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The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
 

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
 

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.
 

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
 

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
 

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
 

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
 

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks
 

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage
 

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
 

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
 

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
 

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health
 

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
 

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
 

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
 
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
 
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
 
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

Gameplay Changes

Missions

  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs
 

Loot

  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
 

Crafting

  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
 

Vendors

  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level
 

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category
 

Conflict

  • Added Season/SHD experience gain on Conflict level-up
 

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials
 

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat
 

Bounties

  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
 

Projects

  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
 

RPG Balance

 

Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
 

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
 

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
 

PvP

  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
 
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
 
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
 
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
 
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
 
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
 

Weapon Balance

 

Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase
 

LMG

  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease
 

MMR

  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease
 

Rifles

  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease
 

SMG

  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase
 

Shotguns

  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase
 

Sidearms

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease
 

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
 
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
 
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
 
Chameleon
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
 
Bullet King
  • Damage increased by +2.6%
 
Nemesis
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
 
Liberty
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
 
Merciless/Ruthless
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
 
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
 
Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
 
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
 
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
 
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
 
Pestilence
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
 
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
 
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
 
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
 
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.
 

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
 
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
 
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
 
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
 
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
 
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
 
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
 
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
 
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
 
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
 
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
 
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
 
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
 
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
 
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
 
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
 
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%
 

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
 

Skill Changes

UI
  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
 
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
 
Hive
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
 
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
 
Firefly
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
 
Pulse
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
 
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
 

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

[Review] Ranking all the Switch shmups Ep26 – Darius Cozmic Collection Arcade

We’ve all had a game that is a gateway to a specific genre. That one game which made us pay attention to a style of games and allowed us to fully experience the genre. It might not have been the first one we play, but it is definitely one that stays closer to our hearts. For me, this game was Darius.
I’ve mentioned this in the past, but I will say it again: Darius is the shmup that is closest to my heart. I loved the horizontal gameplay, I loved the Silver Hawk, I loved all the huge bosses that looked like fishes. The gameplay also hit bunch of chords that resonate with what I love about shmups. I’ve been waiting so long for this, so alas, I present to you: Darius Cozmic Collection Arcade!
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $44.99
Tate: Built-in
Darius Cozmic Collection Arcade is a collection of the Darius games released on the arcades. This wasn’t your typical cabinet, as one of its main features was the usage of multiple screens. Darius used 3 screens, while Darius II/SAGAIA used 2 screens. M2 really went out of their way to bring the most authentic arcade experience! The result is impressive to say the least!
This collections includes 4 games:
Darius and SAGAIA include 3 and 2 different versions respectively, bringing it to a total of 7 playable games.

ARCADE GLORY

As hard as this might be to believe, I have never played an arcade Darius game before. I always mentioned Darius as my favorite shmup, but the truth is that I began with the SNES games. I had heard on the street that the arcade versions were superior so I was very excited.
When I booted the original version, I couldn’t help but feel like I was standing next to an actual arcade cabinet. The game greeted me with 3 screens places next to each other on the center of the screen. I was excited to play, so I pressed the coin button. I was not prepared for what I was about to experience…
As soon as I inserted the coin, a typical fanfare played along as my credit counter increased by one. But there was something else. The controller started vibrating to the tune of the music. I just can’t make justice to this effect with words. It felt like being inside an actual arcade cabinet. Vibrations and sound made the experience feel authentic. It made me think about the arcade days where you would hear cabinets everywhere and just feel the energy of the place.
As soon as I started to play, the screen changed and the empty spaces were replaced by arcade artwork. This artwork was exactly the kind you would see pasted near the controllers to show you how to play and other general information. Everything about the game was designed to make you feel like on the arcade. This is the kind of presentation that every other arcade port should try to achieve.

FISH GRAVY

What truly sets apart the Darius Cozmic Collection from any other collection is the amount of features and arcade fidelity that M2 added to the game. Every single aspect, every single menu and every single feature was lovingly added to create a masterpiece.
From the get go, you will be presented with the very familiar “A boss is approaching” message featuring King Fossil. The message just says that your game data is approaching fast. It really is only a fancy way of saying the game is loading, but it sets the tone to the orgasmic experience that you are about to have with the game.
After going through the intro scene, you will be greeted with the main menu which contains all 7 playable titles in this collection. You also have a replay, manual and staff options. If you are wondering where the options are, they are specific for each game, so they must be adjusted from within each game. My only complaint here is that the manual is in japanese. There isn’t much to learn from a manual though. The only thing was the Darius Gaiden capture mechanic, so I picked that one up from the internet.

AN ENTIRE LEGACY

Speaking of the games, 7 different titles can be quite intimidating. If you are anything like me, then chances are you don’t know what’s “new ver” or “extra ver”. Thankfully, each game features a sort of museum display that features a screenshot of the menu, the title, the launch date and a very thorough description of the game. The text will navigate you through each version of the games and specifically highlight why it is different from its predecessor or what was changed when going to western markets.
Each game includes a training mode for those who wish to challenge specific parts of the game. Training mode will let you choose to play any stage and customize a variety of settings such as the strength of your Silver Hawk and the game rank, which is the in-game difficulty. The obvious use for this mode is to practice your piloting skills and go for the 1CC. Even casual players can view this as a pseudo level select cheat code for maximum enjoyment!
Perhaps one of the most amazing inclusions of the collection is the replay mode. For every one of your play throughs, there is an option to save a replay of your play session. What differs from regular replays, is that they pack an incredibly robust set of features. Other than being able to watch a recording of yourself, you can see your inputs and control the playback of the replay. You can rewind, fast forward, go back, increase the speed or even go full slow-mo to analyze your gameplay.

KING OF THE ARCADE

Challenging oneself is one thing, but going after the world is the true spirit or arcade shmups. Darius Cozmic Collection Arcade features online rankings which are separated into 2 categories: “Arcade” and “All-mix”. Arcade is played with every setting on default and using only one credit. If you are playing and choose to spend an additional credit to continue, then your scoring is changed to “All-mix”. All-mix is a catch-all for every other style, from easy difficulty to hard or even static rank modes.
If you ever wondered what’s it like to play like the king of the leaderboards, then you’ll be glad to know you can download leaderboard replays! This allows you to watch the entire play throughs of top players, along with their inputs and the previously mentioned playback features of a replay. A must have for those willing to go for the record or even those curious about what it means to be a champion.

YOUR PERFECT CABINET

The in-game menu for each game will further let you customize your gameplay experience. The amount of options is truly staggering, so suffice to know that you can change in-game setting as difficulty and score for an extend, screen quality adjustments like scan lines and gadgets, and the controllers.
One menu I really want to highlight is the gadgets menu. Gadgets are responsible for making the gameplay experience truly stand out. They track all sorts of data from yourself and the enemies. From a friendly side, you can see your current level of power, the number of hits your arm can take and the information related to the current zone. From a less friendly side, you have all sorts of analyzers that display the current boss, their weakness and detailed HP for each of their parts. There’s even a life gauge that appears at the bottom of the screen for easy viewing when fighting bosses!
Although I could see an argument against being way too much information, I’m personally thankful because I’m a data nerd and I love knowing all this information. If it is too much for you, then you can always turn off the gadgets and customize the screen to your liking. The real beauty comes from creating your perfect cabinet.

THE EMULATOR ADVANTAGE

One of the main selling points of emulators has been the ability to use save states. Darius Cozmic Collection is no slouch and features save states of its own! These save states will let you cheese the game as much as you want, but they also let you replay specific sections and master them for your future arcade runs. I won’t judge you, so have fun with save states! The only caveat is that using save states will not record your score. Unfortunately, replays will only record from the last time you loaded the save state onwards. So there’s no chance of creating tool-assisted runs.
Oh yeah, I forgot to mention that bringing up the in-game menu will completely pause the game and show you a fully-fledged map of the game, complete with boss encounters for each zone and the amount of power-ups featured in said zone. It really is great for strategy purposes to know which stage will allow you to upgrade your Silver Hawk! Resuming a game will also give you a 3 second count down with a jumping robot animation to ensure you are ready for action. This detail wasn’t really needed, but it is one of the many ways in which M2 shows appreciation for Darius and the player.
Out of all this nitty gritty details, I have to say the song name is one of my favorites. In the bottom right corner of the screen there is a pop-up that appears when the song changes and displays the song name. I just think it looks really cool. By the way, don’t forget to check “Olga Breeze”, my favorite song!

DARIUS, THE OG

Darius, the game that started it all. Featuring 3 screens, this is the biggest Darius game featured in this collection (ha!). If I may add, I also think this is the game that highlights all the love M2 poured into bringing arcade experiences to your living room. With features such as the cabinet art and the body sonic vibration, it really brings home the arcade feeling.
As you can expect, playing the first game on the series is both, a nostalgic and a painful experience. Playing on 3 screens is truly magical, but at the same time, it is a victim to the older design choices. Not much that can be done here, after all, it is a decades old game. Just a small detail to keep in mind.
Darius helps establish the foundations of the franchise from the very first game. One of the Darius staples is the upgrade system for the Silver Hawk. Throughout the game, you can encounter 3 different orbs which are dropped by different colored enemies. The orbs can be red, green or blue.

SILVER HAWK

Red orbs will upgrade your primary fire. Each orb increases your power, but collecting 7 will upgrade your shot to the laser, and then the wave. Green orbs will upgrade your bomb, which is your secondary fire. Bombs also get stronger with more orbs and also upgrade when you reach 7. Blue orbs will give you a shield called arm. The initial shield blocks 3 hits and any additional orb will add 1 more hit. Just like red and green, you can upgrade after 7 orbs which will make it so that additional orbs give you 2 hits and then 3.
The downside to the upgrade system is that, upon death, you will lose every orb you collected in your current tier. The good news is that if you, for instance, managed to upgrade to the laser, then your shot can never fall below that. The bad news is that the number of orbs is limited per stage, which means it is almost impossible to upgrade within a stage the same stage where you died. The exception is a single stage that has 7 blue orbs in the old version and one with 7 green in the extra version.

THE FISH

The most distinguishable characteristic of the franchise is definitely the marine bosses. The stages are all over the place with a very diverse space settings, but the bosses are always one thing: fish. Actually, I’d say it is marine biology, but fish is an overly simplistic way to describe it. Darius also has one peculiarity which is that every set of stages has the same boss. For example, the 4th stage boss will always be Fatty Glutton in a different version depending on which zone you chose.
The other defining feature of Darius is being able to choose your adventure. After each boss, you can choose to go to one of 2 different zones. This choice is made by either being on the top or bottom half of the screen, as the stage actually splits after beating the boss. It certainly took me off guard the first time as I crashed into the divider. Despite having the same boss, the zones are drastically different and carry the strategic choice of having a different number of orbs. Your path will be determined by which aspect of your Silver Hawk you want to improve.

