Treasure Turns 30: Three Decades of Subverting Genres
Boutique game studio Treasure was an indie outfit, both spiritually and in practice, in a time before that sort of thing was common. They were uncompromising in their vision, cared more about creating the games they wanted to create rather than building something for everyone, and yet, they still managed to get the attention of major publishers to back them, companies such as Sega, Nintendo, and Enix.
Treasure opened its doors in June of 1992 after dissatisfaction with Konami’s emphasis on sequels—and rejection of the plan for what would become the all-time classic Gunstar Heroes—caused eight developers, including Treasure’s current president, Masato Magaewa, to leave the giant behind to strike it out on their own. As Magaewa put it in interviews at the time, Konami didn’t think Gunstar Heroes would sell, and, as a huge publisher, that was their primary concern. Treasure was founded on the idea that the games its developers wanted to make needed to be made, regardless of market viability, and that those games should be doing something new that pushed the boundaries of the hardware they were on, as well as the genre of the title itself.
They changed the run and gun genre with Gunstar Heroes, deemphasizing the one-hit-and-you’re-dead nature of Contra games, but instilling challenge all the same by focusing on impressive and numerous boss battles, and making the most powerful attacks, in a game full of explosions and ranged weapon experimentation, melee. A kind of chaos ensued that Contra games weren’t capable of, as you would find yourself in the midst of everyone and everything blowing up, grabbing an enemy and throwing them into another one, or slide attacking right into the legs of a giant robot crab. The genre you know, but different, subverted somehow: this was how Treasure operated, whether you were talking about a run-and-gunner, a platformer, a beat-em-up, or, eventually, a shoot-em-up.
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It’s not that all shoot-em-ups in the late 1990s were the same, far from it. But much of the innovation and iteration going on in the genre was being done by a number of developers who had worked together at other companies before striking out on their own, and they were all building on foundations they themselves had created elsewhere. Cave (DoDonPachi, Mushihimesama, ESP Ra.De), Raizing (Battle Garegga, Kingdom Grand Prix, Armed Police Batrider), Gazelle (Batsugun’s Saturn port, Air Gallet), and Takumi Corporation (Twin Cobra II, Giga Wing, Mars Matrix) all rose from the ashes of Toaplan, which had ended its time as primarily a shmup developer with one of the very first bullet hell-style shooters, Batsugun: guess what all four of those offshoot studios tended to make?
As interest in shmups trended comparatively downward and became more niche—fighting games won the battle against them in arcades, and Sega’s shmup-heavy home consoles, the Saturn and Dreamcast, would finish last in consecutive generations before the genre all but disappeared from consoles for a time—Treasure would decide it was time to make their own. While they would also build on the existing foundations of the genre, they would still be games that were clearly the work of the minds of those at Treasure: ones that found a way to push a genre norm to its limits by creating a subversion of it. Whereas Cave et al kept looking for the perfect form of a game you were already familiar with—and that’s not meant dismissively, creating the perfect danmaku is a quest we should hope devs never tire of—Treasure decided to upend everything you were supposed to do in a shmup.
Just like Gunstar Heroes changed the run and gun by emphasizing closeness and player freedom in a way the more constrained and distant Contra games could not, just like Guardian Heroes took the beat ‘em up and added branching storylines and RPG elements, just like Alien Soldier asked “what if we just made the entire game out of boss fights,” Treasure’s shooting games (or STGs) were going to have to be more than just another shoot-em-up.
Magaewa explained what Treasure was going for with their first shmup, 1998’s Radiant Silvergun, in a developer interview that released shortly before their second pioneering STG (translation courtesy Shmuplations):
After Xevious, STG developers tried to add items, power-ups, and all manner of gimmicks and contrivances to their new games. Some went the route of making STG games more flashy and outrageous, filling the screen with intricate danmaku patterns that were fun to dodge, or having awesome bombs and explosions, or an interesting backstory and gameworld. But for vertical STGs, even by Xevious we see many gameplay elements perfected. I would say the same thing for Gradius, also, as a horizontal STG.
With STG games, it’s not about the system: it’s the level design and enemy placement that really makes them what they are. As for Treasure, we asked ourselves: “I wonder how far we can push the envelope in this genre?” We wanted to try something with a new perspective. When it comes to your traditional STG, other companies had already released very high quality games there, so if we were going to make any inroads, we’d need to add something to the “dodge and shoot” formula I mentioned above. With Radiant Silvergun, that something was the color-affinity system.
Masterpieces like Taito’s G-Darius or Rayforce, for all their refinement and innovation, were built on the foundations of Gradius and Xevious, respectively. Psikyo developed a dozen STGs in the ‘90s, and many of them are great and full of both literal and figurative character, but innovation was not a key factor in their development or success. They were traditional outings, and, traditionally, in a shmup, your goal is to destroy everything in your path—dodge foes, dodge bullets, shoot what can be shot. This is not the case in Radiant Silvergun, which first appeared in arcades before a Saturn version with a fleshed out story mode was released. If you destroy everything in Radiant Silvergun, you’re going to have a difficult time actually completing the game. And that’s because it is built on a scoring system that is also an experience points system: the more you score, the more powerful your weapons become. And the only way to achieve a true high score that will boost your various attacks to the levels needed to take down the game’s final bosses is to avoid shooting two-thirds of the game’s enemies.
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