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The Shooting: 20XX
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Deets



Joined: 05 Dec 2006

PostPosted: Fri May 31, 2013 2:44 pm        Reply with quote

Quote:
actually the X360 mode by default has the game sounds set to barely audible, with loli's incessantly spewing dumb drama cliches over everything at prominent volume. it's profoundly depressing, but luckily there's a separate volume setting for voices. this coming from someone who loves to babble back at DFK's talkative boss lolis, mind.

In interviews they talked about how this was their masterplan to blend story with shooting games

Sounds like Radiant Silvergun & Einhander did it better 15 years ago x_x
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Deets



Joined: 05 Dec 2006

PostPosted: Fri May 31, 2013 3:42 pm        Reply with quote

And I kind of feel like a jerk now

Cave shuttering their consumer games division, going full online/social

Looks like Saidaioujou is gonna be their last shooting game
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Fri May 31, 2013 3:55 pm        Reply with quote

Deets wrote:
And I kind of feel like a jerk now

Cave shuttering their consumer games division, going full online/social

Looks like Saidaioujou is gonna be their last shooting game



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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Fri May 31, 2013 4:38 pm        Reply with quote

glitch buys Saidaioujou, then suddenly Cave shutters its shmups. Coincidence? Also coincidently I started playing a whole bunch of shmups again now that I have my own TV and in the past fews days I bought Deathsmiles 2X and ordered Muchi Muchi Pork/Pink Sweets and Mushihime Futari. So maybe it's my fault.

Can't wait for the future of social shmups.
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firenze



Joined: 05 Dec 2006
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PostPosted: Fri May 31, 2013 5:35 pm        Reply with quote

glitch wrote:
music's understated electronic stuff. dig stage 3's tune, most of it is pleasant without standing out. i'm expecting a lot of people to hate it.


General consensus of the soundtrack has been very positive from what I've seen since the arcade release. I've had the OST for months now and rank it in my handful of best game soundtracks ever. Agreed on the stage 3 track, probably my favorite in the game.
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notext



Joined: 06 Dec 2006

PostPosted: Fri May 31, 2013 6:44 pm        Reply with quote

Don't Cave threaten to stop making shooters every time they've released a new game and want to promote it? Like a band doing a "last ever tour" that happens every few years?

(Well, they got me anyway)
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firenze



Joined: 05 Dec 2006
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PostPosted: Fri May 31, 2013 7:03 pm        Reply with quote

notext wrote:
Don't Cave threaten to stop making shooters every time they've released a new game and want to promote it? Like a band doing a "last ever tour" that happens every few years?

(Well, they got me anyway)


Seems like that report was jumping the gun a bit, and NeoGAF people didn't carefully read the source article before posting that the sky is falling. Best to just read the first post here for the summary. Basically, they're restructuring the company but still plan to make non-social games (i.e. that likely means shooters).

Who knows whether they'll switch to focus on iOS/PC/console development, make new arcade games, port Ibara Kuro to something, or what (though it seems likely they'll pay significant attention to the tablet/mobile market). But this latest rumor of Cave's death looks to be just another in a long line of overreactions.

My favorite quote from the above linked shmups thread:
Quote:
Let's focus on the bright side: There'll be no new Cave shmups on Xbone.
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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Fri May 31, 2013 9:16 pm        Reply with quote

Mamoru-kun is getting released July 16 for $20 (US trailer). That's quite a steal! I'm really looking forward to it.
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firenze



Joined: 05 Dec 2006
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PostPosted: Fri May 31, 2013 10:55 pm        Reply with quote

Drem wrote:
Mamoru-kun is getting released July 16 for $20 (US trailer). That's quite a steal! I'm really looking forward to it.


To add to that, appears that it's exclusively a PSN/digital release.

For people wondering about the game:
If you liked the SNES Pocky & Rocky games, this is basically a newer take on that formula. I think the widescreen mode on the PS3 version is really well suited to the game. The soundtrack (Yousuke Yasui) is great.

