Hm. I'm not far in yet, but R-Type Final 2 strikes me as a rather lackluster entry in the series. While the previous game (and R-Type Delta, if I properly recall) brought you into the action with dynamic camera angles and memorable set pieces, every stage I've seen so far in R-Type Final 2 feels like a shoebox diorama... long, but restrictive, and not very deep. The stages are just deep enough to make you feel like you exist in a tangible environment and not a video game wallpaper, but they're dimly lit, with overblown neon lasers cutting through the eerie darkness. Fortunately, nothing you can see in the background is worth observing for long anyway.
The bosses kinda bite, too... not very exciting, and forever thirsty for your bullets. There's a forked corridor with two cylinders pushing their way through the passages, along with potato roots which can be easily destroyed, but love to pop back up underneath you when you least expect it, and can barely see them. It's a tough fight due partially to the roots, but also because the targets just won't explode. I'm hitting a weak point, it's flashing, so either die already or at least give me some idea of how much longer this is going to take.
The whole thing feels... extraneous. Not R-Type Command unnecessary, but the first Final was a satisfying conclusion for the series and I don't think we really needed to see the B-sides for that. "Here, have some lost adventures that were left out of the previous game, because they weren't interesting enough to include." Gee. Thanks.