
Lock-on to an exhilarating sci-fi shooting fest with the trilogy which put Taito on the 90s arcade shooting map: The Ray Series, together in one collection for the first time!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
このシリーズ好きな人、シューティング好きは買いです。 iPhoneでも移植されており、自分はもってますし、 それもかなり出来がいいですが、Steams版は何より どこでもセーブができます。どんな下手くそでも しくじったところからやり直しができて、検証できるため、 ボスも続けてれば、何がポイントかわかるようになります。 どこでもセーブできるため、練習するときにわざわざ 1面クリアしてから到達しなくていいです。 これは最高でした。
[h1]A wonderful collection of 3 amazing and timeless games [Eng and P-Br review][/h1] This game is amazing!!! I don't understand how it can have so few reviews. First, this game is by M2 Shot Triggers, the best port developer at the moment, that alone is worth buying. But besides that, there are 3 (5 if you count the extra versions) games in a single collection, the entire collection of the Rayforce series is here! RayForce is a ridiculously beautiful game, with one of the best OSTs of all time and that has aged like wine. One of the best sprites you will ever see in your life. In addition, the game is very cinematic, the transitions between stages occur through in-game scenes, it's beautiful! The game features a foreground and background system, where enemies can change layers and you can only use your shot in the foreground and your lock on laser in the background, a mechanic that later became famous in other games (I'm looking at you ZeroRanger...). It's a pretty difficult game due to the lack of resources like bombs, but it's still super fun and casual players can abuse continues. It is also a pioneering game because it can be played for survival and in a way that is more focused on the score (where you need to abuse lock-on combos and avoid using your shot to the maximum, which makes the game very difficult). Pure fun and beauty! RayStorm and RayCrisis follow the same lock-on system, but now you can use lock-on in the background and foreground, especially because distinguishing between the two is difficult due to the 3D. These two games are easier because now you have bombs and your movement speed is higher. Both have good OST and visuals too, but not at the same level as RayForce. RayStorm is more classic in visuals and OST, extremely cinematic and fun, considered by some to be the best in the series. While RayCrisis is different in every way. Its OST is more "Bomberman Hero like", different, but still very cool and its visuals are more cyberpunk, the game takes place in a simulation inside a PC, reminiscent of System Shock, full of green wireframes and retrofuturistic AI voices. RayCrisis also has a unique feature: there are 42 different stages and the game selects stages for you based on your skill among other factors, so each playthrough is never the same as the other. Even though it is the weakest game in the series, it is still fun and revolutionary. The scoring mode is still the same and continues to be quite fun in both games. The port is straight from the arcade version of the games, with save states, leaderboards and online replays, different versions of the OST, different graphic options (including the HD versions of Storm and Crisis that are great for making bullets visibility better) and excellent input delay. [b][u]In short, it is a complete and perfect collection of a series that was revolutionary at the time and that is still super fun. See the evolution of one of the most beautiful 2D games to 3D and the implementation of unique mechanics that even remind us of roguelikes at a time when that is an out-of-this-world idea. A must-play for shmup fans and anyone interested, you won't regret it![/u][/b] [hr][/hr] [h1]Uma coletania perfeita de 3 jogos incríveis e atemporais[Eng and Pt-Br review][/h1] Esse jogo e incrível!!! Não entendo como pode ter tão poucos reviews. Primeiro, esse jogo é pela M2 Shot Triggers, o melhor desenvolvedor de ports no momento, só isso já vale a compra. Mas além disso são 3 (5 se contar as verões extras) jogos numa única coleção, toda a coleção da série Rayforce está aqui! RayForce é um jogo ridiculamente bonito, com uma das melhores OSTs de todos os tempos e que envelheceu como vinho. Um dos melhores sprites que você irá ver na sua vida. Além disso, o jogo é muito cinematográfico, as transições entre os estágios ocorrem por cenas in game, é lindo! O jogo apresenta um sistema de foreground e background, onde os inimigos podem mudar de layer e você só consegue usar seu tiro no foreground e seu lock on laser no background, mecânica que depois se tornou famosa em outros jogos (estou olhando pra você ZeroRanger...). É um jogo bastante difícil devido a falta de recursos como bombas, mas ainda é super divertido e jogadores casuais podem abusar de fichas de continue. Também é um jogo pioneiro por poder ser jogado por sobrevivência e um modo mais focado em score (onde você precisa abusar de combos de lock on e evitar usar seu tiro ao