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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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rmanthorp

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rmanthorp  Moderator

Wooo! This game is RAD~! Great review Austin! :D

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Humanity

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Edited By Humanity

@yummytreesap said:

@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.

Well personally I don't like roguelikes so Galak-z doesn't appeal to me because that style of score-attack gameplay goes against what I enjoy. What I covet most in modern gaming is the exact opposite - perpetuity. That said, I can appreciate that they took on an old school feeling, but used modern technology to create it, taking full advantage of what we can do now while evoking a theme of yesteryear.

That is key and in my opinion the proper way of handling this sort of situation.

Shovel Knight on the other hand is a much closer representation of the old. It mimics the look and feel of the 8/16 bit era. You have the pixel graphics with the action limited per screen a-la Megaman with familiar knockback when you get hit and so forth. I'm sure in it's own right Shovel Knight is a fun game to play, but in my opinion they didn't make a great new game that feels like an old one - they made a great old game. And that was always weird for me, that we would applaud someone for their ability to make a really good version of an old game with modern technology.

Let me make it clear that I have nothing against pixel art games although I do think we've reached a point where we need to move on from it. I do have a problem when people iterate instead of innovate, but they're iterating something from 20 years ago. The trick is to evoke that gooey nostalgic feeling, but have it play like something from 2015.

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WalterCrunkFite

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Frame that review! Yeah!
a+ work

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AdequatelyPrepared

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Hey Austin, though it's not directly related to video games, if you're still interested in the concept of exploring nostalgia and it's effect on us, I recommend a watch of Pleasantville. That movie is about a lot of things, one of them being about how we may perceive the past and how ultimately we view it through a warped lens that only seems to recall what was good or perfect about it.

Nice write-up, this game goes on my "Buy it when it comes to PC" list.

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DHIATENSOR

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@amyggen: strafing took a while the click with me but feels pretty natural now.I think I chronically underuse the missiles. Get so used to hoarding them that I forget they're available. What I find super powerful is turning in the mech then holding down X and square to safely joust at enemies. This is particularly useful against the void raiders as they're too quick to outrun, so back-pedalling and shooting them doesn't work.

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FaulPern

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Man I think Austin became my fav writer

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gaminghooligan

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Fantastic review. Your story about skipping school reminded me of how I discovered anime. Myself and a few friends ditched lunch period at our middle school and went to one of their houses. We rummaged through her parents vhs collection for something to watch and found Trigun.

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SomeJerk

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Holy shit. 5/5 would read again, you magnificent bEast!

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crcruz3

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Fantastic reviews, almost as good as the game itself. You are a wonderful addition to Giant Bomb. Love you already.

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Catlicker

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To write such a humongous review, and to have me hooked at the first glance. Good job, Austin.

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mattoncybertron

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need this to come to Steam like yesterday, hope we hear about ETA soon

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SaltyCatfish

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@austin_walker: I wasn't completely sold on this after the quick look, but man...you just 100% sold me on this game in 3,000 words. Fantastic review. Bought it immediately.

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LegalBagel

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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's also my biggest issue with the game so far. After a fair amount of runs I rarely have to vary my combat strategy and the upgrades don't really change things enough to make it seem varied, especially combined with the relatively limited tile/mission set and enemy types. The second-to-second combat is really cool, the game is challenging and satisfying in pulling off battles and dodging around, and the use of the environment to take down enemies is great, but it's not something I'd make a 100+ runs at like Binding of Isaac, Spelunky, or FTL. Nor do I think it's susceptible to speed-run style competition or daily runs like Binding of Isaac or Spelunky, simply because it's not varied or random enough.

In BOI and Spelunky your runs can vary greatly and you have to make very smart decisions and strategic use of the resources you have, in addition to playing well and knowing the game/enemies/environments. I haven't really felt that strategic decision-making or variance from Galak-Z thus far. Just play well, use the environment to your advantage, get scrap to buy the limited set of items or repairs you want from the store, and make sure you explore to get all the free items. Perhaps it opens up more as you get more blueprints, but what I've seen so far hasn't really seemed like a game that would last dozens of hours.

