
Genre: Rail Shooter
Year: 2009
Developed by: Treasure
Published by: Nintendo
Platforms: Wii
#197
Feeling Like: Absolved
Sin and Punishment: Star Successor took everything about its predecessor, which unfairly never came out until 2007 in North America, and improved it vastly. The framerate is smoother, there are swaths of enemies on screen, the action feels more intense, the controls are in a different league and the story…well, it’s a Treasure game, so story doesn’t matter.
I do love me some Treasure games, and it’s a shame they appear to be done making video games altogether. Going from talking about Nintendo (Super Mario Bros. 2) and Supergiant (Bastion) to Konami (Suikoden 5) and now Treasure is a sad reminder that not every developer lasts. Particularly these days, where one flop can mean the closure of a studio despite years (or decades) of previous success.

It’s an even bigger disappointment since Treasure games now make so much more sense than they did back then. Hyper action games need to be silky smooth in order to be fully enjoyable. Dips in framerate are a cardinal sin and with modern hardware, you can just imagine how great a third Sin and Punishment could look like. Maybe the demand isn’t there; it’s not as if Rail Shooters are dominating headlines or showcased heavily at E3 Summer Games Fest. It’s a niche, like the Beat ‘Em Up or Tower Defense. I happen to love all three genres, which is why you’ll see a random game like this one as high as #197. I can always dream of a spiritual sequel, but it will have to come from somebody other than Treasure. Bummer.
For how maligned the Wii was with hardcore gamers, aiming with the Wiimote was a dream. Much like in Metroid Prime 3: Corruption, simply moving my wrist to aim felt incredibly natural. The potential accuracy meant I felt no frustration with moving my reticle. I never nudged it too far, or not enough when targeting a boss’ weakness. Point and shoot. Easy.
Well, sort of easy. This game was far more difficult than Sun and Punishment. It’s about twice as long and I must have died five times as much. Just because the game gives you a fair arsenal to tackle the challenges, doesn’t mean it’s going to go easy on you.

One of the reasons I’m drawn to these types of games is that it requires a massive amount of concentration, not just on your target but on the surrounding visuals. Meaning, the scenarios are so busy and backgrounds are interesting enough that it will tempt you into veering your eye off the thing that’s trying to kill you. I like that challenge, it’s almost as if the game is teasing you.
“Hey. Check out these amazing visuals. Look how fast you’re going. Isn’t the world we’ve built interesting? Don’t pay attention to the dozen murderous butterflies in your face, focus on the cool flips your character is doing through an underwater tube. Hey, is that a city on the horizon?”
Like in F-Zero GX, part of the skill building is ignoring what’s going on around you while still being aware of it. As somebody who can have lightning focus, but feels better with peripheral activity surrounding me, I think it’s a comfort thing. I dig it.
Melee counters and bosses ensure the gameplay is varied enough that I was never bored. Even with a bite-sized experience, it’s smart to give the player more to do than just shoot. Enemies jumping up in my face usually were the ones that ended my life; it’s always better to do a sword attack in these games if you can get away with it. They do far more damage than a gun. Love that ridiculous trope!
I really do wish I had a chance to play this co-operatively, but that opportunity never presented myself. Since the game can be beaten in a handful of hours, I moved on before I could blink.

It’s a weird-ass game. It’s a bonkers, balls to the wall action game. All you have to do is zip around the screen to avoid projectiles and provide a barrage of fire to the baddies’ faces. It’s like a short, chaotic road trip. You’re not even sure you went on it, but the feelings of uncertainty, danger and thrilling relief are all still there.