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PlayStation Basement #21 - Heaven's Gate

This review was originally published on the Console Purist Facebook group on January 19th, 2019. It has been edited slightly for formatting.

We’ve flown into the third week of the amazing future year of 2019. Despite future kids telling Marty McFly that these types of things are babies’ toys, even four years ago, I’m still going to be reviewing weird and obscure PlayStation games, even if we have to use our hands to play them. This is PlayStation Basement, happening every Saturday in this future world, and even in the future, as it was in the past, I’ll be using a nine-point scale where 9-7 is Good, 6-4 is Neutral, and 3-1 is Bad.



This week, we’ll be taking a look through the veil into Heaven’s Gate. This game is not about the cult that existed from 1974 to 1997. There is scant information about Heaven’s Gate online beyond the basics. As I have the Japanese version and have extremely limited knowledge of the language, I could not tell you what the story is or who these characters are. There is something clearly about a battle between devils and angels. What I can tell you for sure, is that this is a fighting game developed by Racdym (later known as Racjin) and published by Atlus. Originally Heaven’s Gate was released to Japanese arcades in 1996. It later came to the PlayStation in Japan in December of the same year, and then a year later, October 1997, the game was released to European PlayStation owners as Yusha: Heaven’s Gate.



The cover art is not particularly good. The original Japanese art is way too dark, and I’m not sure what is even going on. There’s the main character Jin, a combination of the classic Ryu/Akira look combined with the wardrobe of Kenshiro from Fist of the North Star standing in a near-silhouette of another character. Jin is emitting a light from his hand. There’s also some fire around them. The European artwork is a heavily cropped and zoomed in version of the characters superimposed on a bright orange background full of Japanese characters with a black X across everything. It’s just a mess, especially with the characters still so dark and, now, blurry. I’ll take the more dramatic Japanese cover, as dark as it is, over this neon mess.


The thing that I do like about the neon mess of the European cover is that it looks a lot more like the game. Heaven’s Gate is full of bright, saturated Technicolor-esque hues. From huge fields of endless flowers to the bright sun over an ancient land of pyramids to a bustling city, the backgrounds are intensely colored and designed. It’s such a wild array of sights. The characters match that with a lineup that includes fighting game stock characters alongside angelic apemen, humanoid plants, and winged demons. Characters and backgrounds are both a bit jagged and have some odd animations, but there’s nothing too off. Whatever world, Heaven or Hell or someplace else, that Heaven’s Gate takes place in is surely a weird place.


The sound design is also pretty weird and overall pretty good in Heaven’s Gate. The sound effects resemble Bloody Roar a bit with the same kinds of higher-pitched collision sounds and chimes for certain moves. There’s a lot of basic voicework in this game that helps bring the characters to life. The music is also pretty cool with a wide variety of styles: energetic rock tunes, Chinese folk music, funk, ambient pop tracks, and eerie drumming. Even with all of the differences, it all works together.



In terms of gameplay, Heaven’s Gate is a fairly standard 3D fighter. You have arcade mode, training mode, survival mode, and time attack. The actual fighting has similarities to Tekken and Virtua Fighter, but I think it most resembles a cleaned up Dual Heroes mixed with Bloody Roar and Soul Blade. The game has three buttons: kick, punch, and guard; you don’t have the complexity of a game like Street Fighter with varying degrees of attacks. This simplicity, along with overall simple inputs, makes the game a little easier to play. And Heaven’s Gate is a fun game. Along with your standard fighting stuff, the game has walls and ceilings that characters can collide with, potentially breaking through the former and hanging off the latter in certain circumstances.


Most of the characters in Heaven’s Gate have some kind of supernatural lineage, most being devil or angel, though there is also Sasa, the plant, and the insectile Dybyd. The characters all have a special bar to fill up by making or taking attacks. The bar allows a character to transform once it is filled. The bar then begins to drain, but this new, shining form, allows some special maneuvers, particularly super attacks. It helps add something to the game, as a powered up character has some real power at their disposal. A big part of the game is knowing when to use the special bar.


Now, Heaven’s Gate is not without its faults. The main issue is the lack of in-game story for any of the characters. There are no opening or ending cutscenes, and the scene that plays before the title screen just shows the characters fighting in a montage of shots. I like these odd characters, and I would like to know more about them and their strange world. When I finally defeated the final boss, Geezer, as Sasa, I was so glad to beat him but felt that it was so abrupt to be greeted by credits after the demon fell to his knees. A smaller criticism I have is the cheap feel of the menus and pause screen and the lack of a movelist while in anything other than the training mode.


I like Heaven’s Gate, but it certainly could have a bit more polish and care. It’s a fun game with a strange setting that reminds me of the tabletop RPG Rifts or some kind of VHS nightmare film from the other side of the sci-fi shelf where you might also find Lucio Fulci’s 1983 fantasy trip Conquest. If you like fighting games a lot as I do, you might really like this game. You might also think it’s just weird or generic or even both. Heaven’s Gate has some of both worlds, and that’s alright with me. It’s only through the combination that it makes it what it is.

Heaven’s Gate receives a Good (7).

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