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Geralt

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Dude...did you just sneak an essay on nostalgia in a game review?

Now I'm curious who can win an argument with Austin during GOTY deliberation.

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Echozs

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Great review, can't wait for this to come out on PC.

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EclipsingSquid

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@giliap: I think the complexity of the controls is one of the game's strong points. It creates a lot of room for player improvement, and gives you a ton of tactical options once you master them.

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kreeztoff

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I just wish the game was finished. It was pretty deflating to beat the boss of season 4, to have that epic scene play out setting up the final act, for it only to spit me out to the menu and tell me to effectively "please hold". I love so much about Galak-Z, but that was not cool at all.

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deactivated-5e49e9175da37

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@slag said:

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

What was the intent and concept behind why goth succeeded, and why are modern people less capable of recognizing a counterpoint to their own feelings in it? What was it about the Blitz Kids that modern people aren't getting? What element of P-Funk is thoroughly misunderstood? What intent and concept of Golden Era of Hip-hop are 17 year old dudes who like FILA tracksuits and breakbeat samples missing out on?

In the future, what intent behind dubstep culture will kids who haven't been born yet misunderstand? What concept of indie rock will be lost to the philistines? When people are making 'youtube-esque' videos full of anarchic image collages and low resolution smash zooms, what won't they understand about today's youtubers?

I find it impossible to say that Shovel Knight is empty calories just imitating Mega Man, when Mega Man was just imitating Astro Boy. Metal Gear Solid pays homage to spy fiction, samurai movies and westerns, 80s anime and American action movies. Indiana Jones is a nostalgic character created from early 20th century pulps. You will not find a modern cyberpunk story that does not intentionally or unintentionally crib from Neuromancer.

I find this 'empty calorie' rhetoric to be arbitrary and designed to write off aesthetics and art under the guise of some objective 'nutrition'. The concept of 'empty nostalgia' seems like a dodge of the real issue; the piece in question is not clever, inventive, or engaging on its own merits. If a piece were to merely 'recreate the original feelings' without any meaningful aesthetic or mechanical reference to the original, I don't believe anyone would call it nostalgia, therefore that can't be the definer. I don't believe there is a definer. Nostalgia is nostalgia, one's appreciation for the referenced work is subjective, and the only difference between 'empty' and 'nutritious' nostalgia seems to be appreciation for the modern work in question.

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Can't wait to hear Dan and Austin discuss this game and its animé-style during GOTY deliberations.

I don't mind that GB don't do many written reviews, as I think Quick Looks and discussions on the podcasts are a better way of getting their opinions on games across. But if this is what we can expect from written reviews from now on - bring it on!

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Redhorn

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I'm so out-of-my-mind horny for this game that I can't stand it. PC SOON, PLEASE.

I love the review. I really don't care about a game review much, once I know if the game is decent or not then it's served its purpose for me. I'd much rather have interesting things to read about games and culture, and that's why I really appreciate Austin's presence on the site and all of the cultural discussions on the Beastcast. I think the review could stand to be a bit trimmed down, but that's probably because I've already heard a lot of these thoughts from the author. The length itself doesn't bother me. Great use of images in the post, especially the last one. Austin rules.

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bigmess

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This is such a good review. Might just be the best review I've read on this site.

Austin, you are too good for us.

We're not worthy!

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Honkalot

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I expected it to get 2 or 3 after the mood in the recent quick look. Might pick this up!

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AMyggen

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Edited By AMyggen

@amyggen: strafing took a while the click with me but feels pretty natural now.I think I chronically underuse the missiles. Get so used to hoarding them that I forget they're available. What I find super powerful is turning in the mech then holding down X and square to safely joust at enemies. This is particularly useful against the void raiders as they're too quick to outrun, so back-pedalling and shooting them doesn't work.

Yeah, I'm still hoarding missiles way too much. I have a bad habit of hoarding ammo in games, and this game has punished me for doing it more than most other games.

