Xbox 360: Akai Katana Shin (May 2011)

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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by AntiFritz »

Ikaruga does everything perfect except for gameplay :mrgreen:
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by KMM »

Picked up my copy at GameStop earlier. So far I'm terrible at the game.

Quite fun, though.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by TonK »

Nobody from Game Stop knows what I'm talking about. To Amazon I go.

Is this it? http://www.amazon.com/Akai-Katana-Xbox- ... 401&sr=8-1

I thought Rising Star did it?
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by trap15 »

The image has Rising Star Games on it, so I'd say it's an error on Amazon's end.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by AntiFritz »

Aksys helped out with the distribution of the NA release.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by TonK »

So, I guessing that's the correct one?
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Iori Branford »

They gave it a chance and had fun; that's plenty for me.

CAVE still needs to take lessons from Virtua Fighter re: arcade game tutorials. At least, why not rip the ESPGaluda 2 tutorial system? Too long to reimplement/fit onto this game?
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by mdsfx »

TonK wrote:So, I guessing that's the correct one?
yes
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by DJ Incompetent »

Cave still needs to take lessons from Virtua Fighter re: arcade game tutorials. At least, why not rip the ESPGaluda 2 tutorial system? Too long to reimplement/fit onto this game?
You find those tutorial vids by hitting B on the main menu? Those are pretty well done.

This game is fun! Teeheee a flying train!!
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Deca »

So I heard Arcade mode was really easy for survival in a Cave game?

I must be playing this horribly wrong.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by drunkninja24 »

If you properly utilize Phantom mode and don't forget to bomb, it's definitely an easier clear than other Cave games, but of course, learning to do that can be tough depending on your reflexes.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Deca »

I can't blame my reflexes after clearing Raiden Fighters 2. I can't tell what the hell is going on with these lasers and I'm finding this game really hard to look at in general. It'll probably start making sense at some point.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by TonK »

Deca wrote:So I heard Arcade mode was really easy for survival in a Cave game?

I must be playing this horribly wrong.
It's not easy - I found Futari 1.5 Original to be harder.

You'll get it soon, hit me up if you need any tips.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Deca »

OK I'm starting to understand more. Also I'm beginning to think Shin/Slash may be the one that's easy and I was just confused?

Still have a ways to go to fully understanding this game, scoring definitely seems like quite an endeavor to figure out.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by TheSoundofRed »

Deca wrote: Still have a ways to go to fully understanding this game, scoring definitely seems like quite an endeavor to figure out.
I would say that Shin is slightly more convoluted than Arcade/Zetsu since you're only collecting energy to activate Phantom mode, and in Shin you need to collect the blue orbs to build up your katanas, as well as getting energy.

Quick tips for Arcade : Energy and Gold will grow larger when covered by bullets, if you have a big chunk of Energy stuck on your option, try and maneuver it into oncoming bullets to gain more energy. There's a trick where you exit Phantom mode with bullets surrounding you, destroy nearby enemies and position your option in the thick of the bullet mass to build the energy fast so you can immediately switch back to Phantom.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by 1up »

To my big surprise, I got the game in the mail yesterday. Didn't have much time to play but triede every mode real quick.

First imperssion was that the jewelcase was heavy? Real thick instruction manual inside. No deluxe stuff this time, so no OST... I watched the tutorial for Origin mode as I had already seen the 1-sissy video and knew what Shin/Slash mode was all about. Talk about over complicating things? Origin and Climax are not for me. Too many things to keep track off with bouncing around bullets, grabbing pellets with the drones and powering them up etc.

Shin mode called Slash in this release is what it's all about for me. Very satisfying once I figured out what the hell I was doing. Reminded me a lot of Futari Maniac how you turn bullets into gold. You have to get used to the graphics and the weird angle but the patterns are very interesting. The music doesn't really click with me so far. I think it's really bland but I only gave the game a few tries, so it will probably grow on me the more I hear it.

Got the game for £22 on amazon.co.uk with free p&p. Very happy with the purchase.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Illyrian »

1up wrote:To my big surprise, I got the game in the mail yesterday. Didn't have much time to play but triede every mode real quick.

First imperssion was that the jewelcase was heavy? Real thick instruction manual inside. No deluxe stuff this time, so no OST... I watched the tutorial for Origin mode as I had already seen the 1-sissy video and knew what Shin/Slash mode was all about. Talk about over complicating things? Origin and Climax are not for me. Too many things to keep track off with bouncing around bullets, grabbing pellets with the drones and powering them up etc.