máximo, isso torna o jogo bem difícil). Pura diversão e beleza! RayStorm e RayCrsis seguem a mesma linha do lock on, mas agora você pode usar o lock on no background e foreground, até porque distinguir entre os dois é difícil devido ao 3d. Esses dois jogos são mais fáceis pois agora você possui bombas e a sua velocidade de movimentação é maior. Ambos apresentam OST e visual bons também, mas não no mesmo nível de RayForce. RayStorm é mais clássico em visual e OST, extremamente cinematógrafico e divertido, considerado por alguns o melhor da série. Enquanto RayCrisis é diferente em tudo. Sua OST é mais "Bomberman Hero like", diferente, mas ainda bem legal e seu visual é mais cyberpunk, o jogo se passa numa simulação dentro de um PC, lembra até System Shock, cheio de wireframes verde e vozes de AI retrofuturistas. RayCrisis ainda apresenta um feature único, são 42 estágios diferentes e o jogo seleciona estágios para você baseado na sua skill entre outros fatores, então cada playtrough nunca é igual a outra, mesmo que seja o jogo mais fraco da série, ainda é divertido e revolucionário. O mode de scoring ainda é o mesmo e continua bastante divertido em ambos os jogos. O port é direto da versão de arcade dos jogos, com save states, leaderboards e replays online, diferentes versões da OST, opções gráficas diferentes (incluindo as versões HD de Storm e Crisis que são ótimas para tornar a visibilidade das balas melhor) e excelente input delay. [b][u]Resumindo, é uma coletanica completa e perfeita de uma série que foi revolucionária na época e que ainda é super divertida. Veja a evolução de um dos 2d mais bonitos de todos para o 3d e a implementação de mecânicas únicas que até lembram rogue likes numa época onde isso é ideia de outro mundo. Jogo obrigatório para fãs de shmups e qualquer um interessado, não irão se arrepender![/u][/b]
レイフォース以外での挙動が 相当に重く、処理落ちが激しく感じます。 入手してから足掛け1年間、PCのスペックを 上げ続け、15000円のCPUを買い、 20000円のグラボを買い、それでも処理落ちする。 もとはPS1互換アーケードゲームであり、 switch版もある事から考えて、どうにもこうにも 最適化されていないのではないかと思います。 「PCでもプレイできる」以外の価値がまったく 見出せないのが私の正直な感想です。 そして、第六世代CORE i7 に上昇。 第二ステージプレイ中に奇怪なサウンドを発生して steamとWindowsOSごとクラッシュしました。 PCが壊れたとしても保障はしてくれませんよね? 使うな触るなという事ですか...。 そして数日後。 とある入れ知恵により、PC電源を交換。 数値にして100W程の上昇。 すると、処理落ちが完全に無くなりました。 原因はここか?? グラボにもよると思われますが、 500から650Wはあると安定するようです。 縁の下の力持ちが大事だった。 うーん、無知は怖い。 頑張っていきましょう。
이 번들에 포함된 레이포스 / 레이스톰 / 레이크라이시스는 사실상 같은 세계관일 뿐이지 거의 다른 게임이라고 보는게 맞습니다. 레이포스야 2D니까 그렇다 쳐도 레이스톰과 레이크라이시스는 플레이 감각에 많은 차이가 있습니다. 사실 전 레이스톰 하나만 보고 구매했지만, 그래도 썩 나쁘지 않은 선택이었던것 같아요. 레이 시리즈는 에뮬레이터를 제외하면 PC에서 플레이하기가 쉽지 않습니다. 저같이 옛날 오락실의 추억이 있으신 분들은 '이걸 PC로 다시 하게 되네'라는 느낌으로 플레이 하실 수 있지만, 그렇지 않다면 안 사시는 게 좋습니다. 솔직히 메인화면에서 게임 시작에 이르기까지의 UI가 불편해서 비추천 할까 했지만, 추억보정 때문에 추천 남기고 갑니다. 그만큼 90년대의 추억이 없으신 분들은 즐기기 힘든 감각이긴 해요.
Clásicos para disfrutar y conservar.
My childhood on PS1 <3 Great PC port, I recommend.
Awesome ! Taito in its prime
音が割れる ゲームプレイには問題ないですが、低音が効きすぎるのと音が割れ聞くに堪えない状態です。 私のPC側の問題かと色々と試しましたが治らず・・・・・ 他のゲームでは問題ないので相性問題なのかもしれませんが、原因不明です。 音以外は問題ないのですが、今の環境、音では到底お薦めは出来ない状態です
Keşke yenisi yapılsa, lisede ne oynardık...
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 — Weight → Realism → Physicality (Seibu → G.rev) Raiden II / DX (Seibu, 1993) The peak of “Heavy Metal” sprite-work. Industrial, grounded, uncompromising. Under Defeat (G.rev, 2005) The final expression of the military shmup. Momentum, recoil, and battlefield physics replace abstraction. Here: space > bullets weight > pattern movement > memorization 🟦 Line 3 — Mechanics → Abstraction → Philosophy (Iuchi Lineage) Hiroshi Iuchi ❤️ Radiant Silvergun → Judgment Silversword → Ikaruga → Kokuga → Ubusuna Treasure → M‑KAI → G.rev → M2 Radiant Silvergun (Treasure, 1998) The maximalist foundation. A shmup with layered systems and narrative ambition rarely seen in arcades. Judgment Silversword (M‑KAI, 2004) The technical bridge. The “Silver” philosophy reduced to pure system and code. Ikaruga (Treasure, 2001) The minimalist apex. Seven weapons collapse into one binary system: Black or White. The “chess” of shmups. Kokuga (G.rev, 2012) The tactical pivot. The ship becomes a tank. Weight replaces speed. Strategy replaces reaction. Ubusuna (M2, 2025/2026) The philosophical return. A synthesis of polarity and modern standards—a reflection on the lineage itself. ✅ Synthesis Shmups do not evolve in a single line. They fragment into three competing philosophies: Toaplan → Cave = density / pattern / abstraction of space Seibu → G.rev = weight / realism / physical presence Treasure → Iuchi = system / reduction / philosophy All of them emerge from: Gradius = designed systems R‑Type = controlled space Darius = structural possibility ✅ Final statement From Gradius’ authored space to Cave’s infinite bullet fields, from Iuchi’s compression of systems to G.rev’s return to physicality— The shmup is not just reflex, but a philosophy of dynamic control.
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