
Yar's Revenge
If your on-rails shooter itch goes unscratched after exhausting Panzer Dragoon and Sin and Punishment, here is a competent but deeply forgettable afternoon - pretty visuals, inelegant controls, and zero online play to keep you coming back.
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About Yar's Revenge
I came to Yar's Revenge expecting at least a functional arcade rush. What I got was a rail shooter that looks better than it plays, wrapped in anime aesthetics that have nothing to do with the 1982 Atari original and everything to do with a studio that had a concept looking for a brand. The premise drops you into a brainwashed alien girl's revenge arc against the Qotile empire, told through static cutscene panels you will absolutely be skipping after the second level. The core loop is standard rail-shooter stuff: your character moves across the screen while the world scrolls forward, and you independently steer a targeting reticle with the right stick to shoot enemies. On paper that dual-stick setup worked for Sin and Punishment; here the execution is noticeably sloppier. The camera yanks perspective around in ways that feel arbitrary rather than cinematic, and tracking enemies mid-shift becomes a chore rather than a skill test. The weapon kit gives you a pulse laser for general use, a railgun on a cooldown timer, and missiles with limited ammo replenished by pickups, plus two offensive and two defensive power-ups. There is genuine moment-to-moment variety in managing that loadout, and when you are fully tooled up blasting through a dense enemy formation it can flash something close to fun. It just does not sustain. The bigger structural problem is repetition. You cycle through the same three enemy archetypes across six environments, and the score multiplier system that is supposed to reward aggression keeps resetting whenever the game drops you into a quiet gap between spawns. Normal difficulty ramps up boss encounters to a punishing degree while Easy is trivially soft - there is no comfortable middle gear. The local co-op mode, where a second player takes their own reticle while sharing a single health bar, is the most interesting thing in the package, and it is a shame there is nothing online to extend that. The developer studio closed in 2012 and no patches ever addressed the PC port's locked 35 FPS framerate by default - you can hack around it in config files but you should not have to. The art direction is the one area where Killspace clearly put sustained effort. The Miyazaki-influenced environments have real personality, cel-shaded enemies read cleanly during fights, and the painted backgrounds are genuinely attractive. But good-looking is not the same as engaging, and a rail shooter this short - completable in a single afternoon at normal pace - cannot survive on visuals alone. Even the original game's creator has publicly said he was disappointed by what the rail format did to the source material's feel, and that tracks. For rail-shooter completionists only, and only at a steep discount. If you want this subgenre done right, Panzer Dragoon Orta and Sin and Punishment 2 are still the benchmarks this never reaches. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP SP2, Vista SP2, 7
- Sound
- DirectX 9.0c-compatible
- Memory
- 1 GB
- Graphics
- : Radeon ATI Radeon HD 2600 or NVIDIA GeForce 8600 or faster. Other integrated graphics, such as the Intel G43/G45 Express, are not supported.
- DirectX®
- 9.0c
- Processor
- Intel Core 2 Duo E4300 or AMD Athlon X2 4400+
- Hard Drive
- 1.5 GB free
Reviews & Ratings
No ratings available
Game Info
- Developer
- Killspace Entertainment
- Publisher
- Atari
- Release Date
- Apr 28, 2011