Shin mode called Slash in this release is what it's all about for me. Very satisfying once I figured out what the hell I was doing. Reminded me a lot of Futari Maniac how you turn bullets into gold. You have to get used to the graphics and the weird angle but the patterns are very interesting. The music doesn't really click with me so far. I think it's really bland but I only gave the game a few tries, so it will probably grow on me the more I hear it.

Got the game for £22 on amazon.co.uk with free p&p. Very happy with the purchase.
That's interesting you say that, I find Climax mode MUCH easier to understand and enjoy than Slash mode, which I find to be finicky and overly complicated.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by gundamalpha »

Is the US/PAL version playable on NTSC/J console? I have been wanting to play this but the price of JP version keeps me back
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by trap15 »

No it is not.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Illyrian »

Yes it is
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Skykid »

Illyrian wrote:Yes it is
Don't think it is mate. These AK threads should really be kept together to stop having questions repeated.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Illyrian »

Yes it is.

And I agree with the thread merging.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by AntiFritz »

Merge the NA/PAL threads, leave the general Akai Katana 360 thread separate imo.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by dan76 »

Illyrian wrote:Yes it is.

And I agree with the thread merging.
My PAL copy doesn't play on my japanese xbox...

And yes - MERGE THE THREADS!
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Iori Branford »

DJ Incompetent wrote:
Cave still needs to take lessons from Virtua Fighter re: arcade game tutorials. At least, why not rip the ESPGaluda 2 tutorial system? Too long to reimplement/fit onto this game?
You find those tutorial vids by hitting B on the main menu? Those are pretty well done.
They do the job if you're patient and can pick up the concepts at the speed they're given. But someone who doesn't grasp the later stuff on the first time will have to sit through again everything he did get.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by KindGrind »

Anybody in Canada actually got their copy today?

My local GS did not get it. They fail me yet again...............
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by evil_ash_xero »

Yeah, I'm gonna bring this back from the dead.

You know, I really under appreciated this game (Skykid's enthusiasm about this, made me think I didn't give it a fair chance). I got rid of it, when I first owned it, but I recently got it again. Shin is a blast.
The mechanics in this version, make it quite unique to me, among CAVE games. Also, the boss battles are quite awesome.

One thing I didn't really notice before, but Shin has a different soundtrack from the Arcade version. Of course, you can switch them.
I like the original soundtrack much better. The newer one is all guitars and whatnot, but loses the nice bits like the flute sounds, keyboards, and more thumping beat (especially on the first stage). I know that the fellow that did the soundtrack, died at 37. I wonder what happened there?

Looking at this game, this is probably the last CAVE game that I fully appreciated it's art direction. There really isn't anything I'm like "ummm....". The default ship's pilot looks really fey, and I can't tell if he's voiced by a man or not. Seriously...I don't know. But that's a minor complaint. Everything else looks really cool.

I know this game was a Yagawa game, but the credits say Ikaeda as well. Anyone know how the Shin version's development was done?

This game actually has good reviews, for a shmup, so that's nice to see. I just don't remember it really setting this forum on fire...but we were getting so many CAVE games at once, and some of them were ATGs, that I think some were a bit overlooked.

I know I'm guilty of that.

EDIT: I found an interview on here, that clearly explains the role IKD played.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Squire Grooktook »

Could someone explain to me the appeal of this game? I played it briefly with a very basic understanding of the main mechanic, but I put it down after a handful of credits because the level and boss design felt kinda bland and uninspired. I know Trap and Skykid like it a lot, so I'm sure there's something there, though.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by iconoclast »

Squire Grooktook wrote:very basic understanding of the main mechanic
Squire Grooktook wrote:the level and boss design felt kinda bland and uninspired.
There's a connection here.
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Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Squire Grooktook »

Yeah yeah, I know the big appeal comes from the scoring and whatnot here. My attitude is usually "I'm not going to enjoy the scoring mechanics much if the fundamental dodging and shooting isn't that fun", but I can make exceptions (Kaikan is certainly not that fun to play for survival, but I do love the scoring in it).

But back on topic: What's the appeal? Dangun's got zippy thrilling movement, Guwange has eye-popping familiar multitasking, Eschatos has tense offense/defense balancing with the shield and shot types. What's Akai's "hook"? What makes it unique and worth playing? Not criticizing here, generally would like to have an idea of it, 'cause I'd like to give it another go sometime soon.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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