|Psyvariar 2: The Will to Fabricate|
Japanese Dreamcast cover art
|Developer(s)||SKONEC Entertainment Co., Ltd.|
|Arcade system||Sega NAOMI|
Psyvariar 2: The Will to Fabricate (サイヴァリア2: THE WILL TO FABRICATE?) is a vertically scrolling shoot 'em up developed by SKONEC Entertainment and distributed by Success. It is the sequel to the 2000 title, Psyvariar.
The game was initially developed for the Sega NAOMI arcade platform, and was released in Japanese arcades in November 2003. A Dreamcast version was released on February 26, 2004, and ports to both the PlayStation 2 and Xbox were released later that year.
It has no extras or an auto buzz function. It was the first version released in home platforms and is the most stripped down. Nevertheless, it is considered the most valuable and is quite sought after in second-hand markets.
Psyvariar 2 Extend Edition (Xbox)
The Xbox version added the ability to save and watch replays, online leaderboards and replay exchange.
Psyvariar 2 Ultimate Final (PS2)
Gameplay remains similar to its predecessor. Major changes are as follows.
- M.D.S.Miroku(maitreya): Large neutrino gain by destroying enemies, small neutrino gain by buzzing, normal bomb, wide area shot, short level up invulnerability
- M.D.S.Gosuke(five ascetics): Small neutrino gain by destroying enemies, large neutrino gain by buzzing, buzz area increasing bomb, narrow area shot, long level up invulnerability
|Fighter||First form||Second form||Third form||Fourth form||Final form|
Fighter can transform as in prequel, but only 1 transformation occurs per stage.
Fighter's hitbox is a 1x1 pixel at the centre of the fighter.
Player starts with 3 bombs, and gains 1 bomb every time the fighter transforms. A player can carry up to 7 bombs.
Buzz system came from Psyvariar -Revision-, which allows multiple buzzes per enemy bullet. However, in order for a buzz to occur, the enemy bullet/unit must stay in fighter's buzz zone for extended time period. Multiple buzzes are registered only by exiting and reentering buzz zone. The buzz detection time for a single enemy bullet/unit is shortened from prequel. The hitbox for buzz zone can be shown by pressing Start button during play.
Depending on the enemies that appear on-screen, the neutrino gauge changes color from red to blue, with red indicating low neutrino absorption, and blue indicating high neutrino absorption. High absorption means fewer buzzes are needed to raise fighter's level, low absorption means otherwise.
A "point blank buzz" mechanic is new to this game, where bullets that get very close to the fighter's vulnerable hitbox are buzzed at a very high rate, allowing much riskier buzzing.
When rolling begins, the rolling now continues if player's fighter keeps moving.
There are 7 stages in the game. After completing first stage (Area-0), the next 3 stages include A (EASY), B (NORMAL), C (HARD) branches, with B and C branches become selectable when a fighter has sufficient level:
After completing Area-5, the game continues to Area-6 GLUON only if player's fighter is in final form when completing Area-5.
It is a game mode added in the PlayStation 2 version of the game. It include 20 missions with unique objectives for each fighter (40 missions). The stages came from the areas in the arcade game.
Special capture DVD
The PS2 version included a special DVD with professional replays showing all areas using both the buzz and shot play styles. Additionally, it featured a concept art gallery with over 100 sketches and 3 songs from the game (Absolute "zero", The end of Volcano, The Cloudbank in the style of Idacchi).