Super Blast 2 Review
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Super Blast 2 Review

Our Review by Chris Hall on December 10th, 2010
Rating: starstarstarstarblankstar :: MODERATE BANG
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In a glitzy space shooter world, where bullet powered light shows should be in abundance, Super Blast 2 doesn't quite have the pop that gamers crave.

Developer: Phantoom Entertainment
Price: $0.99
Version Reviewed: 1.0

Graphics / Sound Rating: starstarstarstarhalfstar
Game Controls Rating: starstarstarstarblankstar
Gameplay Rating: starstarstarhalfstarblankstar
Re-use / Replay Value Rating: starstarstarhalfstarblankstar

Overall Rating: starstarstarstarblankstar

Bullet hell... meet accelerometer controls. Welcome to Super Blast 2.

Space shooter games are typically judged by how pretty the light show is in the middle of combat. Sure, being able to avoid incoming waves of enemy fire is great, but you really just want to get weapon upgrades that look cool and seem powerful. Forgoing all machismo, Super Blast 2 scraps all space shooter conventions by packing in accelerometer controls with autofire and keeps the weapon upgrades/parade of lights to a minimum.

I would honestly be a bit happier if there were more whiz-bang effects, but I guess that beggars can't be choosers. In Super Blast 2, the object is to go through space without letting even one enemy pass you, because if you do it is game over. Using your accelerometer based controls, you must tilt your ship right and left to kill absolutely everything on the map while collecting limited time power ups to make your ship temporarily stronger. As much as it pains me, upgrades are not permanent, so don't expect crazy weapon effects or glitzy weapon sprays.

Because of the strict objective (kill everything or lose), there aren't many enemy units on screen at any given time and very few of the units actually shoot at you. You do have a health bar, but the only real threats to kill you are the smattering of "bosses" that come at certain intervals. The bosses do provide a bit more of a traditional bullet hell shooter challenge, but again, there are no glitzy light shows to make the experience grand.

What I would like to see in Super Blast 2 is more action. The threat of losing when a single enemy passes does add a good deal of excitement, but to really take it over the top the weapons need to get bigger (and maybe more permanent... heck, throw some RPG-esque weapon upgrades in after bosses), the enemies should fly in more intricate patterns, and the screen should be zoomed out a bit to fit more on-screen action. I love the graphics, I love the sound (the sound really is amazing), I just want more.

iPhone Screenshots

(click to enlarge)

Super Blast 2 screenshot 1 Super Blast 2 screenshot 2 Super Blast 2 screenshot 3 Super Blast 2 screenshot 4 Super Blast 2 screenshot 5
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