THE COINS

What struck me the most about Darius is how unforgiving it is. This is expressed in the descriptions of the newer versions. The thing about Darius, is that the game is next to impossible to beat if you didn’t fully upgrade. Later enemies are merciless and if you don’t have sufficient firepower, then you probably won’t stand a chance. This ruthlessness is exacerbated by the death system, as death will set you considerably behind. Because upgrades are usually a 2-stage effort, getting shot will set you back 2 levels worth of progress.
A fun aspect I found on Darius is the dynamic created by having 3 screens. This is probably the widest game I have played, and it brings new challenges to the table. The first one is that you need to gain screen position to succeed. Being at the front is usually better, with moving back feeling like losing real estate. The reason behind this is that you are able to shoot down enemies before they become a threat with their numbers. The other less obvious reason is the number of bullets allowed on screen. That number is limited, so it is in your best interest that those bullets expire fast so you can fire new ones. Being back equals more time before they reach the end of the screen, which is undesirable.
Overall, the game poses a unique challenge, but I’m not going to lie, it is actually really fun to play. Achieving an upgraded Silver Hawk is a hard endeavor, but that makes it even more rewarding when you pull it off!

DARIUS II/SAGAIA, THE PROOF US WESTERNERS HAVE SHORT ATTENTION SPANS

Darius II came in and simplified the game in some interesting ways. First of all it reduced the upgrade system so that it is now only a single stage that can be maxed out. The number of orbs was reduced to compensate. Another simplification comes courtesy of the screens themselves. The number of screens was reduced from 3 to 2 in order to be installed in other dual screen cabinets such as The Ninja Warriors.
Unfortunately, the single stage of upgrades means that the game is even more savage when you die. This time around, you actually lose all of your progress in terms of firepower. There will be special rainbow orbs which help you catch up a little, but even then they might be a little too late. As a result, my 1CC had to be done by never dying.

I ALWAYS WANTED A THING CALLED A TUNA SASHIMI

One thing I want to mention, is that Darius II has my absolute favorite intro sequence of any Darius game in this collection. From the music that goes ramping up to the main theme, to the voice lines calling out the launching sequence:
“Main engine energy level, 20% increase !”
“I always wanted a thing called tuna sashimi”
“3…2…1…”
It all creates an unbelievable sense of excitement!
A very fun piece of trivia is the existence of SAGAIA. It exists to be a compact version of Darius II to be sold on western markets. Then there’s actually 2 versions of it which feel like 2 pieces of the same game. If SAGAIA trimmed certain pieces of the game, then version 2 came to use those trimmed pieces and created another entry. It’s actually quite funny.

DARIUS GAIDEN, THE KING

Darius Gaiden is definitely the reason you will keep playing the arcade collection. Quality in older games under a modern eye is usually a product of nostalgia and design elements that still hold on in today’s gaming landscape. Contrasting with that, Darius Gaiden IS a fantastic game that I wouldn’t hesitate to purchase if it was released today.
For Darius Gaiden, less is more, as this time around the game was played on a single screen arcade cabinet. The game does seem to lack some of the ambient goodies such as the rumble effects, but it makes up for it in gameplay experiences.

TRUE POWER

One aspect that is radically different from its predecessor is the upgrade system. Whereas Darius II simplified the Silver Hawk upgrade system, Darius Gaiden took it back to its original Darius roots. This means that, once again, we have multiple upgrade points. Upgrades take considerably less red power-ups to achieve, which actually makes it possible to upgrade multiple times during the same stage.
Death penalties are lower as well with death only losing you a level of power. Because there are more power levels, it is more forgiving and doesn’t set you completely behind like the previous entries. Perhaps the best of all is that neither arm nor bombs have any penalty whatsoever. What’s more, you don’t even lose your arm or bomb level when losing a credit. I can say with 100% certainty that this game is actually possible to complete within a reasonable number of credits if you die on the later zones.
I would take it one step ahead and say this game has a little of the Contra syndrome. The original Contra is a game that was considered hard, but was significantly easier if you could maintain the spread shot. In the same vein, getting the earliest upgrades makes Darius Gaiden a breeze. A well deserved victory, if you ask me.

YOU’RE MINE NOW!

New to Darius Gaiden is the ability to capture mid bosses. Half-way through a stage, you will encounter a medium sized boss with a purple orb somewhere in its back. If you manage to take down the orb without killing the enemy, it will detach and slowly drift away. If you capture this orb, then the mid boss will fight alongside you until its timer expires. I gotta say that having a huge fish on your side is surprisingly satisfying!
Having a single screen makes the experience much more familiar for shmup enthusiasts. While it does lose some of the charm of the ultra wide field of view, it also rids itself of nuances such as your horizontal movement being low in terms of total horizontal space or the limit on on-screen bullets.
A combination of those factors I mentioned contribute to making Darius Gaiden a much better experience. It’s simple to play and forgiving when you lose. Every stage is unique and makes every new play through a completely different experience, not just in a different-ish way, but rather full blown new content!

A LEGENDARY PACKAGE OF NOSTALGIA

There’s one thing that you might be thinking, and that’s that I might be biased because it is Darius. It is true that I openly admit everywhere that Darius is my favorite. However, in this particular case my work was cut out for me, I don’t need to be biased because this is truly a wonderfully crafted collection that deserves to be on everyone’s Switch.
It contains every possible version of Darius you might have encountered on the arcades and then sprinkled some top notch features that make it stand on a class of its own when it comes to ports. It also helps that the Darius games remain to be as fun as they always have been, even with their caveats. I took 3-4 times more time to play this collection, not because it had a lot of content, but because I loved playing every second of it and wanted to try it all. Wanted to 1CC every version, wanted to traverse every possible stage, wanted to created masterful replays.
The only possible downside I can see to this collection is the price. $44.99 is a very high price compared to other shmups on the market. In terms of features and overall content (because remember, every game has more than an alphabets worth of different zones) it does warrant its price. Although I can see people double guess their decision, with this game being close to the cost of a first party title and significantly higher than other shmups.

TOP 3

My tentative placement for Darius Cozmic Collection Arcade was on the top 3 spots. I really had a hard time deciding where to put it, so I went back and revisited both Ikaruga and Psyvariar Delta. After finishing my Ikaruga play through, I was reminded of the magic that is Ikaruga and how special it is. Psyvariar Delta also reminded me of the buzz system and how the refined gameplay and level ups work towards creating an experience that I can’t quite put into words.
The main defining factor, however, was that I don’t think any of the Darius games in the collection beats the top 2 contenders. The 7 games as an aggregate, are certainly a force to be reckoned with thanks to the superb M2 porting labour. With that being said, I will award it a 3rd spot because the gameplay experience is incredible, but a little held back by the age of the games and the hefty price tag.
Still, Darius will always be #1 in my heart.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Tengai
  9. Steredenn: Binary Stars
  10. Stardust Galaxy Warriors: Stellar Climax
  11. Sky Force: Reloaded
  12. Strikers 1945
  13. Black Paradox
  14. R-Type Dimensions EX
  15. Sine Mora EX
  16. Shikhondo – Soul Eater
  17. Ghost Blade HD
  18. AngerForce: Reloaded
  19. Aero Fighters 2 (ACA Neogeo)
  20. Q-YO Blaster
  21. Lightening Force: Quest for the darkstar (Sega Ages)
  22. Pawarumi
  23. Red Death
  24. Task Force Kampas
  25. Switch ‘N’ Shoot
  26. Last Resort (ACA Neogeo)
submitted by AzorMX to NintendoSwitch [link] [comments]

The motion to delay and revise the re-entry plan is not a binary issue. Don't buy the politics.

TLDR:
People are being goaded into taking sides on whether or not we should open schools. This is not the issue at hand when considering the motions made by Mr. Shurr at the most recent Special Session of the school board. The issue at hand is whether the current plan (Published June 30) is the most inventive solution we can offer that minimizes the risk of lifelong disability and/or death for the students and, more immediately, the many high-risk adults who work in the public schools around the country. If you’ve ever been in an American workplace, you know that leaders (especially exhausted ones) can find running out the clock on a decision period more desirable than engaging in critical discussion. With stakes as high as they are, the motions are meant to ensure this does not happen with our public schools.
Here is a link to the most critical 20 minutes of the Special Session of the school board meeting from Tuesday, July 21st.
The Details:
This is a throwaway account, and an attempt at a complete statement of my opinion. This does not reflect anyone’s opinion but my own based on public information. Feel free to share any and all of this if you’d like. I don’t plan to respond to comments or DMs.
A considerable number of parents, students, and teachers (many of whom are at high risk of contracting COVID-19 or live with an elder who is) feel the traditional school model poses too much risk and that we need to pause and revise the plan. Fairly, many people who need the child care/specialized services provided by the schools have voiced their frustration and unwillingness to support such a measure because they believe this must mean that schools will be closed for an extended period of time. This fabricated binary allows an outdated plan to look preferable to pausing and revising because:
All this said, the parents who need their students in school are justified in their attitudes and arguments.
At one of the large high schools
At the other,
Even if you ignore the certain occurrence of some crossover within these categories, this is still less than half of the total student population. A number of these students may still choose to stay home with the online option. Similarly, there are probably students who do not fall into these categories but still need to come to school sometimes for some reason or another. Either way, this suggests that there is an opportunity to serve a MUCH smaller number of students in the building and reduce risk to everyone involved.
I will admit this would be harder to organize at the elementary level, where districting decisions have left some schools in a more difficult situation than others in terms of student needs because some schools have:
Perhaps the lesser risk in general at the elementary level doesn’t demand an alternative-to-traditional model. Perhaps identifying students who need to be in a learning center and finding a way to get them to a less crowded school should be part of the conversation. Regardless, I imagine that some schools will already be operating at a much lower capacity than normal due to the online option while others will be close to full.
All of this should show that this is:
This is what pause and revise is really about. While I’m sure people are exhausted, I refuse to believe that Bloomington has exhausted its creativity, resources, and inventiveness on the current plan especially in light of the totally changed context. If you agree that we can do better, please reach out to the Board of School Trustees and the Monroe County Health Department in time for the last meeting before the school year. The meeting is on Tuesday, July 28.
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected].in.us)
I have edited for the sake of clarity and organization. I wish I could edit the title u/Smease1 made a great point below.
submitted by Dry-Consequence-539 to bloomington [link] [comments]

THE SEARCH FOR THE GREATEST SWITCH SHMUP: EPISODE 28 – Raiden V: Director’s Cut

Before I begin, I just want to remind everyone that all of my reviews can be found at my site: www.azormx.com. I tried to keep it as minimalist as possible, and it doesn't have any add or any other intrusive elements, so the content is king. Do check it out, as reviews are usually live there before I publish them elsewhere. Any way, on to the review!

The shmup genre hasn’t been a mainstream genre in a long time. To be honest, I don’t think it ever was, even during the arcade days. While we certainly don’t have a shortage of shmups, let alone new release, they usually come from smaller teams. Indies have taken it upon themselves to become a guiding light for all of us. Their creations have been nothing short of amazing! However, we don’t really have anything we could call a “AAA” shmup. We do seem to have the next closest thing: Raiden.
Developer: Moss Co.
Platform: Nintendo Switch
Release date: Jul 25, 2019
Price: $29.99
Tate: Unfortunately… no. This really needed to have TATE
Raiden V: Director’s Cut is a vertical shmup set in a fictional but real world. It claims to be the original bullet-hell, and after playing it extensively I gotta say that I agree. Raiden V features some intense air combat, coupled with giant bosses and some jaw-dropping transitions between areas.