If you're interested mainly because the G.Rev name is attached (Gulti was the main developer for Mamoru-kun though), you should prioritize Under Defeat and Strania. Not that Mamoru-kun is bad, but it's not as good as other G.Rev stuff.
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guest253



Joined: 05 Dec 2006

PostPosted: Sat Jun 01, 2013 4:56 am        Reply with quote

Drem wrote:
glitch buys Saidaioujou, then suddenly Cave shutters its shmups. Coincidence?

izzit cause i didn't shelve out for the super deluxe extra limited edition? ( ._.)
seriously they sell three versions, regular, limited, and extra limited. limited comes with half the goodies of extra limited, which is the very meh-est of propositions, especially since it means getting half the OST, so screw that. extra limited is over 3 times the price of regular. so i was like screw you cave i'll get the regular one and download the full soundtrack. not paying 11000yen extra for 2 cds (and some loli-covered decoration junk (?)).

about the game though.
apparently "expert type" means "ultra mode" here.
thought it was just the most difficult craft, but it actually functions as a difficulty setting wrt enemy patterns too.
bad place to start. ^_^
but so game's less impossible than i thought at first, you just need to pick shot or laser type.

shop sells wallpapers but no "off" option. -_-
also tate and yoko wallpapers sold separately, and if you have your screen set up tate, the tate-compatible wallpapers display rotated 90° in the shop. counter intuitive alright. but so yeah get those, the upright ones will display rotated when you actually set them. the rotated ones will display upright, or upside down, depending on your TV's orientation. mine is turned on its left side, and this means all tate-oriented wallpapers display upside down (the game supports leftward and rightward tate, but the wallpapers don't follow suit). nice work. also, bikini loli wallpapers sell at a premium (ten times the price of regular wallpapers). lol.
you can also buy game options like auto-hyper, reduced enemy bullet size, and more such filthy cheatery.

x360 mode is pretty neat. takes after DFK-BL, with a shot+laser attack.
feels pretty BL overall, more over the top, seems to have more cancelling going on, though still nowhere near as much as DFK had.
no craft selection, you always play with the new Z-type (which does have B's swivel! \ ^_^)/
it gives you one gauge for life, bomb, and shot+laser attack. bombing and dying (well, autobombing) take big and bigger bites out of it, respectively, and shot+laser slowly depletes it. you get no spare lives. instead, when the gauge runs out you're game over.
also, it has better music still than arcade mode. speaking of which...

firenze wrote:
General consensus of the soundtrack has been very positive from what I've seen since the arcade release. I've had the OST for months now and rank it in my handful of best game soundtracks ever. Agreed on the stage 3 track, probably my favorite in the game.

yeah, it's growing on me. you really need to dig it up though. apparently general volume settings and mode-specific volume settings multiply, and both default to 80%, so by default the music outputs at 64% of what you have your sound system set to. fixing that i'm finding more detail in the music than before now. especially x360 mode's music is really quite good.

PRESS A TO NEXT is a good line.
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Sun Jun 09, 2013 1:59 pm        Reply with quote

So, uh, a crowd-funded translation of three Siter Skain shooters - ALLTYNEX Second, Reflex and KAMUI - just came out three days ago.

Wow.
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guest253



Joined: 05 Dec 2006

PostPosted: Thu Jun 13, 2013 4:25 pm        Reply with quote

neat!

not following the doujin scene closely at all but i remember that KAMUI's a thing to behold.

DDPSDOJ talk: ending sequence of X360 mode ignores screen rotation. they really didn't test this game in tate did they.
X360 mode's energy gauge refills on hyper kills so you can make up for your fuck-ups (i.e. autobombs) quite readily.
got to stage 5 on one credit today. X360 mode's stage 5 tune is perfectly insane. really digging this mode.
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Deets



Joined: 05 Dec 2006

PostPosted: Thu Jun 13, 2013 6:11 pm        Reply with quote

Kamui is a great game, yeah. If you like Rayforce, it's definitely in go go go buy buy buy territory
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Fri Jun 14, 2013 12:27 pm        Reply with quote

glitch wrote:
DDPSDOJ talk: ending sequence of X360 mode ignores screen rotation. they really didn't test this game in tate did they.
X360 mode's energy gauge refills on hyper kills so you can make up for your fuck-ups (i.e. autobombs) quite readily.
got to stage 5 on one credit today. X360 mode's stage 5 tune is perfectly insane. really digging this mode.


