- October 3, 2022
- Leandro Gabriel
Beyond the Storm
Platforms
About
"Beyond the Storm" is a SHMUP game that pays homage to the 1995 classic "Tyrian." Explore an open-galaxy with various sectors, planets, and stations, while battling a wide array of enemies and ships. With customizable weaponry, a re-imagined energy system, and a full database of lore, this game offers an intense and engaging experience for fans of the genre











- The game successfully captures the nostalgic vibe of Tyrian, with updated art and music that pays homage to the original.
- The new power management system adds depth and customization to ship builds, allowing for creative strategies during gameplay.
- Despite some issues, the game shows promise and potential for improvement, making it a worthwhile experience for fans of the original Tyrian.
- The game suffers from a lack of polish, with jerky movements, confusing menus, and a presentation that feels amateurish.
- The open world design disrupts the flow of gameplay, leading to grinding and a lack of clear progression, which can be frustrating for players.
- There is a noticeable scarcity of weapon and enemy variety, making the gameplay feel repetitive and limiting the overall experience.
story
9 mentions Positive Neutral NegativeThe story aspect of the game is criticized for its lack of clarity and coherence, with missions scattered across the map and poorly presented narrative elements, such as dropped data cubes. Players find the open-world design detrimental to the linear storytelling, leading to excessive grinding for resources and a disjointed experience. Additionally, issues like random fuel drops and potential soft locks further hinder the narrative progression, leaving players frustrated.
“Firstly, the game now needs a clear story, with missions being scattered around the map. You have to have a method to pick the next place to go, and the writing (and presentation of the story via dropped data cubes) doesn't support this.”
“Worst of all, I ended up seemingly soft-locked in what I think was the story campaign as no data cubes would drop when I reached my destination.”
“Firstly, the game now needs a clear story. With missions being scattered around the map, you need a method to pick the next place to go, and the writing (and presentation of the story via dropped data cubes) doesn't support this.”
“Secondly, the need to travel means fuel, and that fuel (along with the data cubes that drive the story) is randomly dropped during missions. You might get 0, or you might get 7, but often you'll get just one.”
“Worst of all, I ended up seemingly soft-locked in what I think was the story campaign, as no data cubes would drop when I reached my destination.”