Exo-Calibre review

Far from Exo-llent, but not appalling, either

Exo-Calibre is a vertically scrolling shoot ‘em up that offers a nostalgic nod to some of yesteryear’s titles. With its colorful pixel art and cheerful soundtrack, titles like TwinBee and Star Parodier are obvious inspirations. The key difference here is that Exo-Calibre has a story to share, told through still images and in-game dialog. While the tale of a squadron of pilots battling rogue AI isn’t novel, it’s always pleasant to see portraits of your selected anime-style aviator, even if they aren’t animated. Undoubtedly, the complimentary inclusion of a personality from Vampixel’s previous shooter is another welcome inclusion.

For some, Exo-Calibre’s lack of innovation might be a stumbling block. I’ve often maintained that any respectable STG should offer at least one pioneering mechanic. Disappointingly, there’s not much novelty to be found, with stage designs and enemy formations all feeling rather rudimentary. Notably, the title even shuns many tried-and-true shooter conventions, so there are no bombs, lock-on targeting, or weapon swapping to be found.

A Study of the Classics

That said, Exo-Calibre does integrate several mechanics borrowed from other shooters. The inclusion of melee attacks recalls the close-ranged, risk-reward possibilities seen in Psikyo’s Gunbird 2 and Dragon Blaze. The dash move is another borrowed mechanic, allowing you to boost through enemies or clear obstacles much like Dimension Drive. The downside is that it tends to propel you into bullet formations, so I wish Vampixel drew from Witch-Bot Meglilo’s superior free positioning system.

Each of the three starting pilots has a distinct weapon, ranging from Caliburn’s linear laser, Galatine’s burst shot to Arondight’s wide shotgun spread. This variety, when combined with the game’s melee and dash abilities, encourages experimentation and helps distract from the lackluster enemy design and flight patterns. Undoubtedly, boss encounters are the true highlight, flaunting creative attack patterns that compel you to utilize your capabilities.

Cut the Chatter, Exo-Squad

Exo-Calibre is lenient, with a three-hit life bar ensuring mistakes aren’t overly frustrating. However, the game’s slower pace sometimes leads to stretches where players are simply flying without engaging enemies, which can undermine the momentum. The inability to skip dialog, especially after deaths and during boss encounters, also disrupts the pacing. Although the title offers Story and Arcade mode, the latter inexplicably forces you to sit through the same conversations and animations across each playthrough.

Exo-Calibre is a solid, but unambitious, addition to the shoot ’em up genre. Although the game’s retro influences and inclusion of familiar mechanics like melee attacks and dashing are all well-intentioned, the lack of innovation brings the game down a few tiers. There’s some fun to be found in a 40-minute run, but mostly it’s undistinguished entry in a fruitful genre.

Exo-Calibre was played on Xbox Series S/X with review code provided by the publisher.

Overview

GAMEPLAY - 60%
CONTROLS - 65%
AESTHETICS - 55%
ACCESSIBILITY - 65%
PERFORMANCE - 65%
VALUE - 80%

65%

OK

Exo-Calibre delivers some charm with a squadron of anime-styled pilots, but it makes no contributions to the shoot-’em-up playbook. This is serviceable and safe STG that borrows more than it builds. Vampixel’s latest might be fun for a play or two but its forgettable in the long haul.

User Rating: 4.05 ( 2 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

3 Comments

  1. Ok, what’s an example of a shooter that has a cool mechanic? Maybe one that’s not well know.

    1. I’ve been playing Technosoft’s Blast Wind for the Saturn lately. The notable gimmick is you can hit switches that change the structure of each stage. I also like how some of the power-ups have bullets that trace the landscape, sort of like the missiles in Gradius but in a vertical shooter.

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