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soupbones

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Great review @austin_walker !

I had a great time in Season 1, but Season 2 is kicking my ass - partially because I haven't played it consistently enough to master the controls.

I notice I'm still mixing up buttons, and never using the strafing... which now seems to be important.

Again, it's mostly due to the fact that I haven't stuck to the game - N++ is to blame for that.

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jondavis

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Nice write up for Galak-Z but wouldn't mind this as a separate piece rather than a review. Difficult to filter through the anecdotes versus the things applicable to the game like its mechanics or replay value and gameplay.

YEP.

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stephenb

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Fantastic review of a fantastic game. Even if it does kick my ass on Season two!

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digitallimit

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Is this game coming to Steam?

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HumaTT

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I've been following the post-Pixels/pre-Ready Player One discussion on nostalgia (on Giant Bomb and a few other websites/podcasts) for a few weeks now, and this review feels like the perfect encapsulation of the topic.

Great work, @austin_walker. As pleased as I am with your review debut, I'm even happier that so many of your new readers enjoyed what I suspect was their first taste of this style of criticism. Keep at it.

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toastcrust

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Wonderful review. You definitely answered the most important question about Galak-Z: whether its aesthetics are celebratory or appropriative. Glad to see you bring some personal, long form stuff to reviews, Austin.

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MormonWarrior

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Man, I just don't come to game reviews for meandering pontifications about the nature of nostalgia or the personal impact of game themes. I come to hear if the game was any good, and what sort of elements were good and which were bad, or who might like this kind of thing most. Call me old fashioned, but I liked reviews when they were product reviews rather than deep critical analyses.

But hey, seems like a lot of people liked this. Good on them. Just wanted to express a divergent opinion since I got halfway through this thing and was just rolling my eyes.

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sweetz

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Edited By sweetz

I think there's a bit more verbose art analysis here than is perhaps warranted in something that ultimately ends up rewarding a score. That's not to say that this analysis isn't welcome in general - but it may have been better suited to being broken out into a dedicated piece. That said, this still serves as a great functional review once you read past the bits of academic essay and it seems I am in the minority with what I'm looking for in a review.

Funnily enough just yesterday I listened to an older Bombast where Jeff and Ryan discussed the relationship between reviews and deeper critical analysis. At the time they leaned towards reviews on Giant Bomb being more functional consumer purchasing advice because they had other outlets (like the Bombcast) for critical analysis. However, now that Quick Looks are probably the most useful form of consumer advice for most people anyway, perhaps the role of reviews can change.

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Octavarium

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Top notch review Austin!

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hippie_genocide

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I tend to not really be into Rogue-likes (Spelunky, FTL, Rogue Legacy) so much, but I do love the Souls games however. Would I like this?

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swordmagic

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This review kind of made me feel bad about my pure love for straight up empty nostalgia pandering. I am the worst kind of consumer lol. Really wish this game was on Xbox One, I'd really like to play it.

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banicabolnica

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@mormonwarrior: Agree.

I've heard so many times the world nostalgia on giantbomb content and especially on the east side that I just became angrier and angrier. Sorry Austin but I liked your perspective on things in the beginning when you joined giantbomb but now after listening to every beastcast and see your writing for the site I feel that I just can't accept you in the family the same way I accepted Dan and Jason.

Again sorry but this is how I feel.

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ripelivejam

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Edited By ripelivejam

@sweetz: agreed for the most part. In any case it could stand to be edited.

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JordanaRama

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Ugh. No one can ever be happy about anything.

This was a fantastic piece, @austin_walker. You keep doing you, and break down the walls.

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recroulette

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An interesting read, actually a hell of a feat merging an article on nostalgia with a review and have it succeed at both, although I feel like each part would be stronger on it's own.

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JonnyNB

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Great read, thanks Austin!

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narficacid

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@mormonwarrior: Alright, since you gave me permission: you seem a little old fashioned.

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Kierkegaard

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@mormonwarrior: Agree.