THE GREAT INTRO CHECKLIST

Right out of the gate, what caught my attention was the intro. The best way I can put this is that it has everything great about shmups in a short video. It has a great track, it has giant enemies, it has ships and it even has pieces of lore I do not understand! Simply amazing!
Most importantly, it is a very accurate portrayal as to what you should expect from the game. Unlike other shmups, Raiden goes all out in the presentation department, with the story taking a mayor role. Another way I can put this, is that it certainly feels like a considerable effort was placed in every element of the game. Raiden V features a level of polish that very few shmups can claim to have.

WELCOME TO THE CUSTOMIZATION STATION

One of Raiden’s strength is the amount of customization you have available for your ship. At the beginning of the game, you can choose between one of 3 different ships: Azuma, Spirit of Dragon and Moulin Rouge. Each of these ships has different stats in terms of attack, defense and speed. They also have their own sub-shot which is always firing along with your main cannon.
On top of selecting a ship, you can arm yourself with 3 out of 9 different weapons. Those 9 weapons are grouped into 3 categories: Vulcan, Laser and Plasma. You can pick, or rather you must pick 1 for each category. The result is a combat style that is unique to you.
During your play throughs, you will encounter several power-up orbs. These orbs will power up each of your weapons up to 10 times! Each of these orbs can be either red, blue or purple depending on the weapon it powers up. The orbs cycle the colors, with an outer dot indicating a timer until it changes colors. This allows you to control which weapon you want to power up, giving you the flexibility to pick your own style or choose a weapon for the occasion.
The best part is that absolutely no power-ups are lost upon death! This means that you are free to retry to your heart's content and play at your own pace. Raiden won't punish you or set you up for failure with an unrecoverable situation.
I didn’t put too much attention into weapon selection at first. I figured it wouldn’t be too relevant, as I would probably just play the entire game with a single weapon, but the advanced scoring mechanics and the rank system were quick to make me second guess my decision.

ACE PILOT

At the core of Raiden V, there are 2 main systems to be aware of: your rank and your flash level. Both of them measure your combat capabilities, although in different ways. Your flash point gauge is a score multiplier that tracks how fast you defeat your enemies. By defeating enemies as soon as possible after spawning, you can earn higher multipliers to increase your flash gauge. By having quick kills, you can raise it to higher levels to increase your score. Your rank, on the other hand, only concerns itself with how many enemies you’ve defeated.
Your rank doubles as the deciding factor of which path you will be taking. Raiden features branching paths with an A, B, C or S version of each stage. Depending on your total destruction rate, you will either move up or down in rank after a stage. While I do not know the exact numbers, I believe having more than 98% destruction rate will increase your rank, 90 – 98% will keep it as is and <90% should decrease your rank. S rank stages are presumably harder than A/B/C stages, with C being the lowest.
Apart from having a higher score and challenging yourself with the difficulty, the importance of S rank is getting the true ending. In order to truly watch the ending of the game, you need to reach the final stage on S rank using a single credit. You also need to power up your 3 weapons to level 10. Once you meet those conditions, you will be able to challenge the final boss. Alternatively, you could just fulfill the level 10 weapons condition to fight the true final boss.

THE BEST CHEERLEADER

A new addition to Raiden V is the cheer system. By accomplishing certain in-game milestones like a certain number of enemies destroyed, you will get an achievement. These achievements are broadcasted to any players connected to the leaderboards. They can then “cheer” on your achievement to increase your cheer gauge. This goes both ways, as you can also cheer the achievements of your fellow Raiden players.
Once the cheer gauge is full, you can unleash it to clear the screen and gain a drastically stronger sub-shot. Think of it as a devastating bomb, only more devastating and easier to fill. It clears screens and decimates even the bosses.
Perhaps many people won’t think too much of it, but I found it really interesting to know that there’s someone on the other side celebrating my achievements. Likewise, there were times where I left my game on pause to do other stuff, but held on to my controller to provide support for my comrades.

SWIFT DESTRUCTION

Everything I’ve mentioned before plays out in the general strategy of the game. Assuming you want to get the best results, you need to know where to hit and how to hit hard. For the untrained eye, most shmups just look like games where you fire away with complete disregard and hope the enemy dies. This is definitely not the case in Raiden.
In order to succeed, you must be able to find your rhythm and read the stage. Learn the enemy formations and strategize the quickest kills. Be there before the enemy arrives and take them down before they realize what hit them. If you want to face the true final boss, then you must also learn to juggle your weapons and find the moments to upgrade them. Maxing a weapon and then switching is a recipe for disaster, as you don’t want to be on the later stages with a level one weapon and risk your flash level or destruction rate. With so many weapons and ship types, your strategy to succeed will be unique to you!

LORE GALORE

One of the main selling points, at least per the game itself, is the story. Raiden V features an extensive story that is fully voiced and occurs as you play the game. This story elements come as the prologue and epilogue scenes, as well as all the events happening mid stage.
As you fly your way to the levels, characters will be advancing the story by having conversations and narrating the current events. The dialogue is available on one of the gadgets located on the right side of the screen. You can read anything you might have missed and even pause to read the on-screen log of events (up to a certain number of events, as the log scrolls to open way for new text).
As for my opinion of the story, I have absolutely no idea of what happened during the game. I played my fair share of runs, but I found it next to impossible to focus on the dialogue while trying my hardest to survive. The voice acting would have been my saving grace, but I found the sound mixing to be the opposite of ideal for listening to dialogue. I even tried lowering the sound effects and BGM to see if I could focus on dialogue to no avail.
The text is also incredibly small when playing on docked mode. It gets even worse when playing handheld.

THE WORST CHEERLEADER

Out of all the voices, Eshiria’s was the one who got on my nerves the most at the beginning. Other than having her role as navigator on the plot, she also critiques your gameplay. In-between stage scenes, she will provide commentary describing your gameplay. She will be quick to point out if you did well, but also if you did poorly. On my early runs, when I was still learning, it would tilt me to listen to her complaining to me about stats I did not understand.
And perhaps, a huge part of my problems was a lack of understanding of the game mechanics. I listened to her complain about my destruction rate without knowing it was about my rank. She also complained about destruction speed without me knowing it was about the flash point.
The problem is that the game never bothered explaining any of its mechanics to me. I really looked around for some sort of tutorial to no avail. I had to resort to 3rd party resources. While that isn’t uncommon, I really don’t like games with obscure mechanics that can’t be discerned in-game.
Once I got better and consistently reach the S levels, I finally started to value her advice. Of course, I wouldn’t count on everyone reaching the same enlightenment as I did. In my opinion, her comments would more often than not add insult to injury. Once again, it’s not really the commentary, it’s the fact that none of what she said made practical sense until I started digging on the wiki.

GADGETS AND THE SCREEN REAL ESTATE

Perhaps the worst omission from Raiden V is the lack of a TATE mode. Vertical shooters don’t really have an excuse to do this, with the existence of add-ons like the flip grip or rotating monitors. Instead, Raiden decided to make the most out of the free space and add several gadgets.
In standard fashion, these gadgets will keep your stats like score, flash level, the dialogue and even hi-score statistics. Your left gadget can even be cycled between the score chart and cheer notification, in-game tips and global statistics. Out of those, the tips are definitely the winners. They do give some important advice, such as staying on top of the guns of the first boss to avoid damage.

NOT A FRIENDLY NEIGHBORHOOD

Every stage is divided into smaller scenes. These scenes serve as a way to catch your breath and tally your score. There’s even a nifty “restart scene” option that allows you to replay a scene. Choosing to restart will deny you the option to upload your score to the leaderboard, but serves as a great way to practice or even “fix” a run to so can get to the true ending.
Every once in a while, the action will pan out and open the way to a bigger stage, with you looking smaller in comparison. I admire the grandioseness of the resulting scenes, but they were also quite impractical. Think about your weapons, the destruction rate and the flash gauge. An extended stage means longer travel distances from side to side. Having a bigger stage means you move slower, which reduces the pacing of the game to a crawl. Reaching enemies quickly becomes a struggle. Worst yet, I’ve counted times where it took me whopping 5 seconds to go from side to side of the stage.

THE OG BULLET HELL

Despite all the fun of blasting enemies quickly to gain flash levels, I gotta say that I found the combat, specifically the bullets, to be lacking in grace. For a game that’s the original bullet hell, most enemy volleys feel like bullet showers. There’s no finesse in them, just a bunch of bullets moving towards you. Dodging them isn’t fun, it’s survival. The problem only gets worse in higher difficulties where the bullets just go faster.
Not all patterns are as bad though. While the vast majority will be just a bunch on increasingly faster bullets thrown at you, some exceptional patterns will show from time to time. As a result, fights tend to be very hit or miss, with both hits and misses being on their respective extremes.
What certainly doesn’t help is that the bullets are very hard to see. As pretty as the backgrounds might be, they are very busy and the quick motion makes them into a blur. Bullets don’t have their characteristic outlines or color palettes to become distinguishable. Some even blend with your own vulcan. The result is a lot of cheap kills caused by intentional obfuscation. It this was their intention, then perhaps I’m being too harsh, but you know visibility is usually one of my pet peeves in shmups.

REPLAYABILITY AND LONGEVITY

As far as game length goes, I consider Raiden V to be one of the longer ones. I was surprised after my first run of the game, as it took me 50+ minutes to complete the campaign. Usually, my baseline for shmups is around half an hour, which made this one almost twice as long. While I’m not fond of longer campaigns, I know a lot of people would certainly be glad to know there is plenty of content.
Of course, playing through the campaign isn’t enough to view the entire game. If you recall, most stages have 4 versions of themselves. Those versions are separated by the ranks: S/A/B/C. This means you would need at least 4 runs to see everything the game has to offer. There’s also 6 different endings to uncover.
Also new to the Director’s Cut edition are 2 bonus levels. These level are slightly different from your typical levels. The bonus missions will challenge you to fight a new boss ir oder to obtain medals. Dealing damage will detach the medals from the boss, allowing you to catch them. Gather enough medals and you will advance to the next phase. Higher medals mean higher ranking. Taking damage will take medals away from you, so surviving continues to be a priority.
Lastly, there is a new boss mission mode that allow you to play “boss rush” missions. These missions have certain conditions, like using a specific weapon or fighting at a specific HP level. The targets are usually 1-3 bosses. Boss mission is a very fun arcadey mode for those who enjoyed the boss fights and want more of them.

SOUND EXCELLENCE

If there’s a factor that merits my highest praise is the sound department. Simply put, the OST is fantastic. The track length syncs perfectly with the stages, and it always fits the mood. I just couldn’t get enough of the OST, and listening to it while writing this review was the recipe for a perfect Sunday! I also got some good coffee that would make the captain proud.
For all the praise the music gets from me, it still is dragged down by the terrible sound mixing. Similarly to the voice acting, I tried to mess with the sound settings to increase the volume and reduce the sound effects, but it still wasn’t enough. The tracks were great but I struggled to listen to them amidst all the explosions. The calm moments were great, as they let me listen to the songs in peace.

