E3 2011: Super Stardust Delta -- A Returning Addiction
The PlayStation Vita reminds me why Stardust rocks.
June 9, 2011 June 10, 2011 June 10, 2011
When Super Stardust HD -- a crazy twin-stick shooter -- first debuted on the PlayStation Network in 2007, I played it like it was my job. It quickly became one of my favorite games of all time, thanks to its razor sharp gameplay, mesmerizing visuals, and a soundtrack that packs an appropriate punch. I was disappointed with Super Stardust Portable, though. Not because developer Housemarque failed to create something equally brilliant, but because the PSP hardware just doesn't work as well as a DualShock.
After playing Super Stardust Delta, Housemarque's first soiree into developing for the PlayStation Vita, I can say that this is the portable Stardust I never knew I wanted.
Unlike Super Stardust Portable, Delta displays the entire planet on the screen and doesn't constrict your view to a small segment of the planet's surface. This enables skilled players to monitor the sides of the planet for asteroids, targets, or power-ups. When it comes to blasting, the Vita's twin sticks work beautifully with Stardust's design.
The open play space and the control method are a return to form for this portable entry of the series. But there are a number of exciting changes to be found in Super Stardust Delta that not only set it apart from Super Stardust Portable, but Super Stardust HD as well. The obvious additions, like new enemy types and bosses, are especially refreshing for a long-time fan like myself. But other subtle changes are just as appealing, like the slow-mo effect that now accompanies a speed boost.
The original Super Stardust HD introduced a set of three weapons designed to target specific asteroid types: the Rock Crusher, Gold Melter, and Ice Splitter. Well, hold on to your socks, Stardust fans -- I'm about to drop a bombshell on you: the Rock Crusher has been removed. At least for now. The version here at E3 only included the Gold Melter and Ice Splitter. Madness, I know, but I trust that the fine folks at Housemarque know what they're doing.
With only two primary weapons, we do get a few special weapons to make up for the loss of the Rock Crusher. A massive black hole bomb can be unleashed anywhere on the planet (using the back touchscreen) that pulls in anything within its reach. There's also a torrent of homing missiles you can unleash, though I didn't get a chance to try them during my demo.
Lastly, Housemarque has designed a set of sliders on each side of the front touchscreen. These adjust your primary weapons and control their range versus their power. If you want something powerful, you can slide the marker around to make a short-range, super powerful weapon. Sliding the marker in the other direction will weaken the power of the weapon but improve its range.
Super Stardust Delta has all the trappings of an addictive shooter. It's one of the most promising Vita titles I've seen yet.
This article is based on a 15 minute gameplay session conducted at a Sony event following the company's E3 2011 press conference. In-game audio was not audible due to the demoing environment. The demo was conducted by Sony representatives.
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