Rengoku II: The Stairway to H.E.A.V.E.N. Review - The Next Level

Game Profile

System:
Playstation Portable
Release date:
September 12, 2006
Publisher:
Konami
Developer:
Never Land Company
Players:
1 - 4
Genre:
Adventure
ESRB:
T

Rengoku II: The Stairway to H.E.A.V.E.N.

There's a lady who knows that this game kicks ass.

Review by James Cunningham (Email)
September 20th 2006

I'm not going to pretend that Rengoku II: The Stairway to H.E.A.V.E.N. is a game for everyone. It's a dungeon crawler focused exclusively on combat, with a huge variety of weapons and plenty of customization options available. Like all dungeon crawlers, though, it's a game people seem to either love or hate. I loved it, but if you're reading this then you've probably seen other reviews that have been less kind than I'm going to be. While it's a big world filled with diverse opinions, it would have been nice if those reviews read like the writers played the game longer than ten minutes.

In the world of Rengoku, A.D.A.M units fight each other for the amusement of the world after the wars they were originally designed for came to an end. Artificial intelligences recorded from the memories of dead soldiers; they've been honed into perfect killing machines by endless battles. The ultimate fighter, Gram, has awakened in one of the towers acting as the arena for these battles and must fight through eight levels to regain his true memories. There are bits of vaguely pretentious pseudo-religious imagery all throughout the story, including each level and its boss being named after one of the seven deadly sins, but fortunately none of it is that important to the main theme of the game, which is pure fighting action.

When Gram starts off on his trek, he's basically unarmed. Each of the four face buttons correspond to head, right arm, left arm, or torso; and all he can do is punch, head-butt, and tackle. There's also a fifth option, legs, but that's reserved for support items that get used automatically. Defeated enemies can drop weapons, however, and this is where the fun begins. Swords, guns, chainsaws, axes, hammers, bazookas, lasers, and more come in wide variety of styles; and learning the properties of each is crucial to figuring out how to chain attacks together.

Combos are relatively simple to execute, with most weapons able to segue from one to another with ease, but the diversity of the weapon attributes means that creating effective combos takes a bit of experimentation. A hammer that sends enemies flying is best used before a close range axe attack rather than after, for example. Stun, lift, knock back, speed, and even charge time all need to be considered in making the perfect combo machine. All weapons also have a certain number of uses before they need a recharge, not to mention heat generation issues.


I spent more time balancing weapon loadouts than I do choosing clothes in the real world, although I'll admit this might be different if I could choose between various kinds of homing-laser hats.

With repeated use, all weapons will overheat. Some do it faster than others, but once a certain threshold is reached the limb the weapon is on overheats and can't be used again for several nerve-wracking seconds. Adding to the fun are enemies armed with heat-based weaponry, sending rivers of fire across the screen and leaving you dodging madly while searching for a cool-down power up.

In practical terms, what all the above means is that, when picking a projectile weapon for example, do you go for the homing laser that shoots up to eight beams at a time but needs a bit of charging for the full effect, or the a similar weapon that does lesser damage but also raises the enemy heat level? Of course, the dumb-fire bazooka packs a major kick plus stun when it hits, assuming the target doesn't dodge, but three or four shots put it dangerously close to overheating. Single-shot rapid fire lasers that bounce off walls and pierce enemies, maybe, or just the ever-handy machine gun, pinging away small chunks of health at a rapid pace? I spent more time balancing weapon loadouts than I do choosing clothes in the real world, although I'll admit this might be different if I could choose between various kinds of homing-laser hats.

As Gram fights his way up the tower, the available arsenal just keeps growing. Extra weapons can be melted down into "elixir skin", which is Rengoku II's version of experience points, and defeated enemies drop it as well. Back at the save room that starts each level, this can be channeled into hit points, physical and elemental defense, and heat resistance for each of the five areas weapons can be equipped to. The final option, and the most expensive, is extra slots for equipping weapons. While only one weapon per limb is usable at a time, having a backup weapon (able swapped in at any time or when the one being used inconveniently runs out of energy) can be a lifesaver, especially when a quick change of tactics is needed. Being able to adapt on the fly is the difference between survival and Rengoku II's version of death, which is more of an inconvenience than anything else.

When Gram dies, which will happen often, he gets sent back down to the bottom of the tower. A quick teleport to the floor he was killed on gets things moving again, but all equipped weapons are left in a tidy pile where he died. It seems somewhat annoying at first, but it actually forces you to try a different strategy from the one that got you killed the first time. It's easy to fall into a pattern of attacks, and this forced me to try new and previously ignored weapons more often than I care to admit on the journey to the tower's pinnacle.

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