LAST WORDS

Raiden is a master class in shmup design for the wrong reasons. Its high points perfectly illustrate how shmups should look and feel. The low points also show what you should NOT do when creating a shmup game. Despite all of this, it all comes down to how fun a game is.
Raiden V is a very fun game. It isn’t different, but it’s certainly very polished. I delivers some levels of quality that are notably absent in the majority of the games. As a concept, I feel like it serves as an example of how current gen shmups should be. The execution fell flat in some regards, but as a whole I was satisfied with the time I spent with the game. It does come with a hefty price tag, so my advice is to check this game out when you find a decent sale. I got mine at -70%.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Raiden V: Director’s Cut
  9. Darius Cozmic Collection Console
  10. Tengai
  11. Steredenn: Binary Stars
  12. Stardust Galaxy Warriors: Stellar Climax
  13. Sky Force: Reloaded
  14. Strikers 1945
  15. Black Paradox
  16. R-Type Dimensions EX
  17. Sine Mora EX
  18. Shikhondo – Soul Eater
  19. Ghost Blade HD
  20. AngerForce: Reloaded
  21. Aero Fighters 2 (ACA Neogeo)
  22. Q-YO Blaster
  23. Lightening Force: Quest for the darkstar (Sega Ages)
  24. Pawarumi
  25. Red Death
  26. Task Force Kampas
  27. Switch ‘N’ Shoot
  28. Last Resort (ACA Neogeo)
submitted by AzorMX to u/AzorMX [link] [comments]

Hi r/shmups! I'm currently on a project where I try to review every shmup on the Switch, so I thought I'd share my reviews here! Here's the 26th entry: Darius Cozmic Collection Arcade

We’ve all had a game that is a gateway to a specific genre. That one game which made us pay attention to a style of games and allowed us to fully experience the genre. It might not have been the first one we play, but it is definitely one that stays closer to our hearts. For me, this game was Darius.
I’ve mentioned this in the past, but I will say it again: Darius is the shmup that is closest to my heart. I loved the horizontal gameplay, I loved the Silver Hawk, I loved all the huge bosses that looked like fishes. The gameplay also hit bunch of chords that resonate with what I love about shmups. I’ve been waiting so long for this, so alas, I present to you: Darius Cozmic Collection Arcade!
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $44.99
Tate: Built-in
Darius Cozmic Collection Arcade is a collection of the Darius games released on the arcades. This wasn’t your typical cabinet, as one of its main features was the usage of multiple screens. Darius used 3 screens, while Darius II/SAGAIA used 2 screens. M2 really went out of their way to bring the most authentic arcade experience! The result is impressive to say the least!
This collections includes 4 games:
Darius and SAGAIA include 3 and 2 different versions respectively, bringing it to a total of 7 playable games.
ARCADE GLORY
As hard as this might be to believe, I have never played an arcade Darius game before. I always mentioned Darius as my favorite shmup, but the truth is that I began with the SNES games. I had heard on the street that the arcade versions were superior so I was very excited.
When I booted the original version, I couldn’t help but feel like I was standing next to an actual arcade cabinet. The game greeted me with 3 screens places next to each other on the center of the screen. I was excited to play, so I pressed the coin button. I was not prepared for what I was about to experience…
As soon as I inserted the coin, a typical fanfare played along as my credit counter increased by one. But there was something else. The controller started vibrating to the tune of the music. I just can’t make justice to this effect with words. It felt like being inside an actual arcade cabinet. Vibrations and sound made the experience feel authentic. It made me think about the arcade days where you would hear cabinets everywhere and just feel the energy of the place.
As soon as I started to play, the screen changed and the empty spaces were replaced by arcade artwork. This artwork was exactly the kind you would see pasted near the controllers to show you how to play and other general information. Everything about the game was designed to make you feel like on the arcade. This is the kind of presentation that every other arcade port should try to achieve.
FISH GRAVY
What truly sets apart the Darius Cozmic Collection from any other collection is the amount of features and arcade fidelity that M2 added to the game. Every single aspect, every single menu and every single feature was lovingly added to create a masterpiece.
From the get go, you will be presented with the very familiar “A boss is approaching” message featuring King Fossil. The message just says that your game data is approaching fast. It really is only a fancy way of saying the game is loading, but it sets the tone to the orgasmic experience that you are about to have with the game.
After going through the intro scene, you will be greeted with the main menu which contains all 7 playable titles in this collection. You also have a replay, manual and staff options. If you are wondering where the options are, they are specific for each game, so they must be adjusted from within each game. My only complaint here is that the manual is in japanese. There isn’t much to learn from a manual though. The only thing was the Darius Gaiden capture mechanic, so I picked that one up from the internet.
AN ENTIRE LEGACY
Speaking of the games, 7 different titles can be quite intimidating. If you are anything like me, then chances are you don’t know what’s “new ver” or “extra ver”. Thankfully, each game features a sort of museum display that features a screenshot of the menu, the title, the launch date and a very thorough description of the game. The text will navigate you through each version of the games and specifically highlight why it is different from its predecessor or what was changed when going to western markets.
Each game includes a training mode for those who wish to challenge specific parts of the game. Training mode will let you choose to play any stage and customize a variety of settings such as the strength of your Silver Hawk and the game rank, which is the in-game difficulty. The obvious use for this mode is to practice your piloting skills and go for the 1CC. Even casual players can view this as a pseudo level select cheat code for maximum enjoyment!
Perhaps one of the most amazing inclusions of the collection is the replay mode. For every one of your play throughs, there is an option to save a replay of your play session. What differs from regular replays, is that they pack an incredibly robust set of features. Other than being able to watch a recording of yourself, you can see your inputs and control the playback of the replay. You can rewind, fast forward, go back, increase the speed or even go full slow-mo to analyze your gameplay.
KING OF THE ARCADE
Challenging oneself is one thing, but going after the world is the true spirit or arcade shmups. Darius Cozmic Collection Arcade features online rankings which are separated into 2 categories: “Arcade” and “All-mix”. Arcade is played with every setting on default and using only one credit. If you are playing and choose to spend an additional credit to continue, then your scoring is changed to “All-mix”. All-mix is a catch-all for every other style, from easy difficulty to hard or even static rank modes.
If you ever wondered what’s it like to play like the king of the leaderboards, then you’ll be glad to know you can download leaderboard replays! This allows you to watch the entire play throughs of top players, along with their inputs and the previously mentioned playback features of a replay. A must have for those willing to go for the record or even those curious about what it means to be a champion.
YOUR PERFECT CABINET
The in-game menu for each game will further let you customize your gameplay experience. The amount of options is truly staggering, so suffice to know that you can change in-game setting as difficulty and score for an extend, screen quality adjustments like scan lines and gadgets, and the controllers.
One menu I really want to highlight is the gadgets menu. Gadgets are responsible for making the gameplay experience truly stand out. They track all sorts of data from yourself and the enemies. From a friendly side, you can see your current level of power, the number of hits your arm can take and the information related to the current zone. From a less friendly side, you have all sorts of analyzers that display the current boss, their weakness and detailed HP for each of their parts. There’s even a life gauge that appears at the bottom of the screen for easy viewing when fighting bosses!
Although I could see an argument against being way too much information, I’m personally thankful because I’m a data nerd and I love knowing all this information. If it is too much for you, then you can always turn off the gadgets and customize the screen to your liking. The real beauty comes from creating your perfect cabinet.
THE EMULATOR ADVANTAGE
One of the main selling points of emulators has been the ability to use save states. Darius Cozmic Collection is no slouch and features save states of its own! These save states will let you cheese the game as much as you want, but they also let you replay specific sections and master them for your future arcade runs. I won’t judge you, so have fun with save states! The only caveat is that using save states will not record your score. Unfortunately, replays will only record from the last time you loaded the save state onwards. So there’s no chance of creating tool-assisted runs.
Oh yeah, I forgot to mention that bringing up the in-game menu will completely pause the game and show you a fully-fledged map of the game, complete with boss encounters for each zone and the amount of power-ups featured in said zone. It really is great for strategy purposes to know which stage will allow you to upgrade your Silver Hawk! Resuming a game will also give you a 3 second count down with a jumping robot animation to ensure you are ready for action. This detail wasn’t really needed, but it is one of the many ways in which M2 shows appreciation for Darius and the player.
Out of all this nitty gritty details, I have to say the song name is one of my favorites. In the bottom right corner of the screen there is a pop-up that appears when the song changes and displays the song name. I just think it looks really cool. By the way, don’t forget to check “Olga Breeze”, my favorite song!
DARIUS, THE OG
Darius, the game that started it all. Featuring 3 screens, this is the biggest Darius game featured in this collection (ha!). If I may add, I also think this is the game that highlights all the love M2 poured into bringing arcade experiences to your living room. With features such as the cabinet art and the body sonic vibration, it really brings home the arcade feeling.
As you can expect, playing the first game on the series is both, a nostalgic and a painful experience. Playing on 3 screens is truly magical, but at the same time, it is a victim to the older design choices. Not much that can be done here, after all, it is a decades old game. Just a small detail to keep in mind.
Darius helps establish the foundations of the franchise from the very first game. One of the Darius staples is the upgrade system for the Silver Hawk. Throughout the game, you can encounter 3 different orbs which are dropped by different colored enemies. The orbs can be red, green or blue.
SILVER HAWK
Red orbs will upgrade your primary fire. Each orb increases your power, but collecting 7 will upgrade your shot to the laser, and then the wave. Green orbs will upgrade your bomb, which is your secondary fire. Bombs also get stronger with more orbs and also upgrade when you reach 7. Blue orbs will give you a shield called arm. The initial shield blocks 3 hits and any additional orb will add 1 more hit. Just like red and green, you can upgrade after 7 orbs which will make it so that additional orbs give you 2 hits and then 3.
The downside to the upgrade system is that, upon death, you will lose every orb you collected in your current tier. The good news is that if you, for instance, managed to upgrade to the laser, then your shot can never fall below that. The bad news is that the number of orbs is limited per stage, which means it is almost impossible to upgrade within a stage the same stage where you died. The exception is a single stage that has 7 blue orbs in the old version and one with 7 green in the extra version.
THE FISH
The most distinguishable characteristic of the franchise is definitely the marine bosses. The stages are all over the place with a very diverse space settings, but the bosses are always one thing: fish. Actually, I’d say it is marine biology, but fish is an overly simplistic way to describe it. Darius also has one peculiarity which is that every set of stages has the same boss. For example, the 4th stage boss will always be Fatty Glutton in a different version depending on which zone you chose.
The other defining feature of Darius is being able to choose your adventure. After each boss, you can choose to go to one of 2 different zones. This choice is made by either being on the top or bottom half of the screen, as the stage actually splits after beating the boss. It certainly took me off guard the first time as I crashed into the divider. Despite having the same boss, the zones are drastically different and carry the strategic choice of having a different number of orbs. Your path will be determined by which aspect of your Silver Hawk you want to improve.
THE COINS
What struck me the most about Darius is how unforgiving it is. This is expressed in the descriptions of the newer versions. The thing about Darius, is that the game is next to impossible to beat if you didn’t fully upgrade. Later enemies are merciless and if you don’t have sufficient firepower, then you probably won’t stand a chance. This ruthlessness is exacerbated by the death system, as death will set you considerably behind. Because upgrades are usually a 2-stage effort, getting shot will set you back 2 levels worth of progress.
A fun aspect I found on Darius is the dynamic created by having 3 screens. This is probably the widest game I have played, and it brings new challenges to the table. The first one is that you need to gain screen position to succeed. Being at the front is usually better, with moving back feeling like losing real estate. The reason behind this is that you are able to shoot down enemies before they become a threat with their numbers. The other less obvious reason is the number of bullets allowed on screen. That number is limited, so it is in your best interest that those bullets expire fast so you can fire new ones. Being back equals more time before they reach the end of the screen, which is undesirable.
Overall, the game poses a unique challenge, but I’m not going to lie, it is actually really fun to play. Achieving an upgraded Silver Hawk is a hard endeavor, but that makes it even more rewarding when you pull it off!
DARIUS II/SAGAIA, THE PROOF US WESTERNERS HAVE SHORT ATTENTION SPANS
Darius II came in and simplified the game in some interesting ways. First of all it reduced the upgrade system so that it is now only a single stage that can be maxed out. The number of orbs was reduced to compensate. Another simplification comes courtesy of the screens themselves. The number of screens was reduced from 3 to 2 in order to be installed in other dual screen cabinets such as The Ninja Warriors.
Unfortunately, the single stage of upgrades means that the game is even more savage when you die. This time around, you actually lose all of your progress in terms of firepower. There will be special rainbow orbs which help you catch up a little, but even then they might be a little too late. As a result, my 1CC had to be done by never dying.
I ALWAYS WANTED A THING CALLED A TUNA SASHIMI
One thing I want to mention, is that Darius II has my absolute favorite intro sequence of any Darius game in this collection. From the music that goes ramping up to the main theme, to the voice lines calling out the launching sequence:
“Main engine energy level, 20% increase !”
“I always wanted a thing called tuna sashimi”
“3…2…1…”
It all creates an unbelievable sense of excitement!
A very fun piece of trivia is the existence of SAGAIA. It exists to be a compact version of Darius II to be sold on western markets. Then there’s actually 2 versions of it which feel like 2 pieces of the same game. If SAGAIA trimmed certain pieces of the game, then version 2 came to use those trimmed pieces and created another entry. It’s actually quite funny.
DARIUS GAIDEN, THE KING
Darius Gaiden is definitely the reason you will keep playing the arcade collection. Quality in older games under a modern eye is usually a product of nostalgia and design elements that still hold on in today’s gaming landscape. Contrasting with that, Darius Gaiden IS a fantastic game that I wouldn’t hesitate to purchase if it was released today.
For Darius Gaiden, less is more, as this time around the game was played on a single screen arcade cabinet. The game does seem to lack some of the ambient goodies such as the rumble effects, but it makes up for it in gameplay experiences.
TRUE POWER
One aspect that is radically different from its predecessor is the upgrade system. Whereas Darius II simplified the Silver Hawk upgrade system, Darius Gaiden took it back to its original Darius roots. This means that, once again, we have multiple upgrade points. Upgrades take considerably less red power-ups to achieve, which actually makes it possible to upgrade multiple times during the same stage.
Death penalties are lower as well with death only losing you a level of power. Because there are more power levels, it is more forgiving and doesn’t set you completely behind like the previous entries. Perhaps the best of all is that neither arm nor bombs have any penalty whatsoever. What’s more, you don’t even lose your arm or bomb level when losing a credit. I can say with 100% certainty that this game is actually possible to complete within a reasonable number of credits if you die on the later zones.
I would take it one step ahead and say this game has a little of the Contra syndrome. The original Contra is a game that was considered hard, but was significantly easier if you could maintain the spread shot. In the same vein, getting the earliest upgrades makes Darius Gaiden a breeze. A well deserved victory, if you ask me.
YOU’RE MINE NOW!
New to Darius Gaiden is the ability to capture mid bosses. Half-way through a stage, you will encounter a medium sized boss with a purple orb somewhere in its back. If you manage to take down the orb without killing the enemy, it will detach and slowly drift away. If you capture this orb, then the mid boss will fight alongside you until its timer expires. I gotta say that having a huge fish on your side is surprisingly satisfying!
Having a single screen makes the experience much more familiar for shmup enthusiasts. While it does lose some of the charm of the ultra wide field of view, it also rids itself of nuances such as your horizontal movement being low in terms of total horizontal space or the limit on on-screen bullets.
A combination of those factors I mentioned contribute to making Darius Gaiden a much better experience. It’s simple to play and forgiving when you lose. Every stage is unique and makes every new play through a completely different experience, not just in a different-ish way, but rather full blown new content!
A LEGENDARY PACKAGE OF NOSTALGIA
There’s one thing that you might be thinking, and that’s that I might be biased because it is Darius. It is true that I openly admit everywhere that Darius is my favorite. However, in this particular case my work was cut out for me, I don’t need to be biased because this is truly a wonderfully crafted collection that deserves to be on everyone’s Switch.
It contains every possible version of Darius you might have encountered on the arcades and then sprinkled some top notch features that make it stand on a class of its own when it comes to ports. It also helps that the Darius games remain to be as fun as they always have been, even with their caveats. I took 3-4 times more time to play this collection, not because it had a lot of content, but because I loved playing every second of it and wanted to try it all. Wanted to 1CC every version, wanted to traverse every possible stage, wanted to created masterful replays.
The only possible downside I can see to this collection is the price. $44.99 is a very high price compared to other shmups on the market. In terms of features and overall content (because remember, every game has more than an alphabets worth of different zones) it does warrant its price. Although I can see people double guess their decision, with this game being close to the cost of a first party title and significantly higher than other shmups.
TOP 3
My tentative placement for Darius Cozmic Collection Arcade was on the top 3 spots. I really had a hard time deciding where to put it, so I went back and revisited both Ikaruga and Psyvariar Delta. After finishing my Ikaruga play through, I was reminded of the magic that is Ikaruga and how special it is. Psyvariar Delta also reminded me of the buzz system and how the refined gameplay and level ups work towards creating an experience that I can’t quite put into words.
The main defining factor, however, was that I don’t think any of the Darius games in the collection beats the top 2 contenders. The 7 games as an aggregate, are certainly a force to be reckoned with thanks to the superb M2 porting labour. With that being said, I will award it a 3rd spot because the gameplay experience is incredible, but a little held back by the age of the games and the hefty price tag.
Still, Darius will always be #1 in my heart.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Tengai
  9. Steredenn: Binary Stars
  10. Stardust Galaxy Warriors: Stellar Climax
  11. Sky Force: Reloaded
  12. Strikers 1945
  13. Black Paradox
  14. R-Type Dimensions EX
  15. Sine Mora EX
  16. Shikhondo – Soul Eater
  17. Ghost Blade HD
  18. AngerForce: Reloaded
  19. Aero Fighters 2 (ACA Neogeo)
  20. Q-YO Blaster
  21. Lightening Force: Quest for the darkstar (Sega Ages)
  22. Pawarumi
  23. Red Death
  24. Task Force Kampas
  25. Switch ‘N’ Shoot
  26. Last Resort (ACA Neogeo)
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[The Scuu Paradox] - Chapter 18

