games you have two main elements to contend with. The first is how well it deals with the source material. From the litany of complex variable fighters, to the characters and especially the music.
Bullets are fairly well messaged, but enemy missile volleys are another matter. These don’t always follow the same path and do track the player. So gauging how best to avoid them isn’t that obvious. The counter to this is an evade move that nullifies most attacks, but also has a cooldown on its completion. The latter being there to ensure you don’t get off entirely if you misjudge your end point. There’s also a full screen attack that also nullifies enemies en masse, but that has limited usage.
The gun fires forward, or the forward direction the variable fighter is facing, and the missiles are manually aimed with the right stick and cover 360 degrees of motion. The latter works well and is quite fun to paint a screen full of enemies only to let loose and see a barrage of missiles destroy a bunch of enemies.The problem is that, apart from the sketchy threat messaging, is that this game is bizarrely brutal.