These things only kinda make sense, when you look at the full picture, though.
- Cheap Deaths: From what?
---- Meteors: You can drill through them...
---- Enemy Swarm!: You have a Vortex Shield for those situations.
---- Shield enemies: Vortex helps here, too.
---- Random enemey spawn: A pulse wave shoots out from the edge of the screen, as enemies spawn.
- Emergent, but forgetable levels:
---- Eh, they have more design element setup than most normal twin-sticks, but not as impressive as a real, fully designed classic shooter.
---- It almost seems more like it's just parts of a classic shooter being tossed into random orders.
- Upgrade-athon:
---- That only really applies to the 1 mode. Arcade mode lets you choose a few powerups, and then rush and attack the mode.
---- I will agree that the upgrade-stuff feels like cheap gameplay padding, because none of it really feels "impressive" to me. The Powerups feel nice enough, but that's really all that was needed.
I am ready to admit that Big Sky isnt really a BAD game, its just not really good either. Its non-focus on a certain playstyle make it more mediocre than anything else. I played it for a few hours when it released on Vita, but ultimately stopped when it killed me the Xth time WITH vortex shield in those swarm areas. I still dont know what killed me there, and considering I used the Vortex Shield, enemies shouldnt -> Cheap deaths. After the first incident , I specifically looked for why I am being killed and its not apparent to me. If I am even LOOKING for that, but the game simply doesnt tell me, then thats bad design. I could very well be missing something, but considering this isnt my first shmup, its something that apparently should be more obvious.
Yeah, its not a classic shooter. In the end they use elements from classic shooters, so it sort of needs to measure up and it doesnt. If I take a look at Gradius, R-Type or even Sine Mora (or whichever other shmup), Big Sky falls really, really, really flat in terms of balance, gratification, design, bullet patterns etcetc
In addition to the Upgradeathon, I think my biggest problem is that powerups dont feel... powerful? Getting a weapon powerup in Sine Mora makes you immediately notice the stronger weapon. Same goes for every single good shmup. Big Sky fails in that regard as well, I get no gratification from collection stuff ingame. Upgrading outside of the mission gives some slightly noticeable boosts in the beginning, but after that if you put like 1 or 2 points into something, you dont notice anything changing. Its very weirdly designed for a space shooter.
Now, I am not saying that no one will be able to enjoy this game, but ultimately it falls flat in a few key areas and doesnt really excel in others either (except graphics), making it a hard sell for me. I will keep it on my Vita just to marvel at those coloured clouds from time to time (and to justify my purchase), but I cant honestly recommend it whenever someone asks me.