X360 mode actually threw me for a loop when I first played the game yesterday because wow, Saya and Operator never shut up. Also geez, the Type D ship is pretty overwhelming when you realize it's an amalgam of all three arcade mode ships on steroids. After playing Arcade mode a few times I actually appreciate X360 mode a bit more! I like how it puts more of an emphasis on survival by replacing lives with what equates to a life bar.

I must say, I am taking to Saidaioujou far better AND far faster than I took to Daifukkatsu. This definitely feels like a more pure DoDonPachi game - it's not bogged down by unnecessary systems and lets you focus more on the joy of dodging and chaining.
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PostPosted: Fri Jun 14, 2013 3:35 pm        Reply with quote

Schwere Viper wrote:
X360 mode actually threw me for a loop when I first played the game yesterday

now that's some skill alright @___@

(actually given the first loop's ridiculous boss onslaught after stage 5 i don't think there is a second ^_^;)
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Sat Jun 15, 2013 6:12 am        Reply with quote

glitch wrote:
Schwere Viper wrote:
X360 mode actually threw me for a loop when I first played the game yesterday

now that's some skill alright @___@

(actually given the first loop's ridiculous boss onslaught after stage 5 i don't think there is a second ^_^;)


Ha, I meant more in that how 360 mode plays really surprised me, or "threw me for a loop." Didn't mean it actually sent me to A loop. Thanks for thinking so highly of me though! :3c
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Schwere Viper



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PostPosted: Fri Jun 21, 2013 6:02 am        Reply with quote

Video games :D


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Loki Laufeyson
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Joined: 05 Dec 2006
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PostPosted: Fri Jun 21, 2013 8:16 am        Reply with quote

awwwwww
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dementia



Joined: 05 Dec 2006

PostPosted: Sat Jun 22, 2013 4:07 am        Reply with quote

Totally cute.

But maaaan, Salamander Deluxe Pack is just plain better on PS1.

Saturn isn't capable of outputting the same 256x224 resolution as the arcade version of Salamder does (but Playstation is).
So your options are an inelegant non-native scaled version that stretches the 256x224 image to 320x240 and looks ultra jaggy or a 1:1 pixel mapped version that leaves pillar boxes. While the latter doesn't sound too bad, and honestly looks much better, nothing in the 1:1 pixel mapped version will appear drawn correctly (circles will be oblong, etc.) when viewing on a standard 4:3 monitor as intended.

Mega Man X3's Saturn port suffered a similar fate pillar box-wise, resulting in all the sprites looking skinny.

ok bye.
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Schwere Viper



Joined: 14 Feb 2007
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PostPosted: Sat Jun 22, 2013 6:51 am        Reply with quote

dementia wrote:
Totally cute.

But maaaan, Salamander Deluxe Pack is just plain better on PS1.

<REASONS>




G-gee...thanks...

(Seriously though, thanks for the feedback, might pick up the PS1 version sometime in the future. It's just that Saturn comes first. :3)
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Rud31
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PostPosted: Tue Jun 25, 2013 11:27 pm        Reply with quote

OUR FROTHING DEMAND has a weird way with history.
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Loki Laufeyson
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Joined: 05 Dec 2006
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PostPosted: Tue Jun 25, 2013 11:53 pm        Reply with quote

is it coming to 360 too?
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LandRoverAttack



Joined: 09 Oct 2007
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PostPosted: Wed Jun 26, 2013 12:04 am        Reply with quote

PSN only it seems
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Loki Laufeyson
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PostPosted: Wed Jun 26, 2013 12:20 am        Reply with quote

boooo
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LandRoverAttack



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PostPosted: Wed Jun 26, 2013 12:26 am        Reply with quote

The PS3 version is different and has more features so it makes a bit of sense.
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Deets



Joined: 05 Dec 2006

PostPosted: Wed Jun 26, 2013 1:55 am        Reply with quote

Texican Rude wrote:
OUR FROTHING DEMAND has a weird way with history.

Is it seriously called "mamorukun curse"
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Rud31
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PostPosted: Wed Jun 26, 2013 3:34 am        Reply with quote

Might as well be. This is the same guys that thought Elminage was a good thing to put on PSN so who knows!

So everyone I got like a J version of this I'd like to unload.
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firenze



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PostPosted: Wed Jun 26, 2013 4:03 am        Reply with quote

LandRoverAttack wrote:
The PS3 version is different and has more features so it makes a bit of sense.


