Marc wrote:
I'm glad you guys are enjoying, but I got bummed so hard it that I flat out gave up. The zako are just way too relentless for my feeble reactions.
Don't be discouraged, Makaimura and Daimakaimura are tough games, and this nukes them out of the water - even if you use every upgrade offered! Fujiwara and co made an arcade game with absolutely zero preamble, just balls-to-the-wall hardcore leavened by some exceptionally hard-won upgrades. No more shame getting bodied here than in something like Final Fight or GunSmoke.
SHADOW LOOP: A Stage Of Ultimate Battle (■`w´■)"That's why people, who need light to see, are their natural prey..."
ITS BAD OUT THERE U KNOW (`w´メ) (turtle's walking SFX...

)
Something I finally appreciated, in my first foray into the nightmarish Shadow Graveyard; the way GNGR's zombies don't simply bump into you, but instead, have a very deliberate attack animation: a flailing grab, complete with a face-planting whiff, followed by a sheepish return to the dirt from whence they came.
It looks like a cute detail, at first (as cute as a murderous reanimated corpse can be, anyway
^w^); but in that nightmare battlefield, it became vital. Can't spare the time to turn around and fire? Let 'em go for the grab, then move forward a couple steps while they eat floor.
~a Garden 2 Play w/Ghosts~
Quite a bit more detail here. In the finest tradition of primo 80s scrolling action, approaching Zombies and SKELETON MURDERERS are both blind; hop over 'em and they'll jog on. However, they will visibly "spot" Arthur while spawning; in other words, beware if you hop over one that's erupting from its hiding spot.
Also, a faceplanted Zombie retains its contact damage for a split-second. You can blast 'em, but you'll also take damage if you land on the goofy fucker! You better be (as they say in the Valken unit)
Fully Set Up For Penetration if you're dealing with a dogpile.
A Test For The Loyalists
SKELETON MURDERER is way too quick to juke away from, but he too has a whiffable strike!
Operation BONE EATER
The game's absolutely loaded with fine-brush detailing like that. See also the puppet skeletons in Zone 4, spawning in a way that dares both an aggressive run-under, as well as a risky headshot that might trip an alarm, if missed... and the "sproinnng!" SFX isn't just for show! It's a vital cue that they've gone for their trump card, a targeted stomp, shortly after which they'll disintegrate.
The light/dark mechanic introduced in Zone 3 instantly recalled Demon's Blazon, the last of the Makaimura Gaidens... but as this game tends to do, it actually ended up building way beyond it. Shadow Graveyard quickly establishes a particularly well-done polarity mechanic... the fires that illuminate material foes lurking in darkness will obscure their shadow counterparts, and vice versa. There's this amazing push-and-pull, holding off fiends in torchlight one second, willfully plunging into pitch darkness to reveal hordes of incoming wraiths the next and back again.
And again, the audio design is absolutely stellar. I actually dialled the BGM down to 50%, with the snarling racket of erupting zombies and sprinting footsteps of SKELETON MURDERERS an invaluable edge. They're also just damn good SFX, particularly the
*kthwack* and
kerunch of weapon impacts, and the endlessly gratifying charge explosions. The
*THOOOM* floating graves make when they slam down sounds like something outta goddamn Raiden.
Lander wrote:
On other mechanics, I'm really appreciating the weapon slot skill at this point in the game as well.
Gone are the
aw fack moments where the question is one of certain death now by enemy, or many probable deaths later by holy water pickup.
And - in an uncharacteristic fit of kindness - it even prioritizes so your equipped weapon is always the one that gets kept

I'd ignored that skill until seeing your post, went and snapped it up right away.

TBH they coulda sold a separate "ignore new weapon pickups" skill and I'd have paid IRL money.

Begone, wretched landmining things!
I didn't realise until last night's session, Arthur's expression changes when he's wielding heavy weaponry. Dagger =

Iron Ball =

I've had some promising early results with the big bugger; its piercing and ground-shaving properties are excellent for dealing with rushing zako hordes.
I also didn't realise enemies have weapon-specific death animations! Iron Ball smashes the buggers flat, Fire and Crossbow make 'em do the classic Man On Fire Boogie, etc.
I suspect Dai will retain its spot in my sidescrolling action triple crown alongside Saigo and Rygar, owing to its innately streamlined coinop format; but by the same token, this is the first game in forever to make me consider swapping it out.
EDIT: Now that's what I call kismet

DEMON VILLAGE HELL PATROL never ends.
