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 Post subject: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Fri Apr 13, 2018 3:20 pm 



Joined: 05 May 2012
Posts: 378
Location: USA
Previously discussed on the forum here:

viewtopic.php?f=9&t=55457

New video released:

https://www.youtube.com/watch?v=c-z1AQf9mvE
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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Fri Apr 13, 2018 3:36 pm 


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I totally missed the original topic, but this looks pretty cool. Love the art style.
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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Sat Dec 01, 2018 9:30 am 


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Joined: 16 Jul 2007
Posts: 361
The game came out a few days ago, has anyone tried it yet (Zaarock maybe ? :) ) ?


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Sat Dec 01, 2018 1:47 pm 


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Joined: 07 Nov 2005
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Location: Finland
Me, Zil and Hurst have been trying it at least. Seems like a decent game. But the mechanics are simpler than Twinkle Star Sprites. For example there's no secondary attack by holding the fire button, or ability to reflect/counter the enemies attacks.

The interaction between players feels a lot more sparse than TSS but the shmup aspect is well done and straight forward (veryhard mode is surprisingly solid). I'm afraid this won't have the same lasting appeal as a versus game? But it's definitely solid and worth getting. Lots of bugs in the launch version but those should be cleaned out..


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Sat Dec 01, 2018 5:18 pm 



Joined: 07 May 2007
Posts: 211
Location: Toronto, Canada
The shmup aspect is solid, I've had a good amount of fun with just moving and shooting. Visibility is good, although I've had a few "wtf hit me" instances, or maybe I think the hitbox is smaller/in a different location then I believe. I tested a little with the robot character, it has a yellow face in the center that I sorta thought it could be a hitbox marker.

It looks like there are items/weapons you can obtain while playing the game. You can equip 1 weapon (your character's charge shot) and 2 items that change certain stats. I only played for a little more than an hour, so I haven't seen that many items. So far I've seen items that:
- draws the bomb/health/chain item towards you to make them easier to pickup
- spawns "reflected" projectiles to counterattack the enemy player when you're attacked in boss/megagun mode, but at the cost of taking double damage
- straight up increase your weapon damage by 50%

You can agree to disable items in versus, but if you play with items I wonder/hope there would be some interesting variations of loadouts and not just one ideal build

There's also some customization you can do with the enemy drones that you spawn - for every 2 chains, you can pick out of a handful of enemy types to spawn on the other player's side. Only the popcorn drones are available in the lower number chains, but as you get higher you can select more powerful drones. I don't know if this would affect gameplay significantly, but my guess is there's probably an ideal order that would work for everybody. Or at least, there may be an order that's better than the default. However, I don't know what the default order is exactly (doesn't look like the game tells you). Custom drone orders can also be disabled in versus

If playing for score, it looks like your main goal is to try to keep the stage/round going for as long as possible, and pray that the AI player doesn't die - there's no time bonus given at the end of the round, only bonuses for max chain and how often you used special attacks or megagun. You'll probably want to save your meter for megaguns, and then when you transform you simply don't attack and let the AI kill you. Also attempt to enter megagun when no enemies have spawned; your megagun can overlap enemies so you may be hindering the AI player by keeping enemies alive. There's also probably some ideal item/weapon/drone order


Last edited by Kyper on Sat Dec 01, 2018 9:32 pm, edited 1 time in total.

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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Sat Dec 01, 2018 9:01 pm 


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Joined: 31 Jan 2017
Posts: 123
Looks interesting, but man this is a terrible release window. Right after Black Friday, and right before Smash Ultimate comes out. I'm set on games for a long time.


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Sun Dec 02, 2018 8:39 pm 


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Recorded some matches against a korean player on veryhard, both of us have been grinding the game out the past couple days: https://www.youtube.com/watch?v=hnx3wzWiJgM
I'm enjoying this the more I play it. It seems more fun on non-default settings & when both players start to get the hang of things


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Sun Dec 02, 2018 9:08 pm 


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Location: New Zealand
reckon luck wrote:
Looks interesting, but man this is a terrible release window. Right after Black Friday, and right before Smash Ultimate comes out. I'm set on games for a long time.


