Having originally debuted in 1987, the After Burner series is one of SEGA’s most beloved Arcade franchises. Yu Suzuki’s follow-up to the critically-acclaimed Space Harrier, After Burner is similar in many respects. But it managed to attract a wider audience due to its real-world setting. It’s surprising then, that while Space Harrier has seen numerous sequels, After Burner has been left wanting for over a decade. The last entry on home platforms was 2010’s After Burner Climax.
1992’s After Burner III drew the series to a close as the 32-bit era approached. It wasn’t until After Burner Climax arrived in Arcades in 2006 that the series saw a revival. And even then, only a minor one. Originally developed for the first generation SEGA Lindbergh arcade system, After Burner Climax was sold almost on nostalgia alone. In the arcade, it failed to live-up to the standard set by its competitors. However, four years later the advent of home console digital distribution saw After Burner Climax enter a completely different market, and break entirely new ground.
After Burner Climax Has No Foxes
On home consoles, After Burner Climax delivered three gameplay modes: Arcade, Score Attack and Training. Score Attack features the whole game with the default rules and infinite lives. Players compete for placement on the online Leaderboards. Training mode is surprisingly comprehensive, allowing players to replay any previous level at one of five difficulty settings. Ramping up to five stars is not a task for the causal player. Arcade mode however, is quite obviously where the meat of After Burner Climax lies, and is a pleasingly addictive experience.
Playing much like Nintendo’s Star Fox series, After Burner Climax sees players constantly progressing on a predetermined route (bar the occasional bearing option at stage intervals) with movement only allowed around the central point on a single axis. Though the entire Arcade Mode duration is comparable to a single level from Star Fox 64, it features plenty of tactical variation. Wide open spaces give way to canyons as thrilling as any Death Star trench run; later stages see players weaving through internal structures and even avoiding searchlights. That the Star Fox series had forever made its mark on on-rails flight combat games is widely recognised. And that After Burner Climax borrows so many ideas wholesale is perhaps the greatest acknowledgement Nintendo could ask for.
Climax EX Super Turbo Edition
Expanding the replayability of the Arcade mode are the EX Options. Upon completing certain tasks, the player will unlock a new EX Option. Increase armour and grant extra credits, or increase enemy accuracy and quantity. Adding a measure of customisation, the EX Options extend what may only be a 10-to-15 minute game to many hours. Firstly in the unlocking, and secondly with experiencing each new option.
After Burner Climax is well defined visually. While not competing with retail releases or the era, such as Ace Combat 6: Fires of Liberation, it was certainly a leading light on the early console digital distribution services. With aesthetics sitting comfortably, After Burner Climax is undoubtedly the best looking on-rails flight combat game available for Xbox 360 and PlayStation 3. Even if simply through a lack of competition.
And that deficiency defined After Burner Climax’s position in this new market. Without much in the way of competition, it stands as the best example of on-rails flight combat available on home consoles. It’s a true shame that the game hasn’t yet made the leap to Xbox Series X|S and PlayStation 5, as once again it would be faced with very little competition.
You must be logged in to post a comment.