EOJ wrote:
After watching a few of the full runs of this game, I'm really not feeling very excited about it any more.
Things I don't like so far: <snip>
1) The score system does seem quite basic and restrictive compared to previous Cave, but I reckon the main challenge with this game is in maximising your 1k Item Mode time by use of exploits (such as the trick demonstrated in a previous video where you can boost your base counter back up through a carefully timed destruction just as your bonus time runs out) and delaying until the right time. It'll be one of those games where really pushing for score makes the game exponentially harder, like MMPork and PS.
2) Agreed that the stages are quite short and don't really give you much opportunity to work with the shot switching control method or the all-range attacks. If the stages were a tad longer and slightly better designed, then the game would look a lot more interesting. Still looks alright to me for a "score attack" kinda game. The last stage is admittedly the only stage that really grabs me as being challenging, fun and well designed around the control system, though.
3) Don't agree with your comment regarding the "choose your adventure" stage selection thing, however. If you think carefully, it's reminiscent of old Raizing (for want of a better comparison) where careful selection of stage order will see your score increase a great deal. This is even more important with players going the All Rank 3 way, where suicide bullets appear by the fifth(?) stage. The only thing is, the stages are again too short, and it's obvious from observation that the forest stage and the fire cavern stage are the two stages that should be selected last to benefit from the All Rank 3 route.
4) Bullet patterns and difficulty do seem toned down from typical Cave (especially comparing it to the likes of Futari and 'galuda 2) but that was probably Cave's intention to make it more accessible, and also workable given the hori orientation. There's only so much you can do with a danmaku hori before everything becomes a mess, as there are a lot of limitations in effect. The suicide bullets at All Rank 3 do spice up things in later levels, and do force the player to work with the Option to block incoming clouds of bullets, however. If it was implemented earlier (like say, suicide bullets by st3) then it'd be perfect.
5) 3D implementation looks fine to me for a hori at least. I'm not expecting Border Down style 3D, but it works well for providing simple obstacles for the player to avoid.
6) Last boss is probably one of the best hori bosses I've seen, and looks a ton of fun to fight. Shame there weren't more bosses like that in the game. -_-;;
7) Completely off-topic gripe: how come Windia does not sound anything like what her character is supposed to sound like? She's supposed to be a goth
loli, but sounds like a 19yr lol, haha. Only Casper and Follett sound loli-ish.
EOJ wrote:
Provided they printed up a good deal of these, I foresee huge price drops for this one within the next 1-4 months. A port to one of the new consoles out there within the next year would not surprise me. It's a hori, and as noted above, it has a bunch of console game-ish aspects already in it.
Maybe. I don't see it dropping at the speed Ibara did, but it might. I think the character designs and accessibility of this game will help keep the price quite high, however.