GNGR is an even harder game than its predecessors, but it's very smart about achieving that. Gives lots of leeway in the immediate term, allowing a more diabolical gameplan overall. It's clear Fujiwara and co approached it as the continuation of a living, evolving series, not the nostalgia circuit throwback I was dreading. Ian Gillan talked about that, refusing to acknowledge Deep Purple as "classic rock," considering it a death knell. These guys are titans of their fields for a reason. Makes sense with Dai being one of the most deathless scrolling action games ever made.
Shadow Loop pulls some brutal psychological warfare with that Transformed Graveyard, it's an utter horror that might make you assume all the others are just as nightmarish.
Stepped back and tried out Execution Yard and Town, no probs.
They're wickedly tough, but geared more for arch mischief than outright punishment. Loop 1 Legend is absolutely balls-hard already, they knew they had room to offer "different" rather than just "meaner."
Like "Gatdayum! Turtle Town was already a motherfucker, what crazy shiet are they gonna do now?! ;w; Oh wait. This is kinda nice. ^w^" I actually found Loop 2 (normal)'s Execution Yard tougher than Shadow's. The latter has its 2HP
SKELETON MURDERERS, but they're relatively few in number. Loop 2 cranks the regular blue bois through the roof into total onslaught mode, easy to artfully shred through four only to find a fifth's scythe mysteriously lodged up your ass.
Knowing the basic layouts from Loop 1 is a huge help, obviously, as are all the upgrades. Also,
NUFF BEES
NYAHOOOOOO~ /zingzingzip
"Don't try this at home bairns, be some Legend shit"
The experience has been not unlike a Rockman X/Zero, taking down nails-hard stages piecemeal, with a view towards eventual single-sessioning.
Speaking of, I noticed the Shadow Kamaitachis seem a bit slash-happier than their Loop 1 counterparts; which is handy, as the attack is trivially avoided, and leaves them wide open... the thing is, you're not just dealing with Kamaitachis, now.
If they were as defensive as before, it may have caused a total crapshoot trainwreck. Good peeps.
While the Dagger remains canonically Strong As Fuck, those extra weapon slots
really help the balance; Boulder is absolutely devastating in certain spots, with its lob shot, infinite piercing, and ground-hugging properties. Tears straight through Roots, it'll hit every weakpoint in succession. Breaks Flying Knight shields, too.
You can even launch a couple, then switch back to your main and follow them as they mow through hordes of zako. (I know it's more of an Iron Ball, but Boulder suits its mechanical action better ;3)
The way it hits twice on upshots is rad too, and after a significant delay; perfect for guillotining pursuers!
Reminds me of Kunochi's Hair throw from TNWA/OA. You gotta keep the three-shot limit in mind, and that same piercing makes it unsuited to speedkilling hard targets - but even one Doppelganger will give you six, and they'll smash up even the toughest buggers in short order.
Noticed that if you cast Doppelganger, then switch weapons, your clones will continue firing the previous choice. Could see some S1CK STR4TZ BRAH coming out of that!
Activate FIGHTER/BOMBER VIOLENCE BEAMZ (■`w´■)
Also, holy fuck that Boulder downshot (complete with
\M/ETAL \M/URDERFACE ) is
SATISFACTIONS *SPLATT*
STAY DEAD CUNT (`w´メ)
SEE YOU AT DE PARTEH RICTUH(^w´ ) ok I feel kinda bad about that one ;w;
Actually brr, I guess that's what became of all the villagers. Makes up for the loss of Dai's Arremer skull throne.
Currently going with Dagger/Boulder/Crossbow, the latter two making up for the former's lack of lob or angled fire. Feels damn good coming across an awkwardly-placed nuisance, and just crushing/sniping him before swapping back to the ol' cardinal-fire killing machine. Of course, using all three slots, rather than keeping one as a landmine absorber, brings you back to the classic Makaimura conundrum of unwanted weapon drops; GNGR is consistently astute at tempering its generosity. And in yet another smart touch, Revenge Pot Drops will vanish after a bit, so it's never quite the end of the world.
Used the PS4 menu to invert [triangle] and [R1] for easier weapon-switching on the fly, feels rad. I keep a small Magic roster, so losing two-way selection is NBD. I'm so used to games with one-way realtime switching, anyway (Saigo, FC Batman, GUN-DEC, like a million STGs ala Garegga/TFIV, etc). Got the bee net in last place, so it's just a quick tap of [triangle] to nab the elusive little chaps.
Assuming you haven't just blown your load on something else ofc!
It just hit me - the Steep Slope Slidin' after the Dai Roots n' Piggus area is a direct expansion of the little dropoff just before Shielder in the earlier game.
Lander wrote:I dub thee Sir David Attenbirru.
And here, we see the Arremer Demon in his natural habitat. Meditating patiently at the top of a bell tower, its bestially-sharp hearing and eyesight keeping vigil for any sign of passing royalty.