Free Download to Xbox 360 1 - 2 of 2. Previously only available in Japan, Radiant Silvergun on Xbox LIVE Arcade also provides leaderboards, co-op play locally or over Xbox LIVE, downloadable replays, and improved visuals making it the version to own. Locales, vehicles and weapons have the look and feel... Privacy PolicyCookie SettingsDo Not Sell My InformationReport Ad. [5] Gonzo had previously done animation for Treasure's Silhouette Mirage (1997) and Iuchi was happy with the outcome of their work on Radiant Silvergun. The Silvergun pilots fight through hordes of enemies until they eventually reach the crystal which they destroy. [33] Critics praised the new high-resolution graphics options and new online modes and enhancements. [22][23] In 2005, IGN also compiled all their reader's review ratings of the 31,000 games in their database, among which Radiant Silvergun reached the twelfth spot. [27] At first, the port was being developed solely by Katsuhiro Sanjo at Treasure until others assisted. Radiant Silvergun was developed by ten people, with Gonzo outsourced for animated cutscenes. Radiant Silvergun was first released in Japanese arcades in May 1998. He brought in skilled players who held national records at shooters to debug the game. [2][5] Sega had repeatedly asked the company to develop an arcade game for them, but Treasure president Masato Maegawa was concerned the shrinking arcade business would be too risky from a business perspective and arcade goers would not appreciate the effort placed into their game. In response to this, Iuchi's first thought was to develop a non-Toaplan style shooter. Killing another set of the same color increases the bonus while shooting another color will reset it. It's a whole new experience. Treasure was primarily known for developing action and platform games for home consoles before Radiant Silvergun. Radiant Silvergun[a] is a shoot 'em up developed by Treasure. The story follows a team of fighter pilots in the far future who are battling waves of enemies summoned by a mysterious crystal dug up from the Earth. [30][31] They also appreciated the rerelease for giving more people the opportunity to play it given the Saturn version's expensive cost on second hand markets.[17][32]. Copy and paste this link into an email or instant message: http://marketplace.xbox.com/en-AU/Product/Radiant-Silvergun/66acd000-77fe-1000-9115-d80258410a54?cid=SLink, http://marketplace.xbox.com/en-AU/Product/Trial-Game-Radiant-Silvergun/74b2aada-aa80-48b0-b84e-e3f99abfe912?cid=SLink. The shoot em up gameplay that made this a legend remains unchanged, but a hidden "Ikaruga-style" shooting mode gives everyone something new. [1] In the year 2520, scientists on Earth have unearthed a giant crystal along with a robot bearing the same serial number as another robot called "Creator" on the Tetra spaceship orbiting around Earth. [4][12] GameSpot concluded their thoughts saying: "This game is an absolute must-buy. He later said they observed people playing the game for a very long time, which made them happy. [2][8], The game received a spiritual successor in the form of Ikaruga (2001), which was originally subtitled Radiant Silvergun 2. It was originally released in Japanese arcades in 1998 and subsequently ported to the Sega Saturn later that year. Please log in or register to continue. Edge wrote the game was "arguably the finest technical showcase the Saturn has ever played host to." Maegawa believed that the shoot 'em up genre was dying, and was risky from a sales perspective. After the crystal begins summoning enemies to attack Earth, fighter pilots on Tetra board their Silvergun fighters and fly down through the atmosphere to save what they can of the planet. In retrospect, it is considered one of the greatest shooters and Sega Saturn games of all time. The Saturn port was released two months later in Japan. [5], Iuchi thought arcade developers of the era were not innovating enough and only settling for rehashes of old ideas. Xbox … [5] Maegawa thought it would be best to keep the arcade and console portions of the development cycle separate, because arcades and consoles are so different. [8] The key philosophies he carried was to make a classic style game, but make it unlike anything else. [15], Critics also praised Radiant Silvergun's gameplay, and most commonly highlighted its replayability thanks to the depth of its scoring system and hidden bonuses.

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