Compara los precios de Razor2: Hidden Skies en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Invent4 Entertainment. Publicado por Strategy First. Lanzado el 19/7/2010. Disponible en PC. Géneros: Action, Casual, Indie. Puntuación Metacritic: 61/100.

A 2010 top-down shmup with genuinely pretty visuals and a custom orchestral score, undermined by broken save progression and hit detection that never quite feels fair.

I wanted to like Razor2: Hidden Skies more than the evidence allows. There is real craft visible in parts of it, and that alone makes it a more interesting failure than the avalanche of zero-effort arcade clones cluttering this corner of Steam. Coming out of Brazil's Invent4 studio, it wears its arcade DNA openly: you pilot a lone fighter through eight levels of enemy waves, cycling between an impulse gun, a laser, and a machine gun, spending earned currency on equipment upgrades between stages. The ship designs carry a distinctly Japanese aesthetic, and for a small indie release from 2010, the 3D-rendered visuals hold up with surprising competence. The custom orchestral soundtrack, commissioned specifically for the game, is the clearest sign that someone on the team cared deeply about atmosphere. The trouble starts the moment you try to feel the game in your hands. The controls sit in an uncomfortable middle ground: movement is either flat-out or stopped, with controller dead zones that feel absent or miscalibrated. Hit detection is unclear enough that deaths register as confusion before they register as consequences. These are not quirks you adapt to over time; they erode the core satisfaction that a shmup lives or dies on. Fifty enemy waves across eight levels sounds like decent content, but the art direction flattens the experience, with levels bleeding into each other through repetitive grey ship designs and uniform pink laser fire. Three difficulty settings are present, but the underlying moment-to-moment feedback loop is too murky to make difficulty selection feel meaningful. The progression design is the most baffling choice. There is no save system. You earn currency, you buy upgrades, and when you close the game, all of it vanishes. The only thing that persists is your spot on the leaderboard. For a game built around a between-level upgrade economy, this is a structural contradiction that the developers seemingly never resolved. It means the ten achievements, which include kills-based milestones like Destructor and the no-continues Ace Pilot challenge, are the only real hooks keeping a completionist around. The Metacritic score of 61 is an honest read: this is a game that executes the basic mechanics without igniting any of them. Who is this for, then? Pure arcade score-chasers with no attachment to persistent progress might find a short-session loop that satisfies in thin slices. Anyone who grew up on Tyrian or Raptor and wants that exact texture of top-down shooting, stripped of anything adventurous, may get an hour or two of comfortable familiarity. For anyone else, especially shmup fans who know what Ikaruga, DoDonPachi, or even Crimzon Clover feel like when the craft is fully committed, Razor2 will feel like a polished surface with very little underneath it. The orchestral score remains its best argument for existing. That soundtrack deserved a better game around it. Kai, Scout Team

Razor2: Hidden Skies

Razor2: Hidden Skies

19 jul 2010Invent4 EntertainmentStrategy First
GamerScout opina

A 2010 top-down shmup with genuinely pretty visuals and a custom orchestral score, undermined by broken save progression and hit detection that never quite feels fair.

PC
ProtonDB Silver
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Mínimo histórico: €0.70

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Acerca de Razor2: Hidden Skies

I wanted to like Razor2: Hidden Skies more than the evidence allows. There is real craft visible in parts of it, and that alone makes it a more interesting failure than the avalanche of zero-effort arcade clones cluttering this corner of Steam. Coming out of Brazil's Invent4 studio, it wears its arcade DNA openly: you pilot a lone fighter through eight levels of enemy waves, cycling between an impulse gun, a laser, and a machine gun, spending earned currency on equipment upgrades between stages. The ship designs carry a distinctly Japanese aesthetic, and for a small indie release from 2010, the 3D-rendered visuals hold up with surprising competence. The custom orchestral soundtrack, commissioned specifically for the game, is the clearest sign that someone on the team cared deeply about atmosphere. The trouble starts the moment you try to feel the game in your hands. The controls sit in an uncomfortable middle ground: movement is either flat-out or stopped, with controller dead zones that feel absent or miscalibrated. Hit detection is unclear enough that deaths register as confusion before they register as consequences. These are not quirks you adapt to over time; they erode the core satisfaction that a shmup lives or dies on. Fifty enemy waves across eight levels sounds like decent content, but the art direction flattens the experience, with levels bleeding into each other through repetitive grey ship designs and uniform pink laser fire. Three difficulty settings are present, but the underlying moment-to-moment feedback loop is too murky to make difficulty selection feel meaningful. The progression design is the most baffling choice. There is no save system. You earn currency, you buy upgrades, and when you close the game, all of it vanishes. The only thing that persists is your spot on the leaderboard. For a game built around a between-level upgrade economy, this is a structural contradiction that the developers seemingly never resolved. It means the ten achievements, which include kills-based milestones like Destructor and the no-continues Ace Pilot challenge, are the only real hooks keeping a completionist around. The Metacritic score of 61 is an honest read: this is a game that executes the basic mechanics without igniting any of them. Who is this for, then? Pure arcade score-chasers with no attachment to persistent progress might find a short-session loop that satisfies in thin slices. Anyone who grew up on Tyrian or Raptor and wants that exact texture of top-down shooting, stripped of anything adventurous, may get an hour or two of comfortable familiarity. For anyone else, especially shmup fans who know what Ikaruga, DoDonPachi, or even Crimzon Clover feel like when the craft is fully committed, Razor2 will feel like a polished surface with very little underneath it. The orchestral score remains its best argument for existing. That soundtrack deserved a better game around it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Top-Down ShooterShmupScore AttackArcade ClassicNo Save SystemLeaderboard FocusOrchestral Soundtrack

Requisitos del sistema

Mínimos

OS
Windows XP or Vista
Sound
DirectX®9-compatible
Memory
512MB RAM (1GB recommended)
Graphics
DirectX®9-compatible graphics adapter with 128 MB (256 MB recommended)
DirectX®
DirectX®9 or higher
Processor
1.6 GHz or better (dual core recommended)
Hard Drive
300 MB

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Reseñas y valoraciones

Metacritic
61

Información del juego

Desarrolladora
Invent4 Entertainment
Distribuidora
Strategy First
Fecha de lanzamiento
19 jul 2010

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¿En qué plataformas está disponible Razor2: Hidden Skies?

Razor2: Hidden Skies está disponible en PC.

¿Cuándo se lanzó Razor2: Hidden Skies?

Razor2: Hidden Skies se lanzó el 19 de julio de 2010.

¿Quién desarrolló Razor2: Hidden Skies?

Razor2: Hidden Skies fue desarrollado por Invent4 Entertainment y publicado por Strategy First.

¿Merece la pena comprar Razor2: Hidden Skies?

Razor2: Hidden Skies tiene una puntuación Metacritic de 61/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.