Wednesday, June 18, 2025

Task Force Kampas (Playstation 4)

Vertical
Checkpoints OFF
5 Difficulty levels
3 Stages (loopable)
Ship speed fixed
- - - - - - -
Developed by Cassiopea
Published by eastasiasoft / Red Art Games in 2021


Originally released for the Playstation Vita and later ported to more modern platforms, Task Force Kampas is a vertical shooter with three stages and neverending loops – at least after you've beaten it once, whereby the game ends right there and then. That's the first time I've ever seen this, and I refused to incur in that old mental exercise of trying to figure out what was going on in the minds of the people who developed the game. I could quote Roger Murtaugh once again, but this is (still) a respectable blog.   

To a design naïveté that doesn't even allow wallpapers to fill out the empty space of the widescreen space but offers the usual share of stupid visual unlockables, Kampas adds random enemy generation within stages, in an attempt to make the most out of the extremely poor enemy gallery. Yes, this is another game that desperately tries to give out more than what it has in store. Although not exactly in the same bag, it's sort of in line with some of those quickies released by Panda Indie Studio, such as Red Death and Void Gore.

With that said, what's there to expect from Task Force Kampas? Not so much, really. In a nutshell, it's an endurance campaign with very short loops, a few weird gameplay choices and decent music.

Cocoking doing his coco thing
 
There's just a single input used for shooting: either R1 or □. An assortment of five characters, of which two are initially unavailable, allow some sort of variation in the way you're supposed to deal with the restricted array of enemies. The basic rule of the game is that you only have one life with a single health bar, but this health bar doesn't actually work like players are used to. If you get hit the screen gets tinted red, and another shot in this condition ends the game. In order to get rid of the "damage" status and start recovering health you need to stop shooting. Just remember that recovery can't be done immediately after being hit, but only after a few seconds have elapsed while being at the brink of defeat. The health bar is the one in the lower left corner of the screen. I haven't figured out the purpose of the one to the right.  

Powering up the initial shot happens automatically as you destroy enemies, but can be sped up by taking the icons that appear halfway into the level and prior to a boss fight. D doubles the shots of your firing stream and S increases its power, while H instantly recovers health. Since the screen is empty when these huge alphabet letters appear, picking up the H doesn't make any sense. Some of the destroyed enemies release tiny golden dinosaurs named "coco", whose basic purpose is to give you more points. However, as you make progress they will also endow the ship with options that behave like cocos on a leash, which of course grant the player with a little more firepower. 

The choice of characters/ships is simple. Besides color, they differ in specific aspects that give them some edge over the basic gear. Midori (green) starts with an extra shot, Psychobaby (red) starts with an enhanced/super shot, grandma La Yaya (green) has more HP, Unknown (dark red) has side shots and Cocoking (yellow) has no shots as all. Wait, no shots? Yes. What you get instead is a group of 5 cocos on a leash that constantly fire for you. The problem is that you can't actually control their position (they're always following you around) and their attacks do not reach the top of the screen, which requires getting up close to bosses to actually inflict some damage on them. As for grandma Yaya, she's actually a very good character because it takes two hits to see her enter damage mode.

With very few exceptions, all enemy shots in Task Force Kampas come straight down at the player, whereas small missiles change their trajectory diagonally towards your position. Don't destroy them too close though, their explosion radius is lethal. This little detail becomes very important later on when things get really hectic simply because this blast radius also annihilates enemy bullets, helping you to strategically clear chunks of the screen. Watch out for the huge destruction blast of those large missiles that come at the center of the play field.

Release trailer for Task Force Kampas on the Playstation 4
(courtesy of YouTube user and publisher RED ART GAMES)

It's hard to recommend the game by dint of the visual design, which is just simple to the bone. Backgrounds are almost all black, and everything is aimed at heightening the intensity of the foreground action. The music is quite good though, it definitely gets you going if you can crank up the volume a little bit. The three boss encounters are also quite interesting, especially the last one with the colorful energy spreads against the laid back club track. After a while you tend to take the screen shake for granted, an aspect that might be a small nuisance for some people when they start playing. I got used to it after a while.

The game is okay for a few hours of good fun, then it wears off once you've looped it a couple of times and tried a few extra (unlockable) difficulty levels. My favorite characters where the Unknown lady for her side shots and old La Yaya because of her best survival chances. My best score was achieved with her, reaching loop 4-1 in the Normal difficulty. During gameplay Task Force Kampas keeps track of the time each credit lasts, but unfortunately this information doesn't appear in the high score screen.