
Any difficulty lower than 5 cuts the game short at the fourth stage, so in order to see the whole game players are forced to start the credit at a higher difficulty. Built and designed on polygons, the trademark gameplay involving traditional shooting and lock-ons is back with a slightly tilted perspective, a beefed-up scoring system and a more vicious challenge.Ī brief note on the different regional versions of RayStorm for the Playstation: although exactly similar to its Japanese counterpart published by Taito, the North American disc published by Working Designs locks the default difficulty of the game at setting 5, which is 2 steps above the original default setting.

On the outside it represents a remarkable departure from the first game, since it uses 3D technology to render everything and comes presented in a vertizontal aspect (a vertical shooter on a 4:3 standard screen). Following the good reception experienced by Taito with RayForce a couple of years prior, the company released the sequel RayStorm to great expectations.
