Sine Mora should not be an interesting topic of discussion. But every week, like clockwork, I see somebody ask about Sine Mora on the shmups Discords I follow. Sine Mora is pretty. Is it good? Should I play it? Sine Mora can’t be as bad as they say, can it?
Sine Mora is not good.
First, in fairness, let me say what is interesting about Sine Mora:
Sine Mora has great 3D graphics, a rarity among shmups.
Sine Mora has a robust story, a rarity among shmups.
Sine Mora has a furry steampunk style, a rarity among shmups.
For these reasons, Sine Mora really does things differently. I think a lot of reviewers were impressed with how different it is, and they had warm fuzzy feelings after the few hours they spent working their way through the story mode. They were able to put it down, write a review, and not think about it any more.
My perspective is different. I love scrolling shooters, and I have a decent grasp of the arc of shmup history, and the ways in which shmups excel. Games like R-Type, Blazing Lazers, Darius, Dodonpachi, Gunbird, Eschatos, Ikaruga, and Rolling Gunner–I can appreciate these games on their own terms.
Sine Mora is not good.
If I were to define what makes a good shmup, my criteria would look something like this:
A good shmup has energizing gameplay. It has a firm but fair difficulty resulting from a solid gameplay foundation. Repeatedly playing a good shmup is a joy, and so it attains value well over its short initial runtime. Oftentimes, the gameplay is augmented by a unique scoring system, which allows the game to be enjoyed and mastered well past beating the final level.
So. Let’s talk about how Sine Mora gets all of that wrong.
The Time Trap
Sine Mora pretty boldly ditches the typical “3 lives and yr dead” system of most shmups. Instead, you have a time-based system, where the game takes some time off the clock whenever you get hit, until you run out. It seems a lot friendlier than a small stockade of lives!
It’s not. What ends up happening is that you get caught in the time trap. You’re fighting a boss, slowly chipping away at its health, when you realize that you’ll need more time to kill it than the 30 seconds you have. So you have to wait for the clock to run down, or else plunge your ship into a salvo of bullets. In the end, it’s more punishing than your ship getting blowed up. Hardly a great fix.
Sine Mora has poor fundamental mechanics.
The Falling Piano
Sine Mora has a random powerup system, where you’re not quite sure what you’re going to get. In modern roguelikes, this is a source of the quirky fun–will this be the run where it comes together in your favor? In Sine Mora, it’s more a source of annoyance. There aren’t a slew of wacky powerups; the game just feels a bit unreliable. But the most egregious sin is that Sine Mora’s powerups will occasionally just kill you.
That’s right. Once in a great while, you’ll collect a powerup, and suddenly a piano will fall from nowhere and just kill you. The developers are trying to be funny. But it’s not funny. It’s just annoying. Imagine if you were playing Bloodborne, and suddenly an unavoidable piano fell from the sky and crushed your hunter as you were moments from killing Cleric Beast. You would not think it was funny. You would not think it was cute. Because you hold the game to a standard of fairness.
Hell, remember how vehemently people hated randomly tripping in Smash Bros. Brawl? Imagine you were watching a tournament, or god forbid playing in one, and a character randomly exploded, ending the match. Would that seem like a game worth playing?
Sine Mora does not have fair difficulty.
Snoring system
Sine Mora has a scoring system based around ranking up and facing bosses with more wicked bullet patterns. That’s actually a solid system that’s explored and perfected in many other shmups. What’s so lame about Sine Mora’s ranking system is that there’s no nuance to it–as soon as you rank up, the bullet patterns go from a drizzle to an avalanche in a snap. And then you’re back down a rank, like it never happened at all.
But what really, really sucks about Sine Mora’s scoring system, is that it actively strips the fun out of the game.
Sine Mora grants your ship a number of abilities, the one I liked most being the ability to slow down time to dodge enemy bullets. However, in order to rank up and get a high score in Sine Mora, you have to not use your abilities.
But wait, isn’t that just risk reward? Isn’t it typical that you should have to play the game in the hardest way to get the highest score? Well, sometimes. But this is such a boneheaded way to do it. It’s the equivalent of saying “This game has vulcan shot, spread shot, laser, napalm bombs… but if you want to get a high score, you have to use the pea shooter.” Nobody wants that.
Sine Mora doesn’t have a rewarding scoring system.
Just an overall snoozer
The worst thing I can say about Sine Mora, or any shmup really, is that it’s just a snoozer. There’s no oomph to it. The shooting isn’t exciting. The explosions aren’t right. And look, I love, love, love Akira Yamaoka’s work on the Silent Hill series. But here? In a shooting game? These somber and jazzy trip-hoppy numbers just don’t get the blood pumping. Neither does the game’s languid and confused story.
Sine Mora is boring.
There are so many novel ideas, and none of them are pulled off successfully. And there are so many great shmups that do pull them off. This is one of the oldest and most venerable genres in gaming.
Maybe you treat shmups like Marvel movies. You pay a small fee, the baddies get blasted, some plot gets resolved, and you never think about it again. If that’s you–by all means, play Sine Mora.
Otherwise, you can do better.
Sine Mora is not good.