What a weird complaint to make. It was released in the same week as Ketsui Deathtiny, Game Tengoku CruisinMix Special and R-Type Dimensions EX. I'd say it was actually the perfect time to release the game.
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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Mon Dec 03, 2018 6:14 pm 


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Elixir wrote:
reckon luck wrote:
Looks interesting, but man this is a terrible release window. Right after Black Friday, and right before Smash Ultimate comes out. I'm set on games for a long time.


What a weird complaint to make. It was released in the same week as Ketsui Deathtiny, Game Tengoku CruisinMix Special and R-Type Dimensions EX. I'd say it was actually the perfect time to release the game.
That's only taking shmups into account, though. There are still games out there that will bury anything close to them in release date on launch, and Smash Ultimate is most certainly one of those games.


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Mon Dec 03, 2018 6:47 pm 


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shoryusatsu999 wrote:
Elixir wrote:
reckon luck wrote:
Looks interesting, but man this is a terrible release window. Right after Black Friday, and right before Smash Ultimate comes out. I'm set on games for a long time.


What a weird complaint to make. It was released in the same week as Ketsui Deathtiny, Game Tengoku CruisinMix Special and R-Type Dimensions EX. I'd say it was actually the perfect time to release the game.
That's only taking shmups into account, though. There are still games out there that will bury anything close to them in release date on launch, and Smash Ultimate is most certainly one of those games.


I don't think people interested in Rival Megagun are the same kinds of people that are interested in Smash Ultimate. Statistically people are more inclined to pick up multiple games in one go if they're released around the same time, especially if they're related. Also, just look at all the games released in March (end of Japanese fiscal year). It's been like this for many years now.
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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Mon Dec 03, 2018 7:42 pm 


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Joined: 12 Apr 2009
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Does this game have a stand alone 1 player screen or is the only option a split screen vs the cpu?

Edit; nevermind, I was thinking of a diff game


Last edited by 2dvertical on Tue Dec 11, 2018 8:47 pm, edited 1 time in total.

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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Thu Dec 06, 2018 2:45 am 


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Joined: 01 Oct 2009
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Location: MO
I picked this up but was busy with a convention right at launch day and just got back home 2 days ago

The game is super solid imo but online on Steam already feels super dead, literally sat on the quick match screen for well over 10 minutes without any matches :(


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Thu Dec 06, 2018 11:25 am 


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Joined: 07 Nov 2005
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Location: Finland
drunkninja24 wrote:
I picked this up but was busy with a convention right at launch day and just got back home 2 days ago

The game is super solid imo but online on Steam already feels super dead, literally sat on the quick match screen for well over 10 minutes without any matches :(


Yeah the quick match is getting barren after a few days. Probably already better off going to the game discord or Steam to ask for matches.
My steam acc. is xaerock if anyone wants to try some matches


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Thu Dec 06, 2018 8:51 pm 



Joined: 02 Feb 2011
Posts: 58
This is always the risk of buying indie multiplayer games, sadly. I really want this on the Switch, but I'm afraid there will only be single digit people playing at any given time.


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Fri Dec 07, 2018 12:41 pm 


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I'm expecting Steam to have the longest lasting playerbase. The way the netcode works is super helpful though: you only get input lag when controlling a boss. So cross-continent play is super playable and there isnt much reason to split playerbase between regions.
In fact maybe its better the bosses get weakened a bit by the lag because they can be super strong. Senkoro had built in delay in a lot of boss attacks so you could react instead of getting mixed up all the time.

A patch with some big fixes and balance changes was released today. Excited to try it out.


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 Post subject: Re: Rival MegaGun PS4/XB1/Switch/Steam
PostPosted: Fri Dec 07, 2018 2:07 pm 


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Joined: 24 Jan 2017
Posts: 148
Location: Korea
@Zaarock

I really enjoyed watching that, and was surprised I hadn't heard of the game before. You totally sold me on it.

I'm looking into buying it, and was trying to decide what system but your second post was super helpful in this regard. I assume it was steam you played? Steam is very popular here in Korea but ps4 is more popular in Japan.
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