Anyone who has had years of experience engaging with any artform can tell you that there are those precious handful of moments in their life where, when they experienced a certain piece for the first time, they knew intuitively that what they were experiencing right then and there was (and is) on that higher plane of the medium, whether it's a big-budget AAA game or a small indie passion project. That's the reason why so many of us chase the dragon by chancing game after game, title after title, looking for that great one that grabs and never lets go.
19XX: The War Against Destiny is, for me, one of those experiences.
Because an art piece is not just doing one thing right, but many all at once. The gameplay, the sound effects, the artwork, the animations, the music... all of them unifying into one harmonious whole. Capcom had developers on staff more than capable of delivering quality shmups (see VARTH, 1941 Counter Attack, UN Squadron, et al.), and it only took them 25 years to port this overlooked gem and solidify the point even further.
With its unusually sombre opening cinematic, 19XX is about the simple story of two competing pilots waging war against the terrorist organization known as Outer Limits. One of those pilots, Mark Raratto, is literally warring against the destiny of his unnamed brother who (for reasons unknown) is piloting the "F. Blacker" aircraft and spearheading OL's evil operation to annihilate the world with nuclear armaments.
The story's unspoken sense of melancholy about Mark facing his brother to the death to ultimately determine the fate of the world, is further driven home by the musical score and makes for a different feel of shooter that engages the player on an emotional level rarely seen in shmups, much like Ikaruga. But there's also a wonderful balance to the game's tone, as well. Like all good stories, they never hammer the same note over and over without respite, and 19XX provides exciting action to help balance the scales of tragedy.
For example, the game opens with F. Blacker's attempt to quash the heroes' destiny by shooting down the flying aircraft carrier, kickstarting the player's purpose into high gear when their chosen fighter plane launches off the exploding behemoth and after the terrorists... all set to an exciting, swinging rock track!
And after that, it's one great mission and set piece after another. Stage 2's rustic brown-red harbour, sinking submaries to a heartfelt synthesizer line; Stage 3's jungle setting, with it's bongo drums and imitation bagpipes lending a native feel; Stage 4's cool-down-type intermission level, with its icy cold setting and smooth, laid-back music; Stage 5's memorable opener, with the night's city lights set to a breezy jazz score, swooping down towards trains lugging explosive cargo; the penultimate level on the Outer Limits' sea base with its seemingly unending enemy fire setting you on edge; the final mano-a-mano showdown with F. Blacker's intimidating "Black Noise" attachment after the warheads deploy towards the Earth....
I mean, the whole bloody thing's a trip! That marriage of imaginative setpieces, delicious sprite work and groovy music gives each level palpable, sensual delights you can feel as you play, and I argue it lifts the player's experience as high as any flashy CAVE shooter... albeit on a different, more earthy vibe. (Fans of Strikers 1945 II and Battle Garegga, take note!) Spotting a rainbow amidst a waterfall backdrop, a gigantic battleship collapsing in half into its watery grave, and the whooshing-in of your plane from the smoking wreckage while military drums beat in the background are personal favourite moments!
However, I would like to point out a few random things. Yes, there's some disappointing issues that could be easily patched out, such as retaining player score after continuing and fixing the tiny judders peppered throughout this emulated port. But what I theorize is the most egregious offence (and quite possibly the reason why this game is not revered in genre circles) is that 19XX is relatively easy for veterans to 1CC. According to the devs, it was deliberately made with an easier difficulty in mind to bring in a wider audience to the shooter genre... and we all know how much change is welcomed by hardcore fanbases. Imagine if From Software introduced difficulty settings! But on the other hand, some players out there, like myself, definitely welcome an easier shmup to train for the upcoming genre gauntlet. (Not every shooter has to be a bullet hell!) Also, I really enjoy the Marker Missile System, and charging your megabomb for different levels of destructive effects is a neat twist on the "panic save."
In an era of genre titans, waifu coomer shooters, indie throwbacks, pretenders, retro stinkers and the like, 19XX: The War Against Destiny proves itself both unjustly neglected and criminally unplayed, easily worthy of standing alongside the greats. (It's my favourite of Capcom's 1940 series, hands down.) And for only the cost of a coffee, you really shouldn't rob yourself the opportunity to check out this true Capcom classic!