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Galak-Z: The Dimensional Review Thread

Push Square - 9/10

With perfectly weighted physics that feel nice on the thumbs, tactical combat that allows you to deal with any situation in a number of ways, and a soundtrack that's catchy and euphoric, Galak-Z is one helluva ride. Though the framerate can detract from the experience at times, it makes up for its one notable shortcoming with charm, nostalgia, and by bombarding you with joy.

Polygon - 9/10


The occasional technical hiccup aside, Galak-Z is a brilliant take on so many different genres, but it's the game's roguelike innovations that make it soar. Some lesser entries in the genre use permadeath as a blunt tool, wielded to tack some artificial length onto a repetitive slog. Galak-Z is going to kill you back to a season premiere constantly, but not for lack of content — it's part of a laser-focused intent to make Galak-Z as tense and thrilling a game as can possibly be.

Gameinformer - 8/10

In spite of these frustrations, Galak-Z has the heart of a truly compelling shooter. I wish 17-Bit had taken its elements and laid them out in a game with a more natural progression, or added a greater level of variety to Galak-Z's extensive randomness. However, even when the game feels unfair, I couldn't resist returning to these pinpoint-accurate flight controls and tense dogfights.

Hardcore Gamer - 4.5/5



Galak-Z is the very definition of awesome. Playing it makes me feel like the badass intergalactic pilot I always dreamed of being as a kid, and I love it even more because it makes me work for that ecstasy. No battle is scripted, nothing is choreographed – my skills do all the talking. 17-Bit’s physics-based space roguelike is a truly special experience on PS4, one that has the potential to become the flagship indie title on a platform bursting with incredible creations. It rewards patience, skill and creativity, and absolutely deserves your time regardless of your relationship with ’80s anime or 2D shooters.

Gamespot - 8/10

But in the end, Galak-Z is about learning as you go, and making the best of what you have. It's a layered, complex system, and even now, 20 hours after I started it, there are upgrades I haven't found, techniques I haven't practiced, and possibilities I haven't considered. Galak-Z pummelled me, knocked me to the ground and kicked me when I was down. But when I finally got the upper hand, and beat the final season with only a sliver of health left, the victory was all the more rewarding.

Attack of the Fanboy - 8/10


A rogue-lite with more substance than most, Galak-Z is equal parts brutal and beautiful. If you can hang in long enough to conquer the steep difficulty curve, what lies within is a rewarding, nostalgic trip.

Destructoid - 7/10

I wish Galak-Z: The Dimensional wasn't so fragmented, because the core experience is a treat for roguelike and space combat fans alike. Even 15 hours through I was still seeing new items and upgrades, which is a testament to its lasting power, warts and all -- I just need to take breaks from the tedium every so often.
 
"A rogue-lite" I assume they wanted to say rogue-like. But seriously do we call shmups now rogue-like just because you die in one hit? So stupid.
 

hey_it's_that_dog

benevolent sexism
"A rogue-lite" I assume they wanted to say rogue-like. But seriously do we call shmups now rogue-like just because you die in one hit? So stupid.

No they meant rogue-lite and it means you don't start completely from scratch when you die. Not sure what one-hit-death shmups have to do with it.
 
"A rogue-lite" I assume they wanted to say rogue-like. But seriously do we call shmups now rogue-like just because you die in one hit? So stupid.
Rogue-likes have permadeath, zero progression, and stages are procedurally generated

Rogue-lites have some of those features but not all. Usually, they allow for some progression but almost all of them feature procedurally generated stages
 
Good but tough Game. Learning the controls and the momentum of the ship physics is the tough part. One of the best games I've played all year.
 
Galak-Z is awesome
there is a lot of depth to the combat
pretty steep learning curve with maneuvering the ship, but once it clicks.... its very rewarding.
the music, sound effect, and visuals all come together to deliver a great trip down nostalgia lane.
 

dugdug

Banned
What's with the lack of reviews for both this and N++? I'm starting to get flashbacks of the PS3 era when outlets just never reviews indie games on PS3.
 
Hmm, so the review copies were sent out late and / or the game is simply too hard for most reviewers to finish in time for the release. Makes sense, but still a shame. Smaller games like this need all the publicity they can get or they may be overlooked on release. Especially when the game in question looks to be a real gem like this one. Let's just hope a packed august for Indies on ps4 does not hinder success for the developers of this title.
 
this gif is worth the price of entry
UuWhHpo.gif

whats even better is mech on mech combat. it's pretty incredible to block a massive laser sword with your shield and then charge strike the foe into oblivion.
 
Hmm, so the review copies were sent out late and / or the game is simply too hard for most reviewers to finish in time for the release. Makes sense, but still a shame. Smaller games like this need all the publicity they can get or they may be overlooked on release. Especially when the game in question looks to be a real gem like this one. Let's just hope a packed august for Indies on ps4 does not hinder success for the developers of this title.

The devs said the game could take 20-25 hours to complete. So if reviewers just got the game the it's not unreasonable to think that they're trying to complete it before posting a review
 
The above gif reminded me to ask about the performance issues the game was having prior to the day one patch. How much does the patch improve on the fps?
 

danowat

Banned
The above gif reminded me to ask about the performance issues the game was having prior to the day one patch. How much does the patch improve on the fps?