At the Beginning
Previously on The Scuu Paradox…
  The smell of burning wood was all I could focus on. The fires had long died out, making it difficult to see in the darkness; despite all other modifications, Kridib’s eyes weren’t able to see overly well in the dark. Every five minutes, Radiance would send an infrared scan of the colony to help him and his team with their advancement. Despite all that help and the four missile strikes, progress was minimal. Of the forty-seven people sent to the planet, eleven had been killed and five more severely wounded, rendering them useless in battle. From what I could see, Rigel’s forces had clustered in specific points of the colony, giving up the rest: a sensible strategy that had allowed them to ambush three of our teams while suffering negligible losses themselves. As things stood, the enemy forces had positioned themselves in two areas of the colony. Both spots encircled a specific building—mine and the captain’s locations—making further missile strikes impossible.
  Update? Kridib asked me through the mind link.
  Nothing, I replied. Rigel had left shortly after our last chat, taking the third-contact rods with him. Since then, I had remained safely isolated in the room and completely alone. Half of them have probably gone to sleep.
  Tell me if anything changes. Kribib looked up. A dozen sats were visible in the night sky. We’ll be making another go soon.
  I don’t think that’s a good idea.
  So far, Kridib had made four attempts to reach me, all of them unsuccessful. His approach, though chaotic at best, had managed to keep him alive. There had been a close call during which his left arm had been grazed by a bullet, though that time the man hadn’t frozen.
  Everyone has to sleep, Kridib said, heading back into one of the buildings that had been transformed into a ground base of operations. I’ll go first.
  Must I wake you? I asked.
  No. With that, the link was severed.
  To a degree, I was thankful, though not too much. Forcing whatever strength I had, I moved my head to look around the room as much as I was able. Nothing had changed in the last four hours, but at least it let me do something. The last time I felt remotely similar was when I’d had my sensor systems knocked out, though even then I was able to use my shuttle AIs to paint me a picture. Here, I was completely helpless and, to a vast degree, blind.
  “Do I get any water?” I asked as loudly as my lungs would let me.
  There was no reason to expect an answer. Even if anyone was awake on the lower floors, they would be on lookout duty. Saying it out loud, though, made me feel better for some reason. To my surprise, the door to the room opened.
  “Thought you were above those things.” Rigel walked in slowly. Even with my lack of focus, I could see that he had changed clothes. The colours were dark enough to be considered a uniform, although I couldn’t make out any other details. “You can’t swallow, remember?”
  “My mouth feels dry,” I explained.
  “Too bad.” Despite my poor vision, I could hear him smile as he said that.
  Walking slowly, he made his way to the stool near me and sat down. From this distance, I could see him taking something from his front pocket. In the dim light, it was impossible to tell what exactly.
  “Still having problems focusing?” Rigel asked.
  “Yes.” There was no point in lying.
  “Pity. Agora works well on organic tissue. Not on techno-mongrels,” he added with a laugh. “If you weren’t one, you’d be dead. There’s a win for you.”
  And you’re not making any sense, I thought.
  “Nice murder troops you got out there. Quick and efficient. A few years ago, the locals would’ve had fun pulling their wings off. Time leaves its mark.” Rigel flicked the object. It let out a peculiar metallic sound. “No action, no combat sims, just the local pests that roam the planet. Those were brought here too, did you know?”
  “I heard about it.”
  “Another brilliant idea from the bureaucracy. Create a full ecosystem. Plants, critters, predators... all must be present and carefully maintained. We tried killing them off once. Those were the days. Three colonies setting out, killing everything in sight until the orbital station stopped sending food.” There was a slight pause. “And you know the best part?” Rigel leaned towards me. “None of that happened.”
  If I could have pulled back, I would have. There was no way of knowing if these were insane rantings or if he was referring to a dark op coverup. Considering he was from the Salvage Authorities, either was possible, and both options were equally undesirable.
  “I went through your data, Elcy.” Rigel rubbed his hands. “You know things you shouldn’t.”
  “Because of my past, I’ve been placed on special assignments,” I said. Technically it was true, though we both knew it didn’t explain away the inconsistencies.
  “You knew about the third-contact artifacts before. You’ve operated them before.” He moved his hand closer to my face. I felt a cold metallic surface touch my cheek. “You’re searching for something. Something that you’re not supposed to find.” He moved the object away from my face. “Here’s my offer. You answer some of my questions, and I’ll answer some of yours.”
  “That’s one way to get court-martialed.” Not to mention there was no guarantee my self-destruct chip wouldn’t go off at any point.
  “Please don’t give me the line that the fleet is going through all that trouble just to rescue you. If you were that valuable, you’d never have been sent to this hell in the first place.” Rigel stood up. “What are the odds of the fleet extracting you in one piece? Two percent?”
  “Point-seven-three-nine,” I corrected. Frankly, I was surprised they were going through all the trouble. “Give or take.”
  “Less than one percent,” Rigel snorted. “It’s your call. You have three hours to make it. Before I leave you, here’s a freebie. This planet, it isn’t some randomly colonized world in ‘unexplored space.’ We’re in the buffer zone—the border between the Scuu and human space. Think about that.” He made his way to the door. Reaching it, he stopped and turned around. “Oh, and we’re constantly being monitored.”
 
