Liberation Maiden

I can safely say I had pretty much no idea what I was doing or what was going on for about 90% of my playthrough of Liberation Maiden, making reviewing it a slightly intimidating prospect. The game was developed by Goichi Suda, better known as Suda51; the man responsible for classics such as No More Heroes and Killer7. Maybe because of this, Liberation Maiden is the most successful entry of the GUILD series, being the only one to spawn a sequel (confusingly a PSVita Visual Novel), and get an iOS port.

Unlike the past two games in the GUILD series I’ve looked at, Liberation Maiden is decidedly not story heavy, but instead a sort of on-rails shooter, which makes the fact that it has exceedingly well-animated anime cutscenes by Studio Bones (Space Dandy; Fullmetal Alchemist Brotherhood etc.) a slightly confusing choice. Although there are bonus story details included in the options menu, all you need to know is that some time in the future a new nation called ‘The Dominion’ (there’s some nominative determinism if I’ve ever seen it) has taken over Japan, and in a state of military emergency, the Japanese Diet has decided the only reasonable course of action is to put the former Prime Minister’s daughter into a mech suit and send her to fight the invading army forces. This sort of wacky premise is perhaps what you’d expect from a man who refers to himself as a punk game designer, but sadly the rest of the game’s design elements fall much more on the generic than the ‘punk’ side of the spectrum.

I’m not necessarily talking about gameplay right now, but about visual design. Unlike with the super-stylised and super-stylish character and visual design of Suda’s previous games, Liberation Maiden’s characters fall pretty squarely on the ‘generic anime’ side of the equation. Her mech is perhaps a bit sleeker than your average Gundam, but it’s nothing I’ve never seen before in passing. The enemies suffer the biggest fate in terms of visuals. Because they’re never depicted in the cutscenes it’s hard to get a grasp on what they really look like, but most of their tech is either dark grey tanks, dark grey spikes jutting out of the ground, or occasionally dark grey submarines and trains, all equipped with beautiful glowing pink weak spots. The weak spots are needed, however, because of how the game is presented. Your character floats above the ground, but aside from the enemy’s proclivity for heat seeking missiles, all of the other enemy weaponry remains on the ground. The 3DS, while a nifty bit of kit, isn’t quite strong enough to handle the draw distance this game demands, leaving most of the enemies as pretty difficult to parse.[1] This isn’t helped by the sheer amount of visual noise that clutters every frame of the game, leading it to chug at the most demanding moments. It’s a real shame that a game directed by Suda51 is so visually lifeless – the only real visual spark is the mini news bulletins that pop up after completing a mission. The music is enough to add some pizzazz to the proceedings, but not good enough to carry the game’s aesthetic fully on its shoulders.

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I should probably start talking about the gameplay. I described it above as an on-rails shooter, but that’s not quite true. While you are somewhat shepherded from one shooting gallery to the next, you mainly have pretty full control of your mech during these sections. It might instead be that I called this game a on-rails shooter because I think it would have worked a lot better as one. Controlling your mech is a little clunky, as is controlling the camera. The camera isn’t locked behind you unless you press the L button, but doing that also locks your control of movement to being only side to side. If you want free movement, you’ll mainly have to just trust the camera, which works most of the time until the game throws a surprise stealth mission at you in the third level. Here, unable to see the enemies you have to avoid without moving your character, a minor annoyance becomes a lot more frustrating. What’s more, when near a target, your mech will automatically start moving towards it if you aren’t controlling it yourself, one of the most baffling design decisions of the game, making it seem more often than not like you’re wrestling with the controls. Much like Kid Icarus: Uprising, controlling your aim is done through the touch screen. You lock onto enemies using the touch screen aim, then fire. However, given that the L button is already taken for putting you into strafe mode, you have to release your stylus in order for your weapon to fire. This is much easier to forget to do than it seems, especially in the heat of the moment.

By around the 4th level, I had finally gotten to grips with the control scheme, and at times, in the thick of the action, it can reach the heights of Kid Icarus. It can even occasionally exceed the depths of that game’s shooting mechanics, as Liberation Maiden includes a fun risk/reward system, wherein the nodes that orbit your mech are used for both attack and defence, meaning that firing too many off will put you in greater danger, forcing you to wait for some to return. Annoyingly, however, the game could have used this to test you on your dodging skills when you’re out of ammo, but the abundance of heat-seeking missiles mean sometimes damage is pretty inevitable.

However, as soon as the game started for me, it was all over. The game only includes 5 levels, with the last only containing a boss fight. Confusingly, the game teases a surprise final boss fight after the fifth stage, but ends after showing the enemy. The first 4 levels are also all structured identically; first find 3 small spikes sticking out of the ground and destroy those, then destroy a final large spike. Past the second level, then, when a new laser weapon is introduced,[2] the gameplay has pretty much finished evolving, without all that much variation. It’s a game that is content to be short but sweet, which I normally appreciate, but the complexity of the mechanics and inefficient tutorials meant that I spent most of the game lost. It was only with a second playthrough that I was able to have more fun with it, but by that point the surprise of what was coming next was lost.

Liberation Maiden is a perfectly fine action game, but it’s not the kind of game I expect from the GUILD series, or Suda51. In a way, its oddity is that, despite coming from an experimental director and an experimental series of games, it seems amazingly risk-averse. I can’t say I didn’t ever enjoy my time with Liberation Maiden, but while I’d rather play it over The Starship Damrey, a part of me would rather see a bold failure than a dull semi-success.

[1] The game should have really taken a page from Kid Icarus: Uprising, which came out a month before and has stunningly better visual design that this game.

[2] Introduced, but sadly never explained. I had to look up a separate review of the game after playing to work out how the laser recharged and how damage was calculated using it. I ended up ignoring it most of my playthrough because of that. It requires manual aim rather than auto lock-on, and it’s not well telegraphed as to how long it lasts.

 

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