Let's talk about it. I tried it on a whim via emu awhile back, and first impressions were good. The music is PHENOMENAL. None of the tracks are quite as well-composed as the level 1 music, but it's all still pod stuff. I'm sure it's been discussed, how the game uses Data East's MD sound engine...but why? how did Asmik get the green light for that & why did they want to?
The graphics are okay...lots of good parallax here & there...except for the level (5?) with the Life-Force esque biological setting. Why do the entrails scroll slower than the background? Are we supposed to be pursuing them or something? Very odd effect indeed.
The boss fights are good, although the low difficulty of the levels themselves belies the amount of bullets you'll be riddling the bosses with. I particularly like the final level where you're chasing & destroying a starship that takes up several screens, something I enjoy immensely in shooters (think the one boss in Crying/Bio Hazard Battle, or the giant squid/ammonite boss in Darius Gaiden) until a regrettably poorly-animated final boss mech comes flying out of it. Pretty cool.
But then there's the gameplay. It's pretty run-of-the-mill shmup fare, with a very underwhelming weapon power-ups...but the checkpoint system is absolutely infuriating. I can handle dying during a level & having to start over from a checkpoint, but when that happens when you die during a boss fight...well, let's just say that's where I turn the game off & play something else. That's just bad game design.
I know I'm echoing a lot of already-voiced opinions, but there's something about Verytex that warrants a discussion...because although it's painfully mediocre, it just seems to try so hard not to be.