP by the end of season 2 the boss took about 60 seconds. When I failed season 3, and lost all my crash coins because the game crashed (teehee) I was kinda excited to try a fresh run.

Now I've failed about 5 or 6 times, that last time actually getting a decent upgrade set early on, I kinda want to give up, or farm crash coins from an earlier season. (I'm not even sure if that can be done, but...) However, thanks to your review, I think I have not really been learning from my failures, just getting frustrated and trying to kill everything and luck out on upgrades by episode 3, After I play some "Everybody Dun Got Raptured" I'm definitely getting back on this hottness.

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Spleenbrick

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For me it's the exact opposite, trying to evoke the look of these series and falling short just turns me off of what otherwise seems like a decent game. A pale imitation of the art and design with some shoutouts to the childhood experience layered on doesn't do anything for me except make me wish i was just rewatching the series themselves.

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WrathOfGod

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Yo Austin, you're fuckin' *rad*.

I think just about every approach to nostalgia, from empty to subversive, can be found in the Legend of Zelda series. Look at the radically differing ways Majora's Mask, Twilight Princess, and Wind Waker handle the core of Ocarina of Time, for example, or the way Link Between Worlds reimagines A Link to the Past.

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infantpipoc

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" Newtype roguelike"...See what you did there, Walker.

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Jones24

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Man, an awesome review. Nice to read something beefy here every once in a while. Thx. Austin.

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hamchan

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@austin_walker I legitimately think you're one of the best writers doing this games journalism thing. Great work!

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Slag

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Holy Moly, Is this is a review or an essay?

Either way I really like it if this where Austin is going to take reviews. Possibly the best review I' ever read on Giant Bomb (or Gamespot)!

@austin_walker

re: Cara Ellison's observation-

I think that is a very salient point on her part (and yours too).

I think what bugs me about some of these "retro" indie games (not all ) is that they remind me of the clothing store Anthropologie. It's a faux look or as you excellently put it "empty calories". Some will ape the look or style of the 80's without understanding the intent and concept behind why the style/ideas worked in the first place and furthermore don't strike me as something the creators of the original properties would even consider making today. There wasn't an ironic enthusiasm for giant robots in the 1980's, it was genuine without really any pretense.

Part of what made classic old games cool in their day was they were products that were created for the now, trying things that were new or were just trying to excel in some way. They were trying to be themselves, their games weren't nostalgia fests (although they certainly drew heavily from other media) they were seeking some sort of unique identity

There's definitely games today that have new or clever ideas with an old aesthetic (like Fez or Rogue Legacy as you mentioned), but there also just seems to be a flood of Steam indie games that really don't.

long story short: Mechs are cool man. I'm glad Galak-Z got it mostly right in your eyes.

Thank you for the great review!

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El_Funko

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This Austin guy's alright, guys. Great article