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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sat Dec 20, 2014 9:31 am 


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The way it's gotta be played...
Just imagine scratching screen at all times and then somebody walks in and asks "why are you jerking off your phone like that?".
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sat Dec 20, 2014 3:56 pm 



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Ikazu-san wrote:
The way it's gotta be played...
Just imagine scratching screen at all times and then somebody walks in and asks "why are you jerking off your phone like that?".



Some folks play with a stylus. :mrgreen:


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sun Dec 21, 2014 1:42 am 


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Knockworstface wrote:
Ikazu-san wrote:
The way it's gotta be played...
Just imagine scratching screen at all times and then somebody walks in and asks "why are you jerking off your phone like that?".



Some folks play with a stylus. :mrgreen:


Playing shmups on a handheld with a stylus. What has the world come to.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sun Dec 21, 2014 2:52 am 


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spadgy wrote:
I'd never argue that smartphone shmups compare to arcade/console. But I've had plenty of fun with titles like Dodonpachi Maximum and Shogun, and on a bus ride and such they're good enough for me. I think of them as a compliment to 'proper shmups', rather than anything like a parallel, and in that context for me they can be tonnes of fun.


An unpopular opinion, but I'll stand tall with you on this. I thought DDP Maximum was a legitimately good game. When iOS games are done right they can be really good.

The unknown developer attached to this one is worrying though...
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 12:41 pm 


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Post by adversity with info, doesn't look good ... http://www.neogaf.com/forum/showpost.ph ... count=4912


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 1:02 pm 


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The only bad news there is that it's f2p
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 1:50 pm 


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It doesn't look good because they wouldn't make a good port that's free to play and not design microtransactions that are sure to pay off the development costs. And if you want to support this series in hopes of a new game you have buy all the pay to wins for 0.99 each, as they come out, because there's no definite product to support.
That's not guaranteed to happen of course but it's on the table now, a nicer option is the port is accurate and free with the microtransactions being the last 2-3 levels and some completely new levels and ships that are well balanced with no pay to wins sight, sadly this option doesn't make much business sense as it doesn't really milk the common game player very much, just dedicated fans.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 8:58 pm 


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Cagar wrote:
The only bad news there is that it's f2p


Yeah...

Again, I like good iOS shmups (see my above post; I don't think they compare with arcade/console, but they are a nice compliment), but F2P?

It seems there must be some workable way for the F2P mobile model to reflect the positives of the arcade's 'pay per credit' model (the two aren't that far removed, in a way), but the conventions of current F2P seem so established now I fear most smartphone shmups are just going to go down the likes of the 'wait to play' route.

Actually, Sky Force 2014 came somewhere near getting it slighty right.

ciox wrote:
Tbh everyone caring about Psyvariar is uncanny


If everybody's loving Psyvariar, then get submitting your scores to the Psyvariar original/Revision and Psyvariar 2 high-score threads! I'll update Psy 2 nice and regular, I promise!
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 9:49 pm 



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spadgy wrote:
Cagar wrote:
The only bad news there is that it's f2p


Yeah...

Again, I like good iOS shmups (see my above post; I don't think they compare with arcade/console, but they are a nice compliment), but F2P?

It seems there must be some workable way for the F2P mobile model to reflect the positives of the arcade's 'pay per credit' model (the two aren't that far removed, in a way), but the conventions of current F2P seem so established now I fear most smartphone shmups are just going to go down the likes of the 'wait to play' route.

Actually, Sky Force 2014 came somewhere near getting it slighty right.

ciox wrote:
Tbh everyone caring about Psyvariar is uncanny


If everybody's loving Psyvariar, then get submitting your scores to the Psyvariar original/Revision and Psyvariar 2 high-score threads! I'll update Psy 2 nice and regular, I promise!


I hate F2P as much as the next guy. But there are a couple of free to play shmups on iOS that are good. Phoenix HD , Lightning Fighter 2 and Sky Force 2014 are the ones I like. If you pay for the coin doubler and the ship regenerator for Sky Force it pretty much makes it a premium game for iOS.

It sucks that going forward the majority of games will be released as F2P on iOS. There's another F2P shmup on iOS called Gemini Strike. I deleted it. Very boring and lacks what I like in shmups from what I played of it. I dunno....I just want a decent premium shmup that I can play anywhere. :|

Hopefully Psyvariar will have a tolerable F2P model.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 10:34 pm 


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Yeah, reading spadgy's first post, I 100% stand by him here.
I've never been that interested in psyvariar anyways, so I'm completely fine with it being a mobile release.
Just gotta watch out for f2p nastiness

EDIT: I'd say that the most fun games that I've played on mobile have been CAVE's mobile releases. It's pretty much the most fun you can have on a bus stop, but totally not fun in a way comparable to console releases. I'm starting to get dangerously busy with school anyways, so...
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Mon Dec 22, 2014 11:09 pm 


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Knockworstface wrote:
I hate F2P as much as the next guy. But there are a couple of free to play shmups on iOS that are good. Phoenix HD , Lightning Fighter 2 and Sky Force 2014 are the ones I like. If you pay for the coin doubler and the ship regenerator for Sky Force it pretty much makes it a premium game for iOS.