  Gamma-Ligata, Cassandrian Front—615.11 A.E. (Age of Expansion)
    The third wave of shuttles approached my forward left hangar one by one. The instant they came within three hundred meters, I was handed over direct control of the AIs. As with the previous batches, the first thing I did was to have a set of isolated subroutines flash the memory and purge the entire operating system. That done, I sent out a mini-sat to latch onto and assume control of the shuttles. It was a slow and tedious process, but necessary considering the circumstances.
  “How are things?” Wilco asked from the bridge. Augustus had gathered most of his officers to a private meeting in his quarters, leaving Wilco in command. This wasn’t the first time it had happened, but each time it did, it felt strange.
  “Everything’s going as planned,” I said, as the first shuttle went under my control.
  A quick internal scan revealed that there were sixty-two people aboard, all cuffed and tagged. All of them were tagged as infected, and, to my surprise, none of them were sedated. The instructions were to take them in and monitor their actions at all times, and only to engage if they threatened the ship. Normally, I’d be confident that Augustus knew what was going on. With everything we’d gone through since I’d joined the front, I didn’t think there was anything in the galaxy that could surprise him. I was wrong.
  Finishing my internal check of the shuttle, I directed it to the outer hangar doors and had it dock. The passengers—all of their identities classified—waited till I covered the walls with disembark notifications, then stood up and quietly proceeded to get off, in orderly fashion. I could tell by Wilco’s expression that he found it unnerving.
  “A thousand and eighty-two passengers on board,” I said on the bridge and in the captain’s quarters. The moment the last person set foot in the hangar, I would eject the shuttle from my hangar-bay, self-destruct it, and proceed with the next.
  Delegating the task to my isolated subroutines, I reviewed the instructions I had received. The proper ident protocols and authorisations had been used, ensuring that I would do as instructed without asking questions. An emergency transmission from an unidentifiable ship had led me here. I knew nothing about the ship’s name or specifics, and I wasn’t allowed to get close enough to get a visual. The only things I was allowed to see were its shuttles and mass. Everything else was open to interpretation.
  “Have any of them said anything?” Wilco asked.
  “No.” I displayed images of the hangar bay and the corresponding corridors surrounding it. As part of my instructions, the entire section was sealed off and quarantined. “They’re eating.” They also appeared to be healthy, although the instructions stressed no one was to come into contact with them under any circumstances. “I’ve received no indication of how long we’re to keep them. Did the captain get an indication?”
  “No,” Wilco said in his usual somber voice. “Is everything sealed off?”
  “Yes.” I rechecked. “No way in or out without captain’s approval.”
  “Set a buffer zone.” The man went on. “No one goes in or out without my permission.”
  “If you say so.” It wasn’t difficult. The area in question had been made empty to accommodate the quarantined arrivals, though it seemed a bit too much. “Want me to put sentinels?”
  “No. We don’t have to hurt anyone, just hold them.” He slinked down in his chair. “They’re the Med boys’ toys. We don’t get to play with them.”
  Med boys… Only Wilco referred to the Medical Core in such fashion. As most organisations, they were part of the fleet, yet their specific area of expertise gave them as much authority as the Salvage Authorities and the BICEFI combined. As a ship, I knew fairly little about them: they had the power to impose quarantines and cordon off entire planets if they wished. They were also the only organisation with the power to hold an active captain in check. Possibly, that was the reason Augustus didn’t get along with any of his medical officers. According to the public files, the Med Core had created the inner-body nanites and were instrumental in getting humans into space. There were also whispers that they were involved in creating the first ship-cores, although I found that unlikely. Even so, they had more authority than anyone aboard. Even on the front, we had no option but to obey.
  “It won’t be practical heading into war with them,” I said as the second shuttle entered the hangar bay.
  “Not our call. We’re to hold them until a Med ship picks them up,” Wilco sighed. “And monitor everything they do.”
  “How is that different from anyone else aboard?” I ventured a chuckle.
  “You don’t need to know,” the lieutenant said darkly.
  Another thing about Wilco was that he had the uncanny ability to make any topic of conversation dark. I ran a few simulations testing various responses, then decided not to respond further. In the best-case scenario, there was a twenty-seven percent chance he found my reaction funny.
  “Elcy.” Augustus granted me sensor access to the captain’s quarters. “What’s the ETA on the cattle?”
  “The passengers will be all aboard in seven minutes, captain.” A decade of attempts to mellow his behaviour had brought me no results. “Five, if you need me off in a rush.”
  “Get it done in five,” he barked. “We’ve got new orders. We’re joining a purge fleet. Go on yellow. Get the grunts prepped.”
  “Aye, sir.” I issued the order to everyone aboard. Seconds later, ground troop officers and sergeants were shouting their troops into order. “What about the passengers, sir? Won’t combat expose them to unnecessary danger?”
  “There’s no unnecessary danger,” Augustus barked again. The rest of the command staff had already started leaving the room. Their expressions ranged from mild annoyance to disapproval. Whatever discussions had taken place, they must have been unpleasant and one-sided. “Monitor them at all times and don’t interact until I say so.”
  “Understood.”
  It sounded like another escort mission, and I didn’t like escort missions. Normally, it would just be troop detachments or—if we were very unlucky—some mid-level bureaucrat or admiral’s aid sent to do a front-line inspection. Transporting quarantined personnel wasn’t in my usual purview, although if it had been, I’d never know.
  “What’s the course of treatment they must undergo?” I asked.
  “No treatment,” Augustus grumbled. “That’s for the Meds to figure out.”
  “All passengers are tagged as infected. Regulations require we provide immediate medical attention.” I felt my words sound hollow. If Augustus had the authority to provide such, he would have told me already. The only thing I was left was to go through the motions, expecting to receive the obvious denial.
  “Just monitor them, Elcy! That’s what we’ve been told. And whatever happens, don’t interfere.”
 
  Just monitor them.
  I had spent three months and thirty-nine hours monitoring the passengers onboard. Through battles and repairs, every single action had been carefully observed, recorded, and stored on external data storage. For the most part, nothing happened. The people would live boring, perfectly organised lives, almost as if they knew they were being watched. There were no scuffles, few arguments, and only one incident resulting in injuries when a Cassandrian fighter managed to slip through my external defences and fire a salvo at the hangar bay. Their health condition also seemed no different than when they had come aboard. I had dedicated a dozen subroutines to collect any potential symptoms in an effort to determine the type of disease they had, but had come to no conclusion. Then, one day, they were all gone. I had no memory of the Medical ship that had taken them, or where that had happened. The only thing I was certain about was the time—precisely two thousand, one hundred and ninety-nine hours since the last of them had come aboard. Everything else remained restricted.
  Looks like there’s always someone monitoring someone, Sev. If Rigel was to be believed someone was monitoring the planet. The question was who.
  Seconds turned to minutes, then hours. Hundreds of times, I considered looking into my restricted memories for information regarding the third-contact artifacts or the events in gamma-Ligata, and each time I found a reason not to. As Rigel had said, the chance of me getting off the planet alive was less than one percent, but the knowledge of the existence of the possibility kept me acting. And then there was Rigel’s offer…
  Rad, are you monitoring me? I asked, attempting to latch on to any open communication protocols. A connection was established, but instead of linking to Radiance, I found myself connecting back to Kridib’s mind. On cue, an info burst from Radiance followed, giving the latest scan. This time, I could see the location of our forces. The total number had increased to seventy-four, Kridib included. Nearly eight percent were gathered close to the captain’s expected location. Kridib and five more were closer to me.
  Get ready, Kridib said. Moments later, bursts of gunfire echoed in the distance; they were going for the captain first.
  The mission had begun. From here on, I could see several potential outcomes. In all of them, there was a high probability that Rigel attempted to make a deal.
  When I was a ship, Augustus had taught me one key thing when it came to missions: regardless of the depth of predictions and the computing power at their disposal, humans always boiled down a situation to a simple binary choice. Rigel wanted something from me and had invested too much to let his chance slip. Before the outcome of Kridib’s rescue mission, Rigel would come here to get an answer to his proposal. All I had to do was wait.
  As I lay, I watched Kridib run through the darkness towards my location. Unlike before, he was wearing night vision goggles, letting him make out his surroundings better.
  No thermal? I asked as Kridib made his way through the streets. The smell of burned vegetation could still be felt.
  That’s what you’re for.
  Not a reply to be thrilled about, but one to be expected. Cross-referencing Radiance’s latest scan, I started analysing every frame of Kridib’s stream. The first few minutes passed without incident. Judging by the intensified background gunfire, the locals were more focused on keeping Renaan isolated than stopping Kridib. Twenty-eight seconds, later the first shot sounded.
  Sniper! I shouted straight in Kridib’s mind.
  “Cover fire!” he shouted, rushing for cover.
  Watch out for a cross, I warned.
  The shooting intensified. Based on the area scan, the group was a few hundred meters away. One strong push and they’d be here. That said, I knew that the building was guarded by more than seven people. If I were in Rigel’s place, I would have dedicated at least three dozen.
  Concentrated fire focused on the second floor of a building, blowing off the entire wall. There was a brief scream before a rocket flew into the spot, hollowing the entire structure with a blast.
  Heavy weapons? I asked Kridib. I didn’t think Radiance’s captain would resort to such firepower, considering third-contact artifacts were involved; one direct hit, and the entire colony might well end up a smouldering crater, not to mention the potential communication repercussions. Maybe there was truth in Rigel’s statement that Flight Commander Nitel was getting desperate.
  As I was following Kridib’s advancement outside, the door opened once more—as predicted, Rigel had returned. He was wearing the same set of clothes as three hours ago. I found it puzzling that I couldn’t spot any semblance of a weapon on him.
  “Your masters have gotten desperate,” the man said in suspiciously calm fashion. “Looks like they’ve sent everything they had to get Renaan.” He walked up to me, then leaned over. “And just a handful to get you.”
  “Are they winning?” I tried to smile.
  “Beats me.” Rigel didn’t seem bothered. “You thought about my offer?”
  “I did. And I don’t think accepting would be a good deal. If I wait for them to rescue the captain, your bargaining power ends.”
  “Oh?” The man chuckled.
  “There’s nothing else the fleet would be willing to trade.” Except potentially the pyramid artifact. Even then, I didn’t see them sacrificing the Gregorius. “Once the captain boards a shuttle, it’s over.”
  A person of Kridib’s squad fell as they were approaching my building. I heard the unmistakable sound of bullets piercing armor, then silence. That was the thing about sound suppressors: one could get killed, and there still wouldn’t be any sound of one hitting the ground. I wanted to turn around and see what had happened, potentially to help. There was a seven-point-three chance that the wound wasn’t fatal. Kridib kept on moving forwards. That’s what made him a ground trooper… it also caused me pain.
  “What if I kill Renaan?” Rigel mused. “I won’t lose much. Everyone down here’s dead anyway. Someone in the fleet has gone through a lot of shit to get Renaan back. They’d lose a hell of a lot more.”
  “What if they save the captain?” I countered. “Either way, we’ll soon find out, and you’ll have no offer.”
  “Quantum paradox logic?” Rigel sounded surprised. “Strange hearing that from you, missy. I’ll have to skim your file once I’m out of here.” He paused for a moment, then dragged the nearby stool over—making a deliberate sound—and sat down. “Truth is, once the moment ends, we both lose our chance. Are you okay with that?”
  Why are you so confident? I wondered. Even if I were to agree, he wouldn’t be able to get much from me in the next ten minutes, even less if Kridib managed to reach my room. His squad had already made its way to the building proper, facing less than expected resistance. From what I was able to see, there were two snipers left on the upper floors and two machine-gunners on the first. All auxiliary positions on the nearby buildings seemed to have dealt with, although there was no sign of Ogum.
  “You’ve dealt with Salvage before, I can tell,” Rigel pressed on. “You won’t get another chance like this.”
  The old man’s with me in the basement, I told Kridib. No guards in the room. He’s ex-Salvage Authorities. Take him, and the mission is over. Saying that hurt slightly. Despite being the enemy, and a threat to the war effort, he remained human.
  “Then I guess I’ll never know.” As I spoke, I saw Kridib charge at the building. As before, there was nothing fancy about it, just determination and insanity. Several bullets flew so close to him I could hear them, but this time none of them hit. “Your bargaining window is over. No deal.”
  Kridib emptied his sidearm at the door in front of him, then rushed in. I could see no guards inside, just a set of hastily built staircases. Whatever the original purpose of the building was, it had been transformed into a field center at some point—likely during a previous escape attempt. Probably a group similar to ours had made it their temporary base, then left it as it was once they had completed their mission. No wonder Rigel had had me transported there. Kridib didn’t waste time making parallels, instead drawing his second sidearm and rushing down.
  At least two floors down, I said. I’m not hearing any of the gunfire.
  Is he armed? Kridib asked.
  Unsure. Not that I can tell. There are artifacts, though.
  “Such a teacher’s pet.” Rigel sighed after a long silence. “In the end, you’re nothing but a ship.” He stood up.
  He’s standing directly from the door, I said to Kridib. Seven degrees from center. Small frame, average height.
  Kridib fired three shots. Three bullets drilled through the alloy surface. Half a second later, Kridib followed kicking the door in.
  “Just one small thing.” Rigel took a tube-shaped object from his vest pocket.
  Meanwhile, I was staring at an empty room from Kridib’s eyes. It was at least three times smaller than the one I was in, bare and completely deserted. There was no Rigel, no me, no equipment, just a single metallic cube the size of my fingernail placed neatly on the floor.
  “Renaan was never the target.” The old man bent down and injected something in my neck. A new cascade of connection requests followed. “You are.”
—-
Next Chapter
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[The Scuu Paradox] - Chapter 18

