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"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

Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
Beyond the Storm screenshot
+1

70%
Audience ScoreBased on 20 reviews
music3 positive mentions
story3 negative mentions

  • The game captures the vibe and charm of the original Tyrian, with enjoyable music and familiar gameplay mechanics.
  • The new power management system adds depth and customization options for ship builds, allowing for creative strategies during gameplay.
  • The developer has shown commitment to improving the game, with updates addressing player feedback and enhancing the overall experience.
  • The game feels unpolished and lacks the cohesive design and flow of the original Tyrian, with issues like jerky movement and poorly implemented mechanics.
  • Many players find the open-world structure tedious, with a lack of clear progression and an overwhelming number of short, random levels.
  • There is a noticeable lack of variety in weapons, enemies, and overall content, leading to a feeling of repetitiveness and disappointment for fans of the original.
  • story
    11 mentions Positive Neutral Negative

    The story in the game has been criticized for being unclear and poorly presented, with missions scattered across the map and a lack of coherent narrative structure. Players have noted that the reliance on randomly dropped data cubes to drive the story leads to frustrating gameplay, including potential soft locks and excessive grinding for resources. Overall, the narrative experience feels disjointed and fails to engage players effectively.

    • “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.”
    • “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.”
  • gameplay
    7 mentions Positive Neutral Negative

    The gameplay in [i]Beyond the Storm[/i] introduces several new mechanics, such as power management and a non-linear space map, but many of these ideas feel underdeveloped or hindered by design choices, like the need for grinding and inconsistent level lengths. While the core mechanics function well, the fast-paced movement of ships can lead to a lack of control, and the overall experience is marred by issues in art and writing that detract from the gameplay. Despite its potential, the game requires significant refinement to fully realize its vision.

    • “Not content to merely recreate the old game, 'Beyond the Storm' adds a power management mechanic (with an in-flight slow-motion if you make adjustments on the fly), a grid-based space map which the player can traverse non-linearly (by spending warp fuel cells), and the ability to select from and repeat levels (sectors).”
    • “There is the core of a good game here and, for a one-man show, the product so far is pretty impressive; but the game would seriously benefit from a professional artist reviewing the new art-set (and being ruthless), dedicated translations (some of the 'database entries' are outright incomprehensible), perhaps a punchier synth mix for the soundtrack and a tighter view on the gameplay.”
    • “That theme continues into the gameplay - most of the new ideas are conceptually quite good, but fall flat: the new power juggling dynamic is basically pointless, once you fine-tune the front-firing guns to have enough juice (by default the game only allocates half your generator towards them, and resets whenever you upgrade the generator); the open world idea breaks up the linear flow of Tyrian to its detriment, forcing you to grind levels to have enough fuel to move to the next area; that's exacerbated by what seems to be a semi-procedural aspect - while enemies might be the same in replaying the same mission, the levels do (not always but sometimes) vary slightly; the sheer number of required levels (which is probably what is driving that procedural generation?) also means that some are outrageously short (30 seconds at most), while a couple were comically long (like 5 minutes, with the last minute being almost completely silent flying with no enemies).”
    • “The Tyrian gameplay is here, but it's hidden behind some design decisions that obstruct and obscure the core of the game.”
    • “Mechanically the ships work fine, but once you move to faster ships, the movement becomes too fast to get fine control (unlike the original, ships don't accelerate up to their fastest lateral speed), which is criticized by some below.”
  • music
    6 mentions Positive Neutral Negative

    The music in the game is generally praised for its fitting and nostalgic quality, with some tracks being remixes of original songs and others being new compositions that capture the essence of the classic Tyrian. While the soundtrack is well-received, some reviewers suggest that a more polished synth mix could enhance the overall experience. Overall, the music effectively evokes the old-school vibe that fans of the original game appreciate.

    • “The music feels good and fitting, with some remixes of original songs and some that I think are new songs.”
    • “The art and music are instantly recognizable as updated takes on the original; there's a similar sense of humor in its writing.”
    • “The game would seriously benefit from a punchier synth mix for the soundtrack.”
    • “Music really captures the old school Tyrian vibe.”
  • graphics
    6 mentions Positive Neutral Negative

    The graphics in the game exhibit a mix of low and high resolutions, with some users suggesting that the lower-quality visuals could benefit from AI upscaling. While the upscaled graphics pay homage to the original Tyrian game, they are criticized for lacking inspiration and for a background that often blends in poorly, detracting from the overall aesthetic.

    • “If you've played Tyrian, you'll recognize some of the graphics from the game, touched up for the higher resolution, and I don't mind that.”
    • “Some graphics feel quite low resolution, while others are very high resolution; the low ones could be upscaled with AI or a high-quality algorithm to improve their appearance.”
    • “Some graphics feel quite low resolution, while others are very high resolution. The low-resolution ones could be upscaled with AI or a high-quality algorithm and then put back into the data files to make them look better than whatever filtering GameMaker has (which looks like simple bilinear).”
    • “The graphics are upscaled versions of the original Tyrian graphics, which is a little uninspired.”
    • “But the background blends in and isn't aesthetically pleasing; sometimes it feels like someone went a bit too wild with Photoshop, rather than developing a distinct style.”
  • grinding
    4 mentions Positive Neutral Negative

    Players find the grinding aspect of the game tedious, particularly due to the limitation of collecting only nine energy cells, which forces them to repeatedly farm the same mission to progress. While the open map concept is appreciated, the necessity to grind for resources to navigate the world can lead to frustration and a sense of stagnation.

    • “Since the world map routinely has you moving 9 spaces to the next mission, that means grinding the one available mission at the current location 9 times. If you try to go halfway, you might get lucky and find some fuel as you go, but more likely you'll have to pay to go back to where you were when you run out of fuel.”
    • “I don't want to be stuck in an empty space square, farming cells to get to my next destination.”
    • “The new open map style is nice right now, but using energy cells to traverse the grid and grinding up more cells once you reach your destination to make your next jump feels tedious.”
  • humor
    2 mentions Positive Neutral Negative

    The humor in the game is highlighted by the quirky personalities of the datacubes and amusing advertisements, as well as the comedic situations that arise from managing damaged power cells during combat, adding a lighthearted touch to gameplay.

    • “The datacubes in Tyrian had personality, whether it was the characters or the funny little ads.”
    • “Another change regarding power: your power cells can be damaged in combat, meaning you may need to re-route power on the fly (hilarious, I know) to compensate for damaged cells.”
  • replayability
    1 mentions Positive Neutral Negative

    Players appreciate the game's replayability due to its updated art and music, familiar humor, and a modular spaceship equipment system that adds depth and encourages multiple playthroughs.

    • “The art and music are instantly recognizable as updated takes on the original; there's a similar sense of humor in its writing; and of course, there is the same modular spaceship equipment system that gave Tyrian its depth and replayability.”
    • “After completing the game once, I found little incentive to go back and play it again. The lack of meaningful choices and consequences really diminishes the replayability factor.”
    • “While the game offers a fun experience, the linear storyline and predictable outcomes make it hard to justify multiple playthroughs.”
  • monetization
    1 mentions Positive Neutral Negative

    The monetization in Tyrian is characterized by its engaging and humorous approach, featuring personality-infused datacubes and amusing advertisements that enhance the overall experience.

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