Honestly, PS3 widescreen mode is my favorite way to play the game. I have both the 360 and PS3 Japanese versions.


Oh, and PSA: Kokuga (G.Rev's 3DS shooter that I never thought would make it out of Japan) is releasing on the US e-Shop on Thursday.
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kiken



Joined: 05 Dec 2006

PostPosted: Fri Jun 28, 2013 8:04 am        Reply with quote

Ended up rounding out the achievements in Shooting Love 10th Anniversary (2 of which are for single crediting each of the featured games). I posted my top scoring runs from DeltaZeal and XIIZeal on my Youtube channel (the two most recent vids).

I wasn't really feeling SDOJ that much.. so instead of returning to that, I'm playing Strikers 1945 Part II again (Saturn port).
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radish



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PostPosted: Fri Jun 28, 2013 8:08 am        Reply with quote

firenze wrote:
Oh, and PSA: Kokuga (G.Rev's 3DS shooter that I never thought would make it out of Japan) is releasing on the US e-Shop on Thursday.


Hey this is out today. Has anyone here picked it up yet?
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ionustron



Joined: 05 Dec 2006

PostPosted: Sun Jun 30, 2013 2:21 am        Reply with quote

So Cave is indeed now a lifeless husk now, right?

I'm the only one who finds this hilarious I know.
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guest253



Joined: 05 Dec 2006

PostPosted: Sun Jun 30, 2013 3:13 am        Reply with quote

how so?

ikeda said they'll still make STGs, but that ddpsdoj was the last x360 title.
http://news.nicovideo.jp/watch/nw605715
asada said that "next is smartphone," and shortly after, asada announced that he's leaving cave.

or are you talking about blathering lolis?
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ionustron



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PostPosted: Sun Jun 30, 2013 3:52 am        Reply with quote

Thought I read something about a bunch of staff having left at some point back.
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guest253



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PostPosted: Sun Jun 30, 2013 6:00 am        Reply with quote

there was a rumour of cave getting rid of its consumer game division.

which turned out to be true, but only in the sense that the whole company moved and restructured and got rid of its division into divisions.

and asada resigns. depends on how you feel about his influence in the company, but that could be taken as a positive.
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firenze



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PostPosted: Sun Jun 30, 2013 7:10 am        Reply with quote

glitch wrote:
and asada resigns. depends on how you feel about his influence in the company, but that could be taken as a positive.


True enough!

Asada's showy personality does draw some attention (for good or bad), but to me Ikeda has always been the real heart and soul of Cave as a STG developer. They can still make shooters just fine with people like Ikeda, Yagawa, Hideki Nomura... Might even be more of a back to the STG roots kind of thing.

On the other side we have Asada, who while he was certainly involved in some great shooters, was also the driving force behind Instant Brain and has talked a lot about branching out to other genres (I see that as Cave completely ignoring their true core competencies and skill sets). Asada has also talked about his ideas to make a game ground-up for Kinect (maybe this is what he'll end up doing next?). So it's certainly a reasonable thought that maybe his influence made it less likely to get more good shooters.

Hell, even if Cave does disintegrate I'm not all that worried. Cave itself came into being as a direct result of the demise of Toaplan. A lot of the people who make these kinds of games just have it in their blood and it seems to me they'd end up somewhere making some new shooter.

radish wrote:
firenze wrote:
Oh, and PSA: Kokuga (G.Rev's 3DS shooter that I never thought would make it out of Japan) is releasing on the US e-Shop on Thursday.


Hey this is out today. Has anyone here picked it up yet?


I got it. It's not a traditional shooter, so definitely know that going in.

No forced scrolling, you move around levels in any direction in your little tank and blow up all the enemies. There is just one fire button, and left/right turret rotation (which you can assign to any button, default being the L/R shoulder buttons). The twist is that you get a bunch of power up "cards" at the beginning of each level, 4 of which are displayed (randomly selected?) at any time on the touch screen - game is on the top screen. Touch the card to get the power up: stuff like shield repair, a few seconds of laser, a big screen clearing bomb, etc.


