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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Mar 12, 2017 8:01 pm 


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This sounds like some monkey paw wish scenario

"You can revive one game franchise of your choice, but it will be a crossover with Toaru Majutsu"
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Mar 12, 2017 8:08 pm 


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I hope it wouldnt be some lame rpg/adventure/vn with ocassional fights and shit like level up
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Mar 12, 2017 10:48 pm 


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looks whorable from the advert.
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Mon Mar 13, 2017 12:18 am 


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Really depends on who's behind the gameplay, could be anything. Apparently Juro Watari is still involved though and says it's a high speed action game?
VOOT is my favorite game ever but not getting my hopes up until they really show gameplay. No notable entries for what 15 years.
Should pick the games back up again cause there'll be a surge of activity. Still some western players active on OT & VO4

Sort of a shame they'll be recycling the mechs from VOOT based on the manga instead of making a proper new game. Hopefully they dont dumb down mechanics too much like VO4/marz.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Mon Mar 13, 2017 7:32 am 


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I didn't know that I could still be hurt this much by a game company, but then Sega does something like this.
I really hope it's actually a proper VO game with goofy crossover branding.

Also, I really hope it's not slow as shit like Force [having played Force, I can understand why VO died, it's a slog and I personally hate 2v2] or like Marz [which is pretty much Force but with poorly thought out mission-style gameplay] if it is a real VO game and not some shit VN or RPG thing.
Maybe it'll end up with customization. That's something I'm not sure if I'd be happy with, but it could be cool, and this is a console focused game.

Durandal wrote:
This sounds like some monkey paw wish scenario

"You can revive one game franchise of your choice, but it will be a crossover with Toaru Majutsu"

That was literally my first thought. :lol:
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Mon Mar 13, 2017 12:22 pm 


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null1024 wrote:
Also, I really hope it's not slow as shit like Force [having played Force, I can understand why VO died, it's a slog and I personally hate 2v2] or like Marz [which is pretty much Force but with poorly thought out mission-style gameplay] if it is a real VO game and not some shit VN or RPG thing.
Maybe it'll end up with customization. That's something I'm not sure if I'd be happy with, but it could be cool, and this is a console focused game.


Force isn't that bad, this is what it looks like when you know what you're doing: https://www.youtube.com/watch?v=mAg7dLAHlbk (one of the best JP players I saw)
There's a lot of techniques to speed up your gameplay but since it never had a western scene nobody really knew how to play it imo. Not that it's as good as OT.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Mar 14, 2017 2:41 pm 


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I need to watch some high level VOOT.

Have it on the DC, incredible game and without even playing anyone h2h I imagine I am garbage.

Always disappointed it never got more popular here.
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Wed Mar 15, 2017 2:13 am 


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Stevens wrote:
I need to watch some high level VOOT.

Have it on the DC, incredible game and without even playing anyone h2h I imagine I am garbage.

Always disappointed it never got more popular here.


I'd gotten a few friends to play oratan with me, but all of them are out-of-state now, and the people I know aren't into it.
I really wish there was something like fightcade for playing VOOT. :lol:

Zaarock wrote:
Force isn't that bad, this is what it looks like when you know what you're doing: https://www.youtube.com/watch?v=mAg7dLAHlbk (one of the best JP players I saw)

That video makes it look more exciting, but only a bit, and most people aren't going to come even close to that.
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Wed Jun 21, 2017 3:25 pm 


