There was a section that used both foreground and background to set up some light tactical variation. You'll then switch to a side-scrolling perspective and dart into one of the castle's hallways where circular robotic sentries stream at you from top and bottom. I also got to try out a section from the game's third level called "Sky Fortress." The level opens with your character spiraling around a giant floating castle in the sky, shooting your way through debris and rubble. This netted a special silver ribbon, a version of the game's achievements that appear as actual tokens in-game and not the standard checklist-based notifications you'd see on PS3 or 360. A well-timed melee attack sent one of the smaller chickens back towards the Keeper. This was a much more challenging fight, with the Keeper first sending out screen-filling waves of bullets until, after absorbing enough damage, its attack pattern shifted and it started hurling waves of smaller chickens as if they were bowling balls. This was another boss fight against a space chicken called the Phoenix Keeper. Later on, I was running down a dilapidated highway with more drones swarming when a giant chicken suddenly attacked and the camera reoriented again to a head-on perspective. The Ironbat fired missles and glowing laser orbs at me while I was able to fire a charged power shot to target its multiple moving parts and take its health down fairly quickly. Midway through the section I came to a mini-boss fight against a hovering alien ship called an Ironbat, and the orientation changed to a head-on perspective. Star Successor has a chain meter to reward players for kill streaks with point multipliers, and reaching certain highs in the multiplier will produce silver coins that can be collected for extra points. The probes didn't put up much firepower, but their sheer numbers were enough to keep the aiming reticule busily flitting around the screen, with each kill producing a big orange explosion. Even in this relatively early stage of the game, there was a sense of visual chaos and urgency that few other games match. The section opened with a side scrolling sequence where dozens of small gray probes flooded the top and bottom of the screen while larger pink robots streamed from the background into the foreground. I jumped in midway through the game's first mission, a trip through a decaying metropolis replete with half-fallen skyscrapers and a legion of marauding turrets and strange spermatozoa-like aliens attacking in droves. It's a simple setup that you'll get used to after just a few minutes of play. The Z button is used for a dodge, while holding down the A button charges up a power shot that can be directed at multiple targets. Holding down the B button fires a steady stream of bullets at enemies, while a single tap performs a melee move that clears away nearby bullets or sends projectiles back towards enemies. You can move your character around the screen with the left analog stick while aiming with the Wii remote.
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