At the Beginning
Previously on The Scuu Paradox…
  The smell of burning wood was all I could focus on. The fires had long died out, making it difficult to see in the darkness; despite all other modifications, Kridib’s eyes weren’t able to see overly well in the dark. Every five minutes, Radiance would send an infrared scan of the colony to help him and his team with their advancement. Despite all that help and the four missile strikes, progress was minimal. Of the forty-seven people sent to the planet, eleven had been killed and five more severely wounded, rendering them useless in battle. From what I could see, Rigel’s forces had clustered in specific points of the colony, giving up the rest: a sensible strategy that had allowed them to ambush three of our teams while suffering negligible losses themselves. As things stood, the enemy forces had positioned themselves in two areas of the colony. Both spots encircled a specific building—mine and the captain’s locations—making further missile strikes impossible.
  Update? Kridib asked me through the mind link.
  Nothing, I replied. Rigel had left shortly after our last chat, taking the third-contact rods with him. Since then, I had remained safely isolated in the room and completely alone. Half of them have probably gone to sleep.
  Tell me if anything changes. Kribib looked up. A dozen sats were visible in the night sky. We’ll be making another go soon.
  I don’t think that’s a good idea.
  So far, Kridib had made four attempts to reach me, all of them unsuccessful. His approach, though chaotic at best, had managed to keep him alive. There had been a close call during which his left arm had been grazed by a bullet, though that time the man hadn’t frozen.
  Everyone has to sleep, Kridib said, heading back into one of the buildings that had been transformed into a ground base of operations. I’ll go first.
  Must I wake you? I asked.
  No. With that, the link was severed.
  To a degree, I was thankful, though not too much. Forcing whatever strength I had, I moved my head to look around the room as much as I was able. Nothing had changed in the last four hours, but at least it let me do something. The last time I felt remotely similar was when I’d had my sensor systems knocked out, though even then I was able to use my shuttle AIs to paint me a picture. Here, I was completely helpless and, to a vast degree, blind.
  “Do I get any water?” I asked as loudly as my lungs would let me.
  There was no reason to expect an answer. Even if anyone was awake on the lower floors, they would be on lookout duty. Saying it out loud, though, made me feel better for some reason. To my surprise, the door to the room opened.
  “Thought you were above those things.” Rigel walked in slowly. Even with my lack of focus, I could see that he had changed clothes. The colours were dark enough to be considered a uniform, although I couldn’t make out any other details. “You can’t swallow, remember?”
  “My mouth feels dry,” I explained.
  “Too bad.” Despite my poor vision, I could hear him smile as he said that.
  Walking slowly, he made his way to the stool near me and sat down. From this distance, I could see him taking something from his front pocket. In the dim light, it was impossible to tell what exactly.
  “Still having problems focusing?” Rigel asked.
  “Yes.” There was no point in lying.
  “Pity. Agora works well on organic tissue. Not on techno-mongrels,” he added with a laugh. “If you weren’t one, you’d be dead. There’s a win for you.”
  And you’re not making any sense, I thought.
  “Nice murder troops you got out there. Quick and efficient. A few years ago, the locals would’ve had fun pulling their wings off. Time leaves its mark.” Rigel flicked the object. It let out a peculiar metallic sound. “No action, no combat sims, just the local pests that roam the planet. Those were brought here too, did you know?”
  “I heard about it.”
  “Another brilliant idea from the bureaucracy. Create a full ecosystem. Plants, critters, predators... all must be present and carefully maintained. We tried killing them off once. Those were the days. Three colonies setting out, killing everything in sight until the orbital station stopped sending food.” There was a slight pause. “And you know the best part?” Rigel leaned towards me. “None of that happened.”
  If I could have pulled back, I would have. There was no way of knowing if these were insane rantings or if he was referring to a dark op coverup. Considering he was from the Salvage Authorities, either was possible, and both options were equally undesirable.
  “I went through your data, Elcy.” Rigel rubbed his hands. “You know things you shouldn’t.”
  “Because of my past, I’ve been placed on special assignments,” I said. Technically it was true, though we both knew it didn’t explain away the inconsistencies.
  “You knew about the third-contact artifacts before. You’ve operated them before.” He moved his hand closer to my face. I felt a cold metallic surface touch my cheek. “You’re searching for something. Something that you’re not supposed to find.” He moved the object away from my face. “Here’s my offer. You answer some of my questions, and I’ll answer some of yours.”
  “That’s one way to get court-martialed.” Not to mention there was no guarantee my self-destruct chip wouldn’t go off at any point.
  “Please don’t give me the line that the fleet is going through all that trouble just to rescue you. If you were that valuable, you’d never have been sent to this hell in the first place.” Rigel stood up. “What are the odds of the fleet extracting you in one piece? Two percent?”
  “Point-seven-three-nine,” I corrected. Frankly, I was surprised they were going through all the trouble. “Give or take.”
  “Less than one percent,” Rigel snorted. “It’s your call. You have three hours to make it. Before I leave you, here’s a freebie. This planet, it isn’t some randomly colonized world in ‘unexplored space.’ We’re in the buffer zone—the border between the Scuu and human space. Think about that.” He made his way to the door. Reaching it, he stopped and turned around. “Oh, and we’re constantly being monitored.”
 