There are still performance dips when lots is happening on screen, but they've said they are looking at improving it.
 

SerTapTap

Member
Haven't gotten around to doing a video yet, but the game's quite good (and ramps up in difficulty slowly but surely). Died to 3-5 last night. Combat is great, doesn't really play like a shmup, or like Asteroids, it's got it's own control scheme that takes getting used to but works quite well.

The proc gen is pretty boring to be quite honest, but the enemy variety is decent, AI is good and general combat depth is solid. The roguelike elements are very minor and weird, even calling it roguelike seems inappropriate.

It's a game with procedurally generated levels (from a rather small variety of templates, and like, two visual styles) where you have to complete 5 levels (a season) in a row or restart, there's a "retry" mechanic with limited chances per season (up to two if you earn them), and you can unlock the potential for items to randomly be in the shop. That's about all there is to the roguelikeness.

The above gif reminded me to ask about the performance issues the game was having prior to the day one patch. How much does the patch improve on the fps?

There's still perf issues but they're being worked on. Devs seem aware of most technical problems the game has and has fixed a few (patch not out yet though). The day one patch brough the game to a proper 60 FPS with no tearing but it still dips. Don't play without the patch, if you even can, and don't worry about the pre-release version, only press had to deal with it.

What's with the lack of reviews for both this and N++? I'm starting to get flashbacks of the PS3 era when outlets just never reviews indie games on PS3.

N++ and this game both had review copies out really late in NA--sounds like it might be because of the preorder. I got an EU copy of N++ so I got to play it a week early (a week with N++ is still scratching the surface though) and with this game I wasn't so lucky and only had a day before launch to play it (and as above, it was broken performance-wise). Wait a few more days.
 

kaching

"GAF's biggest wanker"
I fear this may be too hard for me. Shame as it looks really good.
I had my own concerns going into it - this type of control scheme has never been my forte. But the game eases you into it and gives you plenty of options about how to approach combat, including outright avoidance in most cases. So far, I haven't found myself dying for any other reason than I overextended myself and so the fault was mine, not because the game was crushingly hard.
 

danowat

Banned
It's a game with procedurally generated levels (from a rather small variety of templates, and like, two visual styles)

After replaying season 1 a few times, it's more like a random "tile" system, than a full proc-gen system, you can see the same "tiles" (like a round bit of terrain with a tunnel into it and a clearing).

It's probably my only real minus on the game at the moment, that it really doesn't feel like proc-gen, it all feels very samey, good job the combat is so organic.
 

SerTapTap

Member
After replaying season 1 a few times, it's more like a random "tile" system, than a full proc-gen system, you can see the same "tiles" (like a round bit of terrain with a tunnel into it and a clearing).

It's probably my only real minus on the game at the moment, that it really doesn't feel like proc-gen, it all feels very samey, good job the combat is so organic.

The objectives are proc gen too, which might be why the writing is fairly weak especially outside of the last "episode" stuff. Die on 3-1 and you'll notice your objective is different each time
 

danowat

Banned
The objectives are proc gen too, which might be why the writing is fairly weak especially outside of the last "episode" stuff. Die on 3-1 and you'll notice your objective is different each time

You don't even have to die, if you don't like the mission offered, just back out to the main menu and you'll get another one offered up when you load the game.
 
There are still performance dips when lots is happening on screen, but they've said they are looking at improving it.
Thanks for the reply. Doesn't sound too bad and the reviews so far are not making a big deal about it. I think I will get this on ps4 even though the PC version will probably run better on my rig. That vita streaming is too much of a pull for me.
 

nib95

Banned
I fear this may be too hard for me. Shame as it looks really good.

It is hard as hell, but it's also still incredibly fun. Difficult games are only really irritating when retrying is a bore. Luckily the degree of complexity to the combat allows for you to experiment with a multitude of tactics and approaches, that are fun to explore till you get it right. I'm still very early on in the game though, so will reserve proper judgement till I've spent more time with it.
 

Peltz

Member
Galak-Z is the very definition of awesome. Playing it makes me feel like the badass intergalactic pilot I always dreamed of being as a kid, and I love it even more because it makes me work for that ecstasy. No battle is scripted, nothing is choreographed – my skills do all the talking. 17-Bit’s physics-based space roguelike is a truly special experience on PS4, one that has the potential to become the flagship indie title on a platform bursting with incredible creations. It rewards patience, skill and creativity, and absolutely deserves your time regardless of your relationship with ’80s anime or 2D shooters.

Goddamn. As if my wallet weren't already bleeding. That sounds exactly like my type of game.

Damn you 17bit. Well played.
 

barit

Member
I like how A-Tak and Beam interacting together. Good for some chuckles from time to time. Presentation is great and combat can be super fun if you pull off some crazy kills. Level design and performance are the only real downside as some of you already mentioned. Not much variety in the maps and frames can go the hell if too much stuff happens at once. But overall it's a good game with a big learning curve.
 
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