Yeah. When I said Sky Force got it 'slightly right' I meant the 'F2P akin to pay-per-credit arcade monetisation'. I actually think it got lots else even more right! I did enjoy that one.

Pheonix HD was good fun mechanically, if a little grindy.

I really hope I don't have to grind Psyvariar RE. I'd rather be forced into waiting for something like fuel to refill than be made to do grinding 'non-scoring' credits.
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Tue Dec 23, 2014 3:23 am 


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Stevas wrote:
system11 wrote:
For iOS......


Oh for fu-


Seconded.. :(
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Tue Dec 23, 2014 9:50 am 


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The plot continues to thicken, the main promo account just followed wasi303 and ore808, the lead designer of the series, the latter doing some heavy hinting with his twitter bio. It is almost certain that they are involved at this point.

Image

There's also some other interesting tweets on the promo account, apparently the first location test for Medium Unit was exactly 15 years ago, which would be 22 december 1999, they were tense because the company had a failed location test for another game(?) in the summer of that year, but the location test for Psyvariar went very well and they even took some kind of first place, this enabled them to release the game in arcades. Kinda reminiscent of CAVE devs talking about Daioujou's loketest pressure.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Tue Dec 23, 2014 3:53 pm 


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OK this is definitely good news. Even if you don't have an iDevice or any intention of using one for Psyvariar you can still get buzzed on the tunes. What to make of ore808's involvement is less clear but worth keeping an eye on at least.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Wed Dec 24, 2014 2:14 am 


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Personally if it's the unaltered games running as they should (ie no emulation issues) with some pay-for-credits scheme like some of the iOS games do (ie. exactly like arcade coin-ops) then I've got no problems with this. Thinking optimistically here.
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Fri Dec 26, 2014 2:14 pm 


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Quote:
It seems there must be some workable way for the F2P mobile model to reflect the positives of the arcade's 'pay per credit' model (the two aren't that far removed, in a way), but the conventions of current F2P seem so established now I fear most smartphone shmups are just going to go down the likes of the 'wait to play' route.

Actually, Sky Force 2014 came somewhere near getting it slighty right.


Imo it all comes down to how greedy the f2p design behind the game is. Greed is tricky human nature because hardly anyone wants to be greedy but most people will be in the end. However it's a matter of time somebody comes up with a proper balanced design that'll be ok for both sides.
The recent psikyo mobile thingies (strikers and tengai) are both pretty generous offerings. SNK Playmore is experimenting a lot lately and though their f2p designs are pretty much all over the place the ones behind Metal Slug Defense and Rhythm of Fighters are rather fair.
Imho, f2p titles that respect the following rules are usually worth playing:
1. ALWAYS reward skillful playing.
2. Practice through grinding is ok but senseless grind over a long period of time makes people leave. You end up with the most compulsive ones.
3. If you must have an energy meter NEVER exclude the waiting players. Give them something to do while they're waiting. Good example: In Metal Slug Defense multiplayer is always free.

To make a long story short, I'm really curious how they redesign Psyvariar for this new market...an Android version wouldn't hurt too :wink:


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sun Dec 28, 2014 12:59 pm 


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ciox wrote:
The plot continues to thicken, the main promo account just followed wasi303 and ore808, the lead designer of the series, the latter doing some heavy hinting with his twitter bio. It is almost certain that they are involved at this point.

Image

There's also some other interesting tweets on the promo account, apparently the first location test for Medium Unit was exactly 15 years ago, which would be 22 december 1999, they were tense because the company had a failed location test for another game(?) in the summer of that year, but the location test for Psyvariar went very well and they even took some kind of first place, this enabled them to release the game in arcades. Kinda reminiscent of CAVE devs talking about Daioujou's loketest pressure.


This is really interesting, and certainly encouraging.

BPzeBanshee wrote:
Personally if it's the unaltered games running as they should (ie no emulation issues) with some pay-for-credits scheme like some of the iOS games do (ie. exactly like arcade coin-ops) then I've got no problems with this. Thinking optimistically here.