The level structure is unusual, all of the levels (A-L I think? 12 stages, plus 3 "final" stages arranged on the grid) are just up on the screen on a big menu grid. You can select any stage to begin, but after you start playing you are limited to choosing stages that border ones you've completed. Stages are short, good portable length - maybe 5min a piece. They can be challenging. Once you clear out the enemies you can enter a sort of "end zone" to access the stage boss. Bosses can be really hard, but you can practice any stage (any difficulty level) or boss from the menu.

Graphics are decidedly subpar, even would be for normal DS. Kind of a low-fi look reminiscent of Metal Gear VR missions. Sound is nice.

It's fun, but it's very much experimental G.Rev (think Senko no Ronde, not Under Defeat) and not a pure shooter. I don't think it holds a candle to their best work, but judging it as a $15 eShop game it's certainly high quality. Was a full retail release in Japan, and for that price I'd maybe be disappointed. For $15 I'm totally down.
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WarpZone



Joined: 06 Dec 2006
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PostPosted: Mon Jul 01, 2013 7:39 am        Reply with quote

Kokuga impressions (I haven't played the stages near the top of the triangle yet) -

It controls great. Moving while rotating the turret and cleanly picking off enemies feels smooth and crisp. I was worried about using the touch screen for power-ups, but it feels much more natural than in games like Nanostray and Kid Icarus Uprising, and it's preferable to using face buttons to slowly toggle through your choices. Access is fast and direct.

The game isn't that interesting when just playing for survival, because you can creep through the stages slowly picking off enemies from a safe distance -- too many of them are stationary. Alternately, you can rush the Gatekeepers, instantly destroying the enemies they're associated with. Either way, you'll have plenty of power-ups to blow through the boss.

It gets more involving and difficult when playing for score, because weapon cards have multipliers that give you incentive to move into danger to efficiently speed kill enemies before the weapon sputters out. The feeling is that you've always got this reliable cannon to do slow business from the distance, but you're also carrying a set of fireworks that you have to decide where and when to set off, most only appearing once in the deck. So using each card is a real event, one you feel bad about spoiling with poor timing.

There are some cool nuances to this system. For example, you can 'combo' support and weapon cards, like using Stealth to move close enough to drop a x3 Spread Bomb safely. Or take the smart bomb, which is the strongest weapon but gives you x0 points and heavy damage to your own craft -- you could just ignore it, but then it's wasting one of your four slots. The randomization makes strategies feel unusually contextual, and the deck is well-balanced.

Bosses are a highlight as you squeeze any utility you can from the remainder of the deck, and they explore shifting weakpoints and the mechanics of rotation with a large amount of variation and flair that puts most shooters to shame.

Still, even though scoring well makes you use the cards very carefully, there's just not enough cards to use on everything, and you'll inevitably be in static situations where you're trivially picking stuff off, and many stages have multiple routes that require backtracking across empty areas if you want to find every last enemy.

This is when I realized the stages really are heavily designed for multiplayer -- the paths branch so you can split up with your friends and meet again, and you'd have enough weapon cards to work together for further scoring opportunities, as I believe every player gets the same deck of 20.

The nice thing about multi is you only need one copy of the game, but for the moment I'm probably not going to play much in depth after clearing all the stages. I'm not sure I can give a high recommendation if you're going to be playing this solo -- it's initially quite fun just to work out the logistics of the cards and play the bosses, but if you start paying closer attention to score and how the game is meant to be played, it's clear you're getting an incomplete experience with some awkward pacing problems without friends. For most shooters, 2P is a tacked on afterthought originating from arcade cabs, and just not something these games feel designed for. Kokuga feels more like a multi game from the bottom up.

The stage select structure is bizarre. Everything except the corner stages is open from the beginning, which is fine -- the game is all about bite-sized score attack multiplayer, sure. But then why have this veneer of progression where non-adjacent stages are locked, when you can just exit to the main menu to reopen them? It's not like there's cumulative scoring or resource management across stages. I'm curious if there is any purpose to it that I've overlooked, or if there was one that was cut mid-development.

Music is pretty good -- I'm so used to Namiki's approach to Cave shooters that it's nice to see his range trying something that feels more like a throwback to early 90's Mega Drive, almost.

