
Darius is one of the pioneers of the side-scrolling shoot 'em genre, and the Steam version replicates the multi-screen arcade experience with 4 different titles and 7 versions filled with aquatic-lifeform-themed bosses and epic, Zuntata-composed soundscapes!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $44.99 | 155reviews | 94% | — | $175.2K |
| $44.99 | 450ratings | 95% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
敵弾が見えない…… 資料としての価値はあると思うけど、とにかく敵弾と一部の敵が背景と同化して全然見えないので遊びにくいったらない。 ゲーセンで数回プレイしただけのあこがれにとどめておくべきだったか。
✍️ 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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Languages: English, Japanese, Traditional Chinese
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's legendary. Darius Gaiden is, by far, the superior game in this collection.
Darius is a series with a special place in my heart, and it’s nice to see several of the games brought to Steam. Gaiden in particular is awesome, but the various widgets you can toggle allow for a peak under the hood in all 3.5 games and hopefully gain a greater appreciation for them. Even if I have to save-scum the original to stand a chance, ha! The one caveat is that you REALLY need a controller to properly play them, because the keyboard controls are both unchangeable and awkward.
How much you are going to like this collection, also given its not-so-cheap price, is going to depend on how much you care about the [b]Darius[/b] series overall. The first game was memorable for the boss designs, branching paths, and triple-screen setup [which I've been able to see in person, trying an original cabinet in March 2026]; all gimmicks that nowadays can't hide how basic it plays, how underpowered the player is, and how repetitive the levels are. And while [b]Darius II[/b] is already quite improved, the real jump forward in quality happened with [b]Darius Gaiden[/b], which ditched any screen gimmick for much better graphics and gameplay, topped by an amazing soundtrack. I get that controllers are the preferred way to play these games but, would it really cost that much to let a player configure the keyboard controls and not just allow only the ones that you decided to allow? And yet... it's still [b]Darius[/b]! Even the dated original is amazing in its own way when you think it's almost 40 years old, at a time when the defining titles of the genre were only starting to come out. All in a package that, while not amazing, also includes the revisions of the first two games and a nice array of options; I love the ability to have the parts of the screen that would be otherwise empty, given the adapted screen ratios, be filled with "gadgets", the most useful being an indicator of where the next branching path will lead you to, helpful to keep track for completionists - because, compared to most shmups, the [b]Darius[/b] games offer lots of reasons to replay them besides wanting to get better scores: given their branching path system, once you finish the last level you have not seen all, far from that, several playthroughs are needed to cover all. At the same time, any session is short enough that you can easily hop in and play a quick game, and even so, a quick save is included. Bottom line: not recommended at full price, but absolutely at a discount.
ダライアス1は予想通りまともにプレイできません。 やってませんが、モニター3台使ってもやりにくいと思います。 この時点で、1はタイトルに偽りなくコレクションアイテム。 2は多少画面が小さくなりますが一応プレイ可能で、今までの移植の中では一番だと思う(一画面に上手くアレンジされたMD版も捨て難いですが) 今の移植は必ず絵が荒くなりますが、2はスムージングをONにすればかなり良くなります。 再現度については、30年以上前にプレイした記憶しかないのでよくわかりませんが、専用筐体でプレイするのとはやはりかなり違いはあります(大型筐体モノの移植の宿命) 外伝は、鵜が荒くスムージングをONにしたら逆にボケまくりでどうやっても良くならない。 絵が素晴らしいゲームでは致命的かと? ウチで使っているコンパネと家庭用で使っているホリのRAPでは操作性が違い過ぎて同じ感覚ではプレイできないのでゲーム自体の再現度についてはよくわかりません。 あと変なバグなんかもありました。 最後に、少なくともタイトル通りコレクションとしての価値は見出せそうなのでgood 1と2は大型筐体なので家で同じ感覚でプレイできる・・・訳もなく。
Alt+回车=全屏
bringing the most swag shooting game to your home! also M2 hates you with all their guts if you play their games with keyboard!
50代後半のおっさんです 高校3年の冬に初めて見たときはびっくりした3画面筐体。それから何年たっただろう。 ダライアスがついに自分のPCでできるなんて。このためにディスプレイを新調した。まだ複数画面対応にはしていないが楽しみ。相変わらず下手であるが
Excellent. Smooth gameplay with no lag. Multiple save states lets you practice or ease through the games. This does NOT have the console versions of the games, for some reason that is not available on Steam. Controls with arrow keys like STG should, unlike some dumb ones (Game Tengoku, Cotton) that force WASD. This has 3 unique games with some variations of the first two. It's a good deal since G-Darius and Dariusburst are both just one game each.
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