Well aren't you the clever one! Did you get that from my
first post?
The game, I think, is notably better than Mutant Swarm (though I can't vouch for the comparative "worthyness" of the lengths of the games [Mutant Swarm can be played much longer, through hundreds of levels, but does so at an extremely leisurly pace], Blast Factor is more tactical, less sillified [indescernable arena reshaping, indeterminable length, and such], and looks, sounds [effects-wise at least, as BF has no soundtrack to speak of, which is fine by me. I have plenty-enough games where music is a driving force, that it's a nice change to have one that simply has pleasing effects instead of
loud ones, and let me hunker down with the gameplay], and animates way better), and only not "better" than Geometry Wars for merit of it being styled differently, where instead playing through an unrelenting crush of progressively crazier foes, it's styled in more "Ikaruka-like" fashion, with specific enemy spawns, reactions, and tactical board-beating, where the drive is not to "live as long as possible" so much as "work out the best way to kill them quickest, to hit the hardest boards and score the most points." Since there's very little in the way of powerups, it's all skilled shooting and tactical maneuverying and positioning (both of your craft and of your foes, tossed about by your your waves and blasts) to try to clear the boards as quickly and safely as possible. I know how much Ikaruga tends to get revered, and I don't claim the comparison lightly; Blast Factor (as with all games of that sort) is too hectic to get the true precision and skill you apply in a game like Ikaruga, but even still you find that the more you play it, the more invested you are in memorizing waves and working out how to be as tactical and efficient as possible. (The one thing it does lack is Ikaruga's "continue only so many times, then BACK TO THE START FOR YOU," which was rather an irritation for me with Ikaruga. Certainly it made the game harder--but I wanted to be able to practice the parts and work out my combos without having to play for half an hour first, each and every time.)
The game is indeed notably underrated, in my book. What I get out of most reviews is a sense that they played until they ran out of stock, then slowly "continued" their way through the rest, and judged it against a palette of what they felt they
should be playing. The game, however, doesn't strive to be
intense (born up by the lack of soundtrack, IMHO)... it stives to be tactical and perfectionist.