Editorial | 7/17/2012 at 12:00 PM

Co-Op International: Radirgy Noa Massive

Tiny developer MileStone's Massive shmup

Welcome to the latest edition of Co-Op International. Here I discuss co-op games that have not been released in the US. This will include current gen games as well as classics. We hope you’ll enjoy learning more about Japanese games – please let us know in the comments section!

My first installment of Co-Op International featured a region-locked Japanese Xbox 360 game: Onechanbara Z: Kagura. Since then I’ve focused on region-free imports, but this month we’ll be discussing another game that only plays on Japanese or Asian Xbox 360s. Radirgy Noa Massive is the sequel to Radirgy (short for Radio Allergy for some reason), a game that actually made it to the Wii in North America as part of the Ultimate Shooting Collection. Let’s examine how distressed you should be that Massive is difficult to import.

Radirgy Noa Massive’s story is something of a mystery to me, as it’s told entirely with Japanese text and a handful of still pictures. Normally I’d look up a synopsis but the game’s Wikipedia page is just a stub and there is practically no English coverage on the interwebz. Suffice it to say, players control a couple of anime girls (2P, the brunette, is cuter) and fly around shooting robots and ships in a futuristic city setting. At the end, they’ll confront a crazy purple-haired otaku lady. Compelling stuff!

Massive plays a bit differently from other vertically-scrolling shmups. Players have access to both a long-ranged shot and a short-ranged sword attack. Hold both buttons (all of which are thankfully configurable) and you’ll perform both attacks repeatedly. Melee attacks naturally increase the risk that you’ll get hit, but they’re essential both for dealing sufficient damage and for charging your shield meter.

That meter ties into the game’s big twist: the ABS system. As you damage enemies, the shield meter constantly climbs. Once it fills up, unleash it and you’ll enjoy a few seconds of complete invincibility. This also starts a temporary combo multiplier. Activate the shield again before it wears out and the multiplier jumps – from 2x to 4x the first time, and so on, up to a maximum of 16x. Once at 16x, you can lay off the sword button for a moment and then unleash a charged sword attack for 32x – tough to do in the thick of battle, but at least there’s an Achievement for it.

While Massive is a fun shmup, nobody will be impressed by its artistic and technical shortcomings. Like Radirgy before it, the polygonal graphics are extremely simplistic, resembling a low-end Dreamcast game. Even for a 2010 Xbox 360 game, I’d call them downright amateurish. Massive doesn’t sound much better than it looks; generic tunes and practically no voice samples fail to delight the ears. Given the low-budget nature of the audiovisual design, the loading times between stages are longer than they need to be. Finally, while the game does have online Leaderboards, you can’t sort them by Friends, greatly reducing their usefulness. Basically, the shoot-em-up makers at MileStone come across as smaller and less adept than genre leaders CAVE.

Thankfully Massive does boast a fair complement of game modes, three of which support 2-player local co-op. Arcade and its remix Expand (unlocked by code) play similarly, though I found Expand a bit less challenging and thus more enjoyable. To see the true ending of either mode, you’ll need to reach the final boss without continuing – not easy, though certainly not as impossible as your average CAVE game. Classic plays like Arcade and Expand, except it has fewer stages and features a single ranged weapon type instead of the other modes’ three.

Two short score-attack modes round out the list and don’t support multiplayer. ‘Massive’ is the traditional Caravan mode with its own unique stage. Death mode requires players to defend a building at the bottom of the screen by preventing enemies from leaving the screen. Once enough enemies escape, the building gets destroyed and the game ends. Both modes have their own score-based Achievements with requirements too lofty for my blood.

Radirgy Noa Massive is not a bad game as shoot-em-ups go. The sword and ABS mechanics certainly give it a different feel than many of its shooter brethren, and the difficulty overall is fairly reasonable (though not as easy as Bullet Soul). But the low production values really belong to another era. Shmup-haters always say this, but the game really should have been an Xbox Live Arcade release rather than a retail one. Thankfully, the Games on Demand price is fairly reasonable (~$33). If you’ve got the system to play Massive and like Achievements, it’s worth a buy. I topped out at 620 GamerScore from it, more than any CAVE game I own.

Massive Mode (above) is actually much less massive than the main game.

Cultural quirks: The anime-style art on display has a real otaku quality. Loading screens feature bizarre, nonsensical imagery, adding to the humorous atmosphere. Along those lines, one boss appears to be a train conductor or employee of some sort, and the boss of another level is an armored train. They love their trains in Japan; I wish we had more in Texas.

Chances of coming to the US: None. The shoot-em-up market is fairly niche anyway, but the chances of a low-rent game that reportedly didn’t even sell 10,000 units in Japan coming to America or Europe are non-existent.

Language barrier: Low. The menus and options are almost entirely in English, making for easy navigation. Ditto for the Achievements. The actual tutorial and story use Japanese text, but you don’t need them to get a grasp on things.

Difficulty of importing: High. As mentioned earlier, Radirgy Noa Massive is region-locked to Japanese and Asian consoles, so only people living in those countries or big importers like me will be able to play it. Production of the actual retail release has long ceased, but the Hong Kong Games on Demand version only costs 2000 MS Points – about $33. You can download it from anywhere; it's the system hardware that matters.