I've heard so many times the world nostalgia on giantbomb content and especially on the east side that I just became angrier and angrier. Sorry Austin but I liked your perspective on things in the beginning when you joined giantbomb but now after listening to every beastcast and see your writing for the site I feel that I just can't accept you in the family the same way I accepted Dan and Jason.

Again sorry but this is how I feel.

Um, is this a break up letter or a job evaluation? Either way, your very serious sounding post is kinda hilarious. A huge part of life is embracing different perspectives. It's unclear to me what in particular you're not into, but try giving it a fair shot. Or, you know, maybe don't pretend to be the Giantbomb family bouncer?

@austin_walker I might never find time to play this game, but your critical and personal review is a good example of why I subscribe to this site and pay way too much attention to video games despite having less time to play them. Games can make us think back on hard times in our lives in new contexts. Games can make us think about human differences and artistic choices. And games can make us think about the balance of mechanical complexity and flow of play. It's great to have you thoughtfully contributing a mindful perspective to the site, Austin. Don't stop being you. You're awesome.

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thainatos

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Edited By thainatos

Tip top work, Austin. Really looking forward to more of your reviews and to playing this game on PC.

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LazyEkans

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The most important upgrade you can make in Galak-Z is to improve your own skills and to learn about how the game works.

I was hoping as much. I still wonder how games like this would work with a "casual" mode that let you get carryover upgrades. Maybe if there was a more compelling story it would be considered. Well, thanks for the write-up!

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Mezmero

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Man, I just don't come to game reviews for meandering pontifications about the nature of nostalgia or the personal impact of game themes. I come to hear if the game was any good, and what sort of elements were good and which were bad, or who might like this kind of thing most. Call me old fashioned, but I liked reviews when they were product reviews rather than deep critical analyses.

But hey, seems like a lot of people liked this. Good on them. Just wanted to express a divergent opinion since I got halfway through this thing and was just rolling my eyes.

I'm with ya buddy. Feels like half of an opinion piece and half of a review. It's certainly written intelligently but it doesn't feel very considerate to people who just want to know if the core game good or not. I can let this one slide because Jeff and Vinny have always had a very experimental approach to content on the site so maybe Austin's next review could stand to rein it in a little bit.

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thatpinguino

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@mezmero said:
@mormonwarrior said:

Man, I just don't come to game reviews for meandering pontifications about the nature of nostalgia or the personal impact of game themes. I come to hear if the game was any good, and what sort of elements were good and which were bad, or who might like this kind of thing most. Call me old fashioned, but I liked reviews when they were product reviews rather than deep critical analyses.

But hey, seems like a lot of people liked this. Good on them. Just wanted to express a divergent opinion since I got halfway through this thing and was just rolling my eyes.

I'm with ya buddy. Feels like half of an opinion piece and half of a review. It's certainly written intelligently but it doesn't feel very considerate to people who just want to know if the core game good or not. I can let this one slide because Jeff and Vinny have always had a very experimental approach to content on the site so maybe Austin's next review could stand to rein it in a little bit.

If all you want is a product review, then why not read almost any other Galak-Z review? Just read the deck of a Gamespot review if that's all you care about (or the blurb that comes up in the GB reviews tab). Or just skip to the parts where he talks about the game.

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Mezmero

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Edited By Mezmero

@thatpinguino: Please don't presume to know what I care about when it comes to reading reviews. Believe or not some of us actually enjoy reading GB articles, it's just worth mentioning that this was the first in a long time where I find myself slogging through the text and not getting much out of some parts of it. Nothing against Austin for having a different writing style from all the other guys on staff, I'm just use to them being more on point with the editorials. I don't need a lesson about nostalgia but that's just me. It's clear people are into reading about it and that's fine. It's just a review and hopefully he'll do more in the future that I'll find more engaging.

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mackdaddicus

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Great review

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Homelessbird

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God forbid people have to read more than absolutely necessary.

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Jazz_Lafayette

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I come to hear if the game was any good, and what sort of elements were good and which were bad, or who might like this kind of thing most.

All of this information is in the text, plainly stated.