
Acceleration of Suguri X is an interesting release on the PSN by publisher Rockin’ Android, because unlike the PC, it has been released without its prequel, Suguri. In addition, it is a significant change from the previous game. The first game was a shoot-em up (SHMUP), while this is a three dimensional fighting game. It is uniquely different, not only from its previous releases, but also in its own respective genre, it is a drastic departure for the series that forces the focus to change to dramatic one-on-one fights. Can flying around and shooting your friends, be just as fun as beating them to a pulp in melee combat like traditional fighting games?
It turns out it can, as the gameplay for this game is sublime. The game uses a really clever system of attacking. Main attacks only take two buttons, granting the player two different ranged attacks. However, holding down the button uses a charge, that does an upgraded, and strategically different version of each attack. For Suguri; the main star, she has a simple laser shot, which charges into a more powerful charged shot if held down. In addition, she shoots a volley of missiles, which actually do NOT attack the space in front of her. Instead, they attack the sides, meaning an opponent who tries to dodge into them is going to get a missile to the face. However, if this attack is held down, instead of a more powerful missile attack, Suguri fires her missiles in a different pattern that concentrates in close to herself. Using the different missiles becomes a matter of strategy, and the simple mechanics make for an easy to learn game that is difficult to master (much like the beloved Smash Bros. games).

Each player also has a dash, which adds to the fast pace. This isn’t all, as the specials in this game are surprising. Instead of a button pattern, the player simply holds down the L1 button, and presses one of the two attacks. There is no penalty for using these, and in practice it is really just a very nice alternate attack. In Suguri’s case, it is a sword slash or a sword charge, for hefty damage. Finally, each player has two hyper moves, which are used by pressing the triangle button or L1 + the triangle button.
All in all, the net effect of all these abilities, is a fast-paced battle in an open arena. The arena is simply a large circle with a background behind it. The game is fun, zipping around everywhere and throwing attacks off is a pleasure on the senses, it can become quickly addictive. I truly, honestly enjoyed every second of it. Each opponent is unique, and requires a unique strategy, and the game has multiple difficulty levels, and both an arcade mode, and two different story modes. The story modes force the player to use specific characters, though. Unfortunately, each story mode mostly uses the same foes, though each one has some unique characters as the final bosses. There are also quite a few unlockables, adding replay value to a game where a set of matches can be beaten in about an hour, max. It is designed to be played through quickly, but replayed often to unlock more characters, or to just have fun.

Still, the game is a genuine joy to play through. The graphics are quite good, in actual gameplay each player is represented with a small, well-done sprite, that looks quite cute. It fits the silly and fun style of the two stories, and the game has plenty of nice effects for the attacks, actually the attacks are one of the best things about the game on a graphical stand-point. Backgrounds are a bit on the light side, mainly focusing on a single color and some minor other nuances. Unfortunately the cut-scenes are not all that impressive, and are drawn in a different, more amateurish style. The artwork isn’t extremely bad, but it really just isn’t that good, and it uses the standard Japanese system of a character portrait over a text box. Unfortunately, since the amount of portraits feel limited, emotion doesn’t really come across. The sound is not bad, but it isn’t exactly memorable either.
The story is not the most detailed, but what little of it there is amuses. The story in arcade mode is completely non-existent at first, but each playthrough unlocks more information about the characters. The information generally has nothing to do with the battles, and instead focuses on illuminating and explaining the characters. The first one explains the general background, while the rest focuses on each character. Suguri’s story is especially beautiful. Then comes the two alternate story modes. The first has the boss from the original game return from the dead thanks to the use of a robotic clone, he attempts to enslave the stars, and must be beaten. It pretty much just has a beginning and an ending, but the story is hilarious. It just lets the characters be themselves, and be silly. Even the main boss has a rather silly motive. The second story is even more hilarious, with the entire plot being a war over who gets the last pudding. It is just a pity that there’s so little story, and not more boss banter. What little there is through each of the short playthroughs just leaves you wanting more.

Final Call: Acceleration of Suguri X is a solid game, but for different reasons than Crescent Pale Mist. The game repeats a bit too much, and the story is a bit light, but once again, it’s just so FUN to play. This is the kinda game I’m gonna play every day when I come home from work, to just have fun. As a fighting game it is easy to learn but becomes quite complex the more you play, the characters are enjoyable and each have their own strengths and weaknesses, and in a multiplayer setting, this is one of the best downloadable games out there. It really is too bad there is no online multiplayer, since that is where the game shines its brightest.
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4/5 While it does teeter towards a lower grade since it may get old quick to some players who can't find people to play multiplayer with, I personally found even the single player very enjoyable on multiple playthroughs.