For a simple PC Engine shoot-’em-up, 1991’s Final Soldier is a surprisingly tricky game to write about. Produced by Hudson Soft and developed by Now Production, it’s the third entry in Hudson’s flagship Star Soldier line of vertical shooters. Upholding series tradition, it served as the centerpiece of that year’s Hudson All-Japan Caravan Festival, a long-running (1985-2006) annual high score contest the company used to promote its latest games. It’s well-designed, attractively presented alien blasting. It’s…well, it’s more Star Soldier. See what I mean? Only one paragraph into this review and I’m already running short of material.
When dealing with a franchise this consistent, I’m probably best off adopting a Mega Man approach. That is, getting the boilerplate stuff out of the way as quickly as possible so I can focus instead on the subtle tweaks that make a specific installment ever so slightly different from what came before. Here goes!
Final Soldier has a classic space shooter plot, in that it’s short, sweet, and confined entirely to the instruction booklet. Time travelling aliens called the Gader’el are attacking 23rd century Earth and the experimental Dryad fighter craft is humanity’s last line of defense. Its mission encompasses seven lengthy stages set in a variety of conventional video game locales, such as outer space, the ocean, and a futuristic city. Each zone has a pushover mid-boss and a tougher end boss, except the final one, which is an extended running battle against the ultimate baddie and its swarm of minions. Nothing special, but kudos to the developers for not padding the finale out with a lazy boss rush like so many other shooters of the era.
The weapon system is where things get interesting. The Dryad has a machine gun type main shot by default and this can be swapped out for energy waves, lasers, or a flamethrower by picking up icons of the appropriate color dropped by defeated enemies. Grabbing multiple same colored icons in a row will level-up your current weapon, increasing its area of effect and damage. Upgraded weapons also double as armor, since getting hit while wielding one results in a loss of firepower in lieu of instant death. Missiles and Gradius style option pods round out your arsenal, which is a pretty typical one by genre standards. Final Soldier’s ace in the hole is the Set-Up menu accessed from the title screen. Here, you can change the properties of the energy wave, laser, flamethrower, and missiles (though not the machine gun for some reason). The three modes available for a given weapon have a profound effect on its operation. For example, the normal straight laser shot can be swapped out for a chaotic torrent of blue bubbles. This effectively ups the number of unique weapons in the game from a modest five to a generous thirteen. Even the option pods have a nifty secondary function: You can sacrifice them as needed to trigger a full-screen super attack.
Another factor that differentiates Final Soldier from earlier Star Soldier outings is its relative ease. Super Star Soldier pushed my patience to the limit with its grueling, glitchy last area. Someone behind the scenes must have felt the same way, because there’s nothing remotely comparable here. Final Soldier’s default difficulty setting will be a cakewalk for any experienced player. Not that I’m complaining. It’s a more casual “kick back and blaze away” experience and reminds me of some of my favorite Compile-developed shooters in this regard. If you’re a fellow Gun-Nac or Space Megaforce fan, you’ll be right at home. Besides, I can always throw Super Star Soldier back on if I want an ass kicking.
So there you have it: Final Soldier is the same tried-and-true Star Soldier formula with a deeper than average weapon system and a relaxed approach to challenge. Between its crisp graphics, high energy music, silky smooth control, and viscerally satisfying shooting action, you really can’t go wrong with this one. While I wouldn’t rank it at the very top of the PCE heap with Air Zonk and Blazing Lazers, it’s still a highly competent work with no outstanding flaws. Pity it was destined to be the “lost” Star Soldier game back in the day, having never been ported to the North American TurboGrafx-16 like its predecessor, Super Star Soldier, or its sequel, Soldier Blade. Sequel? Why, of course! You didn’t think this was the final one, did you?