1997 · Horizontal Shooter · Sega Saturn
Thunder Force V (1997) is Technosoft's final Thunder Force, a 2.5D Saturn shooter in which the Gauntlet fights a rogue supercomputer using CRAW options that combine into Over Weapons.
A combat unit is formed to fight the Guardian, a supercomputer that went rogue after deciphering the code of a space vessel, and the player pilots its starfighter, the Gauntlet. Environments are rendered in 3D while play takes place on a 2D plane, and unlike earlier Thunder Force games, polygons model the larger enemy ships and some scenery alongside sprites. There are seven levels, the first three playable in any order. Levels scroll automatically while the ship moves freely, and as in Thunder Force IV, players destroy constantly moving enemy formations and dodge their shots and obstacles, with a boss at the end of each stage.
The series' CRAW returns, an option that adds firepower and absorbs enemy bullets. Up to three can now be used at once instead of two, and they stay on screen for a while after being lost so they can be recollected. Combining the CRAWs with the current weapon creates a stronger Over Weapon for a limited time, draining the CRAWs' energy, shown by their change of colour, which recovers by collecting more CRAWs or waiting. Sega Saturn Magazine felt its mix of polygon ships and 2D parallax backgrounds looked "a little bit ropey" but that strong gameplay and better power-ups outweighed it, and Eurogamer later called it "a very solid shooter" with "perfectly-tuned" bosses.
According to former Technosoft staff member Naosuke Arai, production began on the Mega Drive, but the team disliked the cheap look of pre-rendered 3D next to Thunder Force IV and moved to the Saturn, which could deliver the visuals they wanted. Technosoft released it in Japan on 11 July 1997; it was the last Thunder Force the company made. Electronic Gaming Monthly urged readers to ask Sega of America to release it, without success. The PlayStation version received average reviews, Next Generation calling its saving grace a return to "a time when games weren't as good as they are now". In 2007 Eurogamer's Rob Fahey judged it less refined than Einhänder or Radiant Silvergun but praised the CRAW as its "hook" and said it deserved far more credit than it received.