I'm trying to do the same. I'd rather have a new Psyvariar here, but I'm certainly going with optimism!

Necronom wrote:

Imo it all comes down to how greedy the f2p design behind the game is. Greed is tricky human nature because hardly anyone wants to be greedy but most people will be in the end. However it's a matter of time somebody comes up with a proper balanced design that'll be ok for both sides.
The recent psikyo mobile thingies (strikers and tengai) are both pretty generous offerings. SNK Playmore is experimenting a lot lately and though their f2p designs are pretty much all over the place the ones behind Metal Slug Defense and Rhythm of Fighters are rather fair.
Imho, f2p titles that respect the following rules are usually worth playing:
1. ALWAYS reward skillful playing.
2. Practice through grinding is ok but senseless grind over a long period of time makes people leave. You end up with the most compulsive ones.
3. If you must have an energy meter NEVER exclude the waiting players. Give them something to do while they're waiting. Good example: In Metal Slug Defense multiplayer is always free.

To make a long story short, I'm really curious how they redesign Psyvariar for this new market...an Android version wouldn't hurt too :wink:


You're right. The greedy, soulless F2P is the broader problem. And I feel integrating the F2P into the gameplay (as in the way a coin is integrated into the gameplay of an arcade shmup) can really help. So much better than F2P that only serves as a 'pay to remove' barrier to gameplay; see Trails Frontier... a decent enough mobile trials game crippled by its F2P.
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Tue Apr 14, 2015 11:27 am 


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Delayed to autumn from spring with the promise of additional features, I'd like to see some in progress pics at least since the ones from that magazine never got out
http://swninfo.success-corp.co.jp/comin ... variar_ra/


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Thu Sep 17, 2015 6:32 am 



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New trailer from TGS with maybe three seconds of actual footage: https://www.youtube.com/watch?v=0ctzef5lhmI

808/303 both confirmed working on this game, btw.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Thu Sep 17, 2015 7:24 am 


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Nice to see a remake of the intro movie from the PS2/PS3 versions, it is a bit silly that there's so little footage but we can still see:
a) Medium Unit is included
b) many 3D models are redone and some with redone animations too like that big enemy with the flipping panels, it's more than any recent 3D shmup ports have packed in other than R-Type Dimensions
c) backgrounds are redone and sometimes look very different from the original, giant planets everywhere

Platform looks like it's still just iOS, these guys BADLY need to get on the Steam shmup train.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Thu Sep 17, 2015 9:28 am 


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Seriously success bring these games to steam.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Thu Sep 17, 2015 2:36 pm 


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Quote:
reassenble

I'm always more amused by this stuff than I should be, heh.
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Thu Sep 17, 2015 3:04 pm 


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Saivaria Riasenburu


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Fri Sep 18, 2015 2:26 pm 


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Some more in depth footage from TGS, we can clearly see there's some arrange modes/levels, also it might not be possible to roll anymore since touch already lets you control speed more accurately than the roll mechanic and nobody seems to use it in any of the footage seen so far (there is something on the instruction cards but I can't tell if it's instructions for rolling or just basic movement)
https://www.youtube.com/watch?t=9&v=tjwbB-ngwZs
https://www.youtube.com/watch?t=13&v=t7el2Ngsois
http://gigazine.net/news/20150918-psyva ... e-tgs2015/


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Fri Sep 18, 2015 2:36 pm 


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There's images in that article that clearly show some kind of left/right action - perhaps it may be like the original arcade version in that you have to constantly wiggle it to roll?
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Fri Sep 18, 2015 4:32 pm 


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Imagine a world with this on PC. Just... imagine...

Well, I'm glad it's happenig anyway.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Fri Sep 18, 2015 5:33 pm 


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While i'm very positive on smartphone shmups, that 2nd video from TGS made me uncomfortable. Tablet is ok, but danmaku on phone....

And you should have space below game's main field so you control movement from there, not directly touching "ship".
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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sat Sep 19, 2015 9:08 am 


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http://s-max.jp/archives/1674124.html there's a new article with some more details

Looks like rolling was removed and you always have its benefits active, you have to stay still to fire (there needs to be some control of when you fire since it increases your energy when hitting something), and only the focused shot can be used (which is what was used 99% of the time anyway)


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Sun Sep 20, 2015 1:44 pm 


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Sounds like it's going to play very differently from the normal versions. That's to be expected I suppose. I wonder how the unlimited speed of touch controls will change things, it may make it possible to chain levels through certain attacks that had to be more carefully managed before.


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 Post subject: Re: Psyvariar REassemble announced
PostPosted: Thu Feb 25, 2016 12:45 am 


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So, what happened?
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