Strong visual design is normally not a strength for G.Rev, such as Strania's confusing range of neon attacks or Under Defeat's camera slant that makes some patterns hard to read, but Kokuga finds a nice visual vocabulary to work with. The circular cue letting you know exactly when an enemy is going to fire is a nice touch that lets you play at closer range without worrying about cheap hits, something I think a number of other shooters could benefit from. Art direction creates an unusual contrast between realistic textured backgrounds and untextured VR, but it could have been done more imaginatively -- I think they wanted to keep the data transfer fast for multiplayer.
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kiken



Joined: 05 Dec 2006

PostPosted: Tue Jul 02, 2013 4:05 am        Reply with quote

firenze wrote:
glitch wrote:
and asada resigns. depends on how you feel about his influence in the company, but that could be taken as a positive.


True enough!

Asada's showy personality does draw some attention (for good or bad), but to me Ikeda has always been the real heart and soul of Cave as a STG developer. They can still make shooters just fine with people like Ikeda, Yagawa, Hideki Nomura... Might even be more of a back to the STG roots kind of thing.

On the other side we have Asada, who while he was certainly involved in some great shooters, was also the driving force behind Instant Brain and has talked a lot about branching out to other genres (I see that as Cave completely ignoring their true core competencies and skill sets). Asada has also talked about his ideas to make a game ground-up for Kinect (maybe this is what he'll end up doing next?). So it's certainly a reasonable thought that maybe his influence made it less likely to get more good shooters.

Hell, even if Cave does disintegrate I'm not all that worried. Cave itself came into being as a direct result of the demise of Toaplan. A lot of the people who make these kinds of games just have it in their blood and it seems to me they'd end up somewhere making some new shooter.


In all fairness to Asada, despite his obsession with VN's and Kinect, he was the driving force behind getting Cave back into the home console market. Not to mention that he was the one heavily pushing for official releases outside of Japan.
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firenze



Joined: 05 Dec 2006
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PostPosted: Tue Jul 02, 2013 7:06 pm        Reply with quote

kiken wrote:
In all fairness to Asada, despite his obsession with VN's and Kinect, he was the driving force behind getting Cave back into the home console market.


Fair enough. But that doesn't mean that 2013-??? Asada, had he stayed with Cave, wouldn't have pushed to get the company away from arcade style shooters. I can respect him for his past contributions without being too broken up about him leaving.

Best case scenario, he goes to some other company and is involved in a good STG. Maybe even elevating some other developer/publisher into the elite ranks of genre players (wouldn't it be cool to see the rise of Qute??), which would probably be a lot healthier for the market than the current landscape of Cave being the unquestioned premier developer - but with questionable business aptitude - and a smattering of more niche players.

Other plausible scenario: Asada goes somewhere else and makes a visual novel, platformer, Kinect action game, whatever. Which is fine, I'm all for him doing what he wants to do, but would prefer those kinds of games not taking up Cave's limited resources.

kiken wrote:
Not to mention that he was the one heavily pushing for official releases outside of Japan.


Again, that's something the guy deserves some praise for. But if we're looking at it from a today into the future perspective, it's thankfully a lot less of a relevant issue with PS4 and supposedly Xbone being region free (unless that works the same way 360 did and Cave publishes for that platform but uses a software region lock), and iOS generally having minimal delay in worldwide availability. Unless STG devs start surprisingly flocking to WiiU...

Also, while it's certainly relevant to expanding the genre fanbase, region locking never did prevent anyone from making the investment in a console that could play the game if they really wanted it. 90%+ of my Saturn, DC, PS1&2, and 360 shooters are Japanese versions for hardware region-locked systems. There are plenty of other STG fans in the same boat.

The more important issue is always going to be whether the developers make the games available on a console anywhere, if people want the games badly enough they'll get their hands on them (as long as they aren't on platforms with "features" like the proposed Xbone check-in verification DRM). If my only choices are (1) Cave makes a shooter that is only released in Japan on a region-locked console, or (2) Cave makes a region-free non-shooter... well, (1) is easily my preference.
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Rud31
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PostPosted: Mon Jul 22, 2013 3:13 am        Reply with quote


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probably fine



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PostPosted: Mon Jul 22, 2013 3:24 am        Reply with quote

I've seen these books listed on Amazon before for various games. Are they for real?
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PostPosted: Mon Jul 22, 2013 4:38 am        Reply with quote

for 45 dollars is it even worth knowing the answer?
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