![]() Players will die immediately upon starting the mode, which leads the game’s background music with a blaring air raid siren that rings out long after most will have died - a mere 13 seconds. This version of the game is completely uncompromising, with no gradual ramp up in difficulty whatsoever andmore aggressive enemies with new behavior patterns and increased firepower. It only gets harder the further you play, and culminates in the absurdly challenging “SMFT” mode. It absolutely kills the frenetic pace of play whenever this happens, the slow creep of the battleships feeling out of place as the sole enemy combatants, and there hardly seems any way to avoid it, as sinking them takes more effort than nearly every other foe by a considerable margin. Too often, there will develop a concentration of as many as six of these monstrosities with nothing else to fight, forcing a dragged out battle to take down even one of the things. Where the battleships become a problem for the game lies in the way Luftrausers spawns its enemy groups. Cold comfort when you’ve been killed for the thousandth time, but that and the option to try again are all you’ll get out of Luftrausers. Evasion is often difficult, and there comes with experience some awareness of how not to get oneself into impossible situations, but eventually everyone succumbs. Air combatants relentlessly hunt the player, while oceanfarers spray ammunition into the sky, usually right into their path. There is little mercy given by the enemy AI. That sense of progression is also necessary to keep difficulty from being overwhelming to the point of discouragement. Those driven to accomplish the most difficult challenges offered by Luftrausers will likely find themselves further experimenting within the constraints of using specific equipment just to accomplish objectives. Each component also comes with its own line of mission objectives, thus extending the game’s content with further goals. Once all of the components are unlocked, five for each part of the craft, the range of Rausers available is considerable. ![]() And so, the central mechanic of being able to either shoot or heal creates constant, second-to-second decisions regarding when it’s better to run or fight and how to best do either. Colliding with enemies deals damage to both the enemy and the Rauser, adding an additional, risky offensive option. Turns can be taken quite sharply (though gravity and momentum play significant factors in precisely how much) and pulling up and out of an oncoming stream of enemy fire is exhilarating. The Rauser is a nimble, responsive craft that spins and thrusts instantly on command and soars through the sky. ![]() Just this alone is tremendously fun to play. Surrounded by enemy planes, ships, submarines, and other war machines, maintaining the balance between offense and defense is central to securing a high score. The Rauser has two defenses, a weapon and an automatic repair system, with only enough power to use one at a time. Piloting an aircraft called a “Rauser,” the player faces a increasingly powerful opposition from all directions in a two-dimensional playing field bordered by the ocean and an atmospheric limit (both of which are damaging to penetrate). ![]() Like many arcade-style experiences, the core gameplay of Luftrausers is instantly accessible. ![]()
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