SNES REVIEWS: Super Turrican 2
Side-scrolling shooters are perhaps one of the easiest genres to measure. In theory, all its games are similar enough that there is no need to bother with the bottom sitters for a different experience, since there wouldn't be anything majorly different to begin with.
What that leaves games that are not Contra or Metal Slug (by far the genre's A list) is attempting unique twists on the formula and semi-innovations. In its day, Super Turrican 2 gained a reputation for its revolutionary 3D cutscenes and sharp graphics. Neither aged as well as the more graceful works of the SNES. What is left is a game that you wish was something else by the time you finish its first half.
#93: Super Turrican 2:
Year: 1995
Genre: Run & Gun
Publisher: Ocean
Developer: Factor 5
"In a small planet in a star system floating in the arms of a black hole"
This small planet is the setting at the start of Super Turrican 2, with you, the Turrican suit (hence the name) clad hero going into a mission to rid someone somewhere of the evil "Machine". Story is never important in side-scrolling shooters, and besides, the star system's "floating" at the edge of a black hole would get sucked in.
For these types of games, the setting is much more important than the story. You could tell us we are on an alien planet, but you must show us that as well. In the beginning, we find this desert planet in total war with the evil machine, and proceed forward to shoot aliens and stuff. I would suggest relocation for the people living on this planet, but perhaps they enjoy their view of the abyss.

That doesn't sound like a pleasant planet to live in
Regardless of its initial promise, the game then devolves into regular locations with little to no imagination, and we are left singularly unimpressed with the game's setting. The enemies are boring and without a personality, and all the bosses except one are devoid of any unique characteristic. Even the final boss acts like a rip-off of Cutman from the first Mega Man game.
Of course, it doesn't help that your main hero doesn't have any defining trait, and looks more like a low-res Fisher-Price Master Chief than the hero he is supposed to be.
"Inside the mouth of despair"
ST2 does not manage to be more than a passable side-scrolling shooter, but that is not because of a lack of trying on its side. There are many sound concepts in the game, but many are either woefully underused, woefully overused, or simply terribly executed.
An example of the first category would be one of your regular abilities, which allows you to roll into a ball à la Samus and charge ahead. Yet, it is not used in a useful manner in a single instance in the game, and is consequently relegated to the part of a glorified dodge button. On the other hand, the grapple arm mechanic you have access to is used in nearly every level, and it is simply a not well-designed platforming mechanic.

It may look cool, but it doesn't feel cool
Finally, the game sometimes has brilliant ideas, or generally good ones, yet it blows them apart with terrible execution. For example, the labyrinthine stages are a first time where you can lose your place in what should be a massive world. However, with a timer on your back, you are of course forced to abandon exploration in order to finish in time. Why build these labyrinths without giving us the time to explore them adequately?
The most obvious of the great ideas gone bad is in the first major boss of the game, where what should have been an awesome fight inside the mouth of the beast becomes a vertigo-inducing battle of attrition.
"Truly trying to innovate"
Admittedly, not all of ST2's attempts at innovation fall flat. Take, for instance, the CGI scenes, which were among the first of their kind. It is true that they are not as impressive now as they looked 18 years ago. But that is the case with most early CGI tech.
Other areas where ST2 excelled are the introduction of vehicle sequences. I am not talking about riding some vehicle in the 2D stages, but a complete bike level that resembles Sonic ring stages. Those stages were fun and tight when played, and were a neat distraction from the regular gameplay.
Also, the game didn't feel comfortable giving us the same stages again and again, and instead peppered a number of smaller "concept" stages to keep things fresh. Ultimately, it is these innovations that stand out most after playing ST2.
"It drags on"
For a game that is essentially a high-score run game, it is a capital flaw for it to drag on as much. Whether it felt as long as it was due to its length or its boring gameplay, I am not sure. By the end of the second chapter, I was ready for it to end, and apparently the developers thought so as well, as the game just seemed to throw random stuff at you in hopes of exhausting itself.
From the onset of the game, the game did not grab me much. The weapons felt generic and weak, and the enemies took more time than necessary to kill. By the end, I was thoroughly bored with the game and had no intention whatsoever of getting a better score.

Even the variety doesn't save it
If it happened that I died enough for a game over, I would have been surprised to see that I had to start at the beginning. Also, without playing in an emulator, you wouldn't be able to save the game, and hence would need to beat it in one sitting. The thought of having to repeat the game from the beginning just to finish it sends shivers down my spine.
"The music is mostly great"
Well, this is one part of the game that consistently holds up to scrutiny. Aside from a few mundane tracks, the game's soundtrack is both intense and unique. The opening track and the ending credits song are both in my opinion off the best pieces of music in the SNES.
The prospect of listening to new music kept me going at the game. Even though, like the rest of the game, the music started getting samey and boring by the end.
In Conclusion:
Super Turrican 2 may have been at some point in history a highly innovative title. Now, it is more a novelty than a serious game to play for enjoyment. It is, however, a statement that above all else, it is game design that ages best.
Final: 4/10 (Not Recommended)
Pro Points:
- Innovative Choices: +3
- Good Music: +3
Con Points:
- Boring Setting: -2
- Terrible Execution: -3
- Unmercifully Boring: -5
Tips:
- Don't try to explore in labyrinth stages.
- Not all laser shots are useful.
- Practice the grapple techniques.
Series:
I remember having a lot of fun times playing the SNES in my childhood, but I only played or bought about 10 to 15 games, and many games that I played I couldn't go far into owing to my inability to read basic instructions in English.
As I grew up, I played more SNES games that came my way, as well as others released on other platforms. Due to the sheer quality of those titles that I played years later (such as Final Fantasy VI and Chrono Trigger) and those I remember playing (Donkey Kong Country, Super Mario World), I was always curious about the quality of all those titles I did not play.
Three years before starting this review series, IGN released a list of their top 100 SNES games. Reading that list, I got excited and wanted to play all of them. However, I realized that just playing them wouldn't be enough. I wanted to study that list, and hence decided to review most games on the list.
The grappling could have been so cool, but it just doesn't feel good
Next Game:
The game I am going to play next was one that I skipped before because it was too tough playing it in the keyboard. Now that I have synced a PS3 controller to my laptop, I am going to try it again. It is #88 Sunset Riders.
Stay Tuned.
For Previous Genesis Game Reviews:
This blog was originally posted in Destructoid Community Blogs on April 2nd, 2014. The blog was slightly edited to fit my newer review format.


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