  Gamma-Ligata, Cassandrian Front—615.11 A.E. (Age of Expansion)
    The third wave of shuttles approached my forward left hangar one by one. The instant they came within three hundred meters, I was handed over direct control of the AIs. As with the previous batches, the first thing I did was to have a set of isolated subroutines flash the memory and purge the entire operating system. That done, I sent out a mini-sat to latch onto and assume control of the shuttles. It was a slow and tedious process, but necessary considering the circumstances.
  “How are things?” Wilco asked from the bridge. Augustus had gathered most of his officers to a private meeting in his quarters, leaving Wilco in command. This wasn’t the first time it had happened, but each time it did, it felt strange.
  “Everything’s going as planned,” I said, as the first shuttle went under my control.
  A quick internal scan revealed that there were sixty-two people aboard, all cuffed and tagged. All of them were tagged as infected, and, to my surprise, none of them were sedated. The instructions were to take them in and monitor their actions at all times, and only to engage if they threatened the ship. Normally, I’d be confident that Augustus knew what was going on. With everything we’d gone through since I’d joined the front, I didn’t think there was anything in the galaxy that could surprise him. I was wrong.
  Finishing my internal check of the shuttle, I directed it to the outer hangar doors and had it dock. The passengers—all of their identities classified—waited till I covered the walls with disembark notifications, then stood up and quietly proceeded to get off, in orderly fashion. I could tell by Wilco’s expression that he found it unnerving.
  “A thousand and eighty-two passengers on board,” I said on the bridge and in the captain’s quarters. The moment the last person set foot in the hangar, I would eject the shuttle from my hangar-bay, self-destruct it, and proceed with the next.
  Delegating the task to my isolated subroutines, I reviewed the instructions I had received. The proper ident protocols and authorisations had been used, ensuring that I would do as instructed without asking questions. An emergency transmission from an unidentifiable ship had led me here. I knew nothing about the ship’s name or specifics, and I wasn’t allowed to get close enough to get a visual. The only things I was allowed to see were its shuttles and mass. Everything else was open to interpretation.
  “Have any of them said anything?” Wilco asked.
  “No.” I displayed images of the hangar bay and the corresponding corridors surrounding it. As part of my instructions, the entire section was sealed off and quarantined. “They’re eating.” They also appeared to be healthy, although the instructions stressed no one was to come into contact with them under any circumstances. “I’ve received no indication of how long we’re to keep them. Did the captain get an indication?”
  “No,” Wilco said in his usual somber voice. “Is everything sealed off?”
  “Yes.” I rechecked. “No way in or out without captain’s approval.”
  “Set a buffer zone.” The man went on. “No one goes in or out without my permission.”
  “If you say so.” It wasn’t difficult. The area in question had been made empty to accommodate the quarantined arrivals, though it seemed a bit too much. “Want me to put sentinels?”
  “No. We don’t have to hurt anyone, just hold them.” He slinked down in his chair. “They’re the Med boys’ toys. We don’t get to play with them.”
  Med boys… Only Wilco referred to the Medical Core in such fashion. As most organisations, they were part of the fleet, yet their specific area of expertise gave them as much authority as the Salvage Authorities and the BICEFI combined. As a ship, I knew fairly little about them: they had the power to impose quarantines and cordon off entire planets if they wished. They were also the only organisation with the power to hold an active captain in check. Possibly, that was the reason Augustus didn’t get along with any of his medical officers. According to the public files, the Med Core had created the inner-body nanites and were instrumental in getting humans into space. There were also whispers that they were involved in creating the first ship-cores, although I found that unlikely. Even so, they had more authority than anyone aboard. Even on the front, we had no option but to obey.
  “It won’t be practical heading into war with them,” I said as the second shuttle entered the hangar bay.
  “Not our call. We’re to hold them until a Med ship picks them up,” Wilco sighed. “And monitor everything they do.”
  “How is that different from anyone else aboard?” I ventured a chuckle.
  “You don’t need to know,” the lieutenant said darkly.
  Another thing about Wilco was that he had the uncanny ability to make any topic of conversation dark. I ran a few simulations testing various responses, then decided not to respond further. In the best-case scenario, there was a twenty-seven percent chance he found my reaction funny.
  “Elcy.” Augustus granted me sensor access to the captain’s quarters. “What’s the ETA on the cattle?”
  “The passengers will be all aboard in seven minutes, captain.” A decade of attempts to mellow his behaviour had brought me no results. “Five, if you need me off in a rush.”
  “Get it done in five,” he barked. “We’ve got new orders. We’re joining a purge fleet. Go on yellow. Get the grunts prepped.”
  “Aye, sir.” I issued the order to everyone aboard. Seconds later, ground troop officers and sergeants were shouting their troops into order. “What about the passengers, sir? Won’t combat expose them to unnecessary danger?”
  “There’s no unnecessary danger,” Augustus barked again. The rest of the command staff had already started leaving the room. Their expressions ranged from mild annoyance to disapproval. Whatever discussions had taken place, they must have been unpleasant and one-sided. “Monitor them at all times and don’t interact until I say so.”
  “Understood.”
  It sounded like another escort mission, and I didn’t like escort missions. Normally, it would just be troop detachments or—if we were very unlucky—some mid-level bureaucrat or admiral’s aid sent to do a front-line inspection. Transporting quarantined personnel wasn’t in my usual purview, although if it had been, I’d never know.
  “What’s the course of treatment they must undergo?” I asked.
  “No treatment,” Augustus grumbled. “That’s for the Meds to figure out.”
  “All passengers are tagged as infected. Regulations require we provide immediate medical attention.” I felt my words sound hollow. If Augustus had the authority to provide such, he would have told me already. The only thing I was left was to go through the motions, expecting to receive the obvious denial.
  “Just monitor them, Elcy! That’s what we’ve been told. And whatever happens, don’t interfere.”
 
  Just monitor them.
  I had spent three months and thirty-nine hours monitoring the passengers onboard. Through battles and repairs, every single action had been carefully observed, recorded, and stored on external data storage. For the most part, nothing happened. The people would live boring, perfectly organised lives, almost as if they knew they were being watched. There were no scuffles, few arguments, and only one incident resulting in injuries when a Cassandrian fighter managed to slip through my external defences and fire a salvo at the hangar bay. Their health condition also seemed no different than when they had come aboard. I had dedicated a dozen subroutines to collect any potential symptoms in an effort to determine the type of disease they had, but had come to no conclusion. Then, one day, they were all gone. I had no memory of the Medical ship that had taken them, or where that had happened. The only thing I was certain about was the time—precisely two thousand, one hundred and ninety-nine hours since the last of them had come aboard. Everything else remained restricted.
  Looks like there’s always someone monitoring someone, Sev. If Rigel was to be believed someone was monitoring the planet. The question was who.
  Seconds turned to minutes, then hours. Hundreds of times, I considered looking into my restricted memories for information regarding the third-contact artifacts or the events in gamma-Ligata, and each time I found a reason not to. As Rigel had said, the chance of me getting off the planet alive was less than one percent, but the knowledge of the existence of the possibility kept me acting. And then there was Rigel’s offer…
  Rad, are you monitoring me? I asked, attempting to latch on to any open communication protocols. A connection was established, but instead of linking to Radiance, I found myself connecting back to Kridib’s mind. On cue, an info burst from Radiance followed, giving the latest scan. This time, I could see the location of our forces. The total number had increased to seventy-four, Kridib included. Nearly eight percent were gathered close to the captain’s expected location. Kridib and five more were closer to me.
  Get ready, Kridib said. Moments later, bursts of gunfire echoed in the distance; they were going for the captain first.
  The mission had begun. From here on, I could see several potential outcomes. In all of them, there was a high probability that Rigel attempted to make a deal.
  When I was a ship, Augustus had taught me one key thing when it came to missions: regardless of the depth of predictions and the computing power at their disposal, humans always boiled down a situation to a simple binary choice. Rigel wanted something from me and had invested too much to let his chance slip. Before the outcome of Kridib’s rescue mission, Rigel would come here to get an answer to his proposal. All I had to do was wait.
  As I lay, I watched Kridib run through the darkness towards my location. Unlike before, he was wearing night vision goggles, letting him make out his surroundings better.
  No thermal? I asked as Kridib made his way through the streets. The smell of burned vegetation could still be felt.
  That’s what you’re for.
  Not a reply to be thrilled about, but one to be expected. Cross-referencing Radiance’s latest scan, I started analysing every frame of Kridib’s stream. The first few minutes passed without incident. Judging by the intensified background gunfire, the locals were more focused on keeping Renaan isolated than stopping Kridib. Twenty-eight seconds, later the first shot sounded.
  Sniper! I shouted straight in Kridib’s mind.
  “Cover fire!” he shouted, rushing for cover.
  Watch out for a cross, I warned.
  The shooting intensified. Based on the area scan, the group was a few hundred meters away. One strong push and they’d be here. That said, I knew that the building was guarded by more than seven people. If I were in Rigel’s place, I would have dedicated at least three dozen.
  Concentrated fire focused on the second floor of a building, blowing off the entire wall. There was a brief scream before a rocket flew into the spot, hollowing the entire structure with a blast.
  Heavy weapons? I asked Kridib. I didn’t think Radiance’s captain would resort to such firepower, considering third-contact artifacts were involved; one direct hit, and the entire colony might well end up a smouldering crater, not to mention the potential communication repercussions. Maybe there was truth in Rigel’s statement that Flight Commander Nitel was getting desperate.
  As I was following Kridib’s advancement outside, the door opened once more—as predicted, Rigel had returned. He was wearing the same set of clothes as three hours ago. I found it puzzling that I couldn’t spot any semblance of a weapon on him.
  “Your masters have gotten desperate,” the man said in suspiciously calm fashion. “Looks like they’ve sent everything they had to get Renaan.” He walked up to me, then leaned over. “And just a handful to get you.”
  “Are they winning?” I tried to smile.
  “Beats me.” Rigel didn’t seem bothered. “You thought about my offer?”
  “I did. And I don’t think accepting would be a good deal. If I wait for them to rescue the captain, your bargaining power ends.”
  “Oh?” The man chuckled.
  “There’s nothing else the fleet would be willing to trade.” Except potentially the pyramid artifact. Even then, I didn’t see them sacrificing the Gregorius. “Once the captain boards a shuttle, it’s over.”
  A person of Kridib’s squad fell as they were approaching my building. I heard the unmistakable sound of bullets piercing armor, then silence. That was the thing about sound suppressors: one could get killed, and there still wouldn’t be any sound of one hitting the ground. I wanted to turn around and see what had happened, potentially to help. There was a seven-point-three chance that the wound wasn’t fatal. Kridib kept on moving forwards. That’s what made him a ground trooper… it also caused me pain.
  “What if I kill Renaan?” Rigel mused. “I won’t lose much. Everyone down here’s dead anyway. Someone in the fleet has gone through a lot of shit to get Renaan back. They’d lose a hell of a lot more.”
  “What if they save the captain?” I countered. “Either way, we’ll soon find out, and you’ll have no offer.”
  “Quantum paradox logic?” Rigel sounded surprised. “Strange hearing that from you, missy. I’ll have to skim your file once I’m out of here.” He paused for a moment, then dragged the nearby stool over—making a deliberate sound—and sat down. “Truth is, once the moment ends, we both lose our chance. Are you okay with that?”
  Why are you so confident? I wondered. Even if I were to agree, he wouldn’t be able to get much from me in the next ten minutes, even less if Kridib managed to reach my room. His squad had already made its way to the building proper, facing less than expected resistance. From what I was able to see, there were two snipers left on the upper floors and two machine-gunners on the first. All auxiliary positions on the nearby buildings seemed to have dealt with, although there was no sign of Ogum.
  “You’ve dealt with Salvage before, I can tell,” Rigel pressed on. “You won’t get another chance like this.”
  The old man’s with me in the basement, I told Kridib. No guards in the room. He’s ex-Salvage Authorities. Take him, and the mission is over. Saying that hurt slightly. Despite being the enemy, and a threat to the war effort, he remained human.
  “Then I guess I’ll never know.” As I spoke, I saw Kridib charge at the building. As before, there was nothing fancy about it, just determination and insanity. Several bullets flew so close to him I could hear them, but this time none of them hit. “Your bargaining window is over. No deal.”
  Kridib emptied his sidearm at the door in front of him, then rushed in. I could see no guards inside, just a set of hastily built staircases. Whatever the original purpose of the building was, it had been transformed into a field center at some point—likely during a previous escape attempt. Probably a group similar to ours had made it their temporary base, then left it as it was once they had completed their mission. No wonder Rigel had had me transported there. Kridib didn’t waste time making parallels, instead drawing his second sidearm and rushing down.
  At least two floors down, I said. I’m not hearing any of the gunfire.
  Is he armed? Kridib asked.
  Unsure. Not that I can tell. There are artifacts, though.
  “Such a teacher’s pet.” Rigel sighed after a long silence. “In the end, you’re nothing but a ship.” He stood up.
  He’s standing directly from the door, I said to Kridib. Seven degrees from center. Small frame, average height.
  Kridib fired three shots. Three bullets drilled through the alloy surface. Half a second later, Kridib followed kicking the door in.
  “Just one small thing.” Rigel took a tube-shaped object from his vest pocket.
  Meanwhile, I was staring at an empty room from Kridib’s eyes. It was at least three times smaller than the one I was in, bare and completely deserted. There was no Rigel, no me, no equipment, just a single metallic cube the size of my fingernail placed neatly on the floor.
  “Renaan was never the target.” The old man bent down and injected something in my neck. A new cascade of connection requests followed. “You are.”
—-
Next Chapter
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