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More details about Toaru Majutsu no Virtual-On
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Jurou Wataru wrote:
*We’re trying to make the game as close to the game in the novel as possible.
*While keeping the genes of Virtual-On, this is a reboot with the Virtual-On that appears in the novel.
*Currently, we’ve passed the alpha version and are creating the basic parts of the game.
*The number of Virtuaroids that appear in the game is still a secret. There will also be Virtuaroids outside of those that appeared in the novel.
*For the rules, we’re thinking of a framework based on points, so we’re constructing a way of putting together regulations and actions to go along with them.
*You gain points by stealing downs, and the outcome is determined by the number of points you have.
*The game isn’t just online battles and co-op, there is a single-player story to enjoy as well.
*Since each Index character has a special ability, the idea is to choose and combine them with compatible Virtuaroids.
*There are plenty of games where you fight in 3D spaces. I want to propose a new way of playing. It will be important to incorporate the abilities of the Index characters.
*Nowadays there aren’t as many players who find enjoyment in one-on-one battles as there were back in the day, so we need a design suited to modern society in addition to the one-on-one battle style.
*I want the game content to allow even users who don’t play games much to have fun.
*I may be able to say something regarding the game’s release window at the Tokyo Game Show. Right now, I can’t say anything more than “winter 2018.


oh god, this sounds like shit.
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Thu Jun 22, 2017 5:45 am 


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I still have no idea if this is a real Virtual On game or some spin off or something.

The one big thing that bugs me is why now? Why does Sega decide to give us something we gave up hope for ages ago.

We're already getting Gundam Vs and Dissidia Final Fantasy
Not only that but we're also getting Senko no Ronde 2 on the PS4

I know these games aren't exactly like Virtual On but they are somewhat similar and are alternatives go to games. At least for me anyways.

Reminds me of when they finally released Virtua Fighter 5 Final Shodown... a little late to the party


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Wed Jun 28, 2017 12:48 pm 


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In better news Oratorio Tangram is now backwards compatible on Xbox One :lol: a lot of japanese players are debating to buy an xbone just for this which is sort of amusing


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Thu Jun 29, 2017 6:38 am 


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Zaarock wrote:
In better news Oratorio Tangram is now backwards compatible on Xbox One :lol: a lot of japanese players are debating to buy an xbone just for this which is sort of amusing


Can't you still play it on the original Xbox 360 via Live?
Why the need to buy a new an Xbox One?


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Sep 19, 2017 11:32 am 


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GAMEPLAY TRAILER!!!!
https://www.youtube.com/watch?v=zAlJ9qhr2wA
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Looks like a real VON game + Yuzo Koshiro's music, count me hyped!
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Sep 19, 2017 12:22 pm 


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Actually looks like VOOT 2, I'm excited. Game speed and attacks look very much the same. Bal even has the same kind of bit deployment


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Sep 19, 2017 3:35 pm 


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This might be the first time this decade I've looked forward to a new video game. :shock:

Since I've been living under a rock, what's the deal with PS4 region locking? My layman understanding is that discs are region free but DLC is not, is that true? If this game is as good as VOOT and has good online play I'm willing to buy a console just for it, just want to do it right.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Sep 19, 2017 3:40 pm 


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Davey wrote:
This might be the first time this decade I've looked forward to a new video game. :shock:

Since I've been living under a rock, what's the deal with PS4 region locking? My layman understanding is that discs are region free but DLC is not, is that true? If this game is as good as VOOT and has good online play I'm willing to buy a console just for it, just want to do it right.


DLC might be tied to the regional version. But making a japanese account on PS4 is easy and takes like 15min. Gundam VS and Senko no Ronde 2 just came out so there are some similar games to play too.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Sep 19, 2017 6:46 pm 


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For me, having an excuse to buy a console that plays Puyo Puyo Tetris is a nice perk. Still living in the aughts with my 360 I never use.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Thu Sep 21, 2017 4:34 am 


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Thu Sep 21, 2017 11:59 am 


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More vids from TGS2017
https://www.youtube.com/watch?v=_laDWgM668Y
https://www.youtube.com/watch?v=AkEH4vy3PXM

Mhhh, Those special attacks...

I'm not familiar with VON's glossary, but isn't that "Transsition" thing a new mechanic?
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sat Sep 23, 2017 5:20 pm 


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Quote:
Various speedy actions such as dashes, jumps, and a variety of attacks are one of the appeals of the Virtual-On series. This time, a new “Transition” action has also been added.

By pressing the Circle button during a dash, you’ll switch to a driving form that looks as if the Virtuaroid is kneeling. During a Transition, you can jump, dash in different directions, and switch to an attack without interruption while always keeping the enemy on-screen.


Source


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Dec 10, 2017 1:27 am 


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https://gematsu.com/2017/12/certain-mag ... r-14-japan

Fuck yay!
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Thu Dec 14, 2017 4:07 pm 



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Ah, to be able to play Virtual On on the Vita is quite the announcement. Will check out the PS Vita demo of VO.

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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Feb 18, 2018 4:37 pm 


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I guess Index VO really is VOOT 2. There's a different flow to things but still a lot of depth to each VR. Training and matchmaking options also have a lot of thought put into them. They did some smart things with the movesets like making horizontal and backwards dash moves more viable. And jump/jump turbo attacks can be performed quickly at any height making them more usable than ever.

Matches from the other day against a solid Temjin player (spoilers: using unlockable character)

Enjoying it more the as I put time into it, exceeded my expectations. Game also looks really nice and the stage designs are cool. Youtube compresses it pretty badly because it's VO haha.

Music by Yuzo Koshiro is great but I wish there was a way to randomize the song or select it. It's tied to player VR so you end up hearing the same couple songs all the time. Nobody plays Dordray or Bal-Bados who have great songs orz

There's some weird balance things but this is a great start. Some VR like Bal-Bados are in a bad place because of bad attack performance while a couple others like Specineff and Grys-Vok have super potent center weapon attacks. At least Angelan is strong and fun now. You have to get a hang of the guard mechanic to counter melee happy players this time around as they can do frametraps and lock you down much easier than VOOT.
Smart lock-on mode (auto aim at enemy) is clearly superior for melee or close range playstyles. Veteran should have a higher skill ceiling for the VR that have attacks to make use of rotation and decent rotate speed. Just realized the VR I main has big dash rotation speed so could do some VOOT-style tricks using that (ie. pre-aim attacks during dashes, skip jump cancels)


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Feb 18, 2018 6:08 pm 


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Zaarock, how would you comment on cacophanus' impressions from demo:

https://www.forbes.com/sites/olliebarde ... 3869746bf5

Quote:
The main weird and unnecessary change is how health is measured, not to mention how the HUD works. In older Virtual On games, you had a single health bar per player and once that was depleted, meant you had lost. This was and still is a very standard setup for fighting games across the board. A Certain Magical Virtual On changes this by having a knockdown health bar in green and then the actual health below that in orange. Each knockdown results in orange health lost and once that is empty you are knocked out.


Quote:
What’s more, it seems that Watari Dashing is absent, at least with Temjin, and the forward dash mechanics are closer to Virtual On Oratorio Tangram rather than the original Virtual On. In that, forward diagonal dashes don’t really count and you have to charge enemies head on to get the forward dash attack benefits. So without Watari Dashing, this restriction feels a bit excessive. Your weapon meters also refill very slowly, which again feels like an unnecessary restriction.


?
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Feb 18, 2018 8:41 pm 


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The knockdown healthbar is because knockdowns award you with points (these in turn decide who wins timeout). This works pretty well to encourage some aggressive plays since if you dont sustain hits the enemy's knockdown bar refills. You can whittle enemies down with vulcans and whatever but these will have low knockdown value. Bal-Bados has big issues with this system because his damage values are really low, he can't land knockdowns and easily loses the points game. But with most VR it's well thought out. For a lot of attacks the ability to land knockdowns is just like VOOT.

Training mode gives you very good info on this stuff and you take multiplied knockdown damage when in certain states like dashing. No you dont need to be knocked down to take real damage, this isnt dissidia lol.. the actual HP bar goes down just like normal. No idea what that's about.

Watari dashing is in the game and was in the demo, the input is just different to what cacophanus assumed. You push the dash button again while holding a direction. This is probably to make the game work better on analog stick (you wont pick accidental directions as the button is the final trigger). After demo they added air watari dash back in and it is quite close to VOOT. You can only watari dash once instead of infinite times so the button trigger is useful imo.

'Diagonal doesn't count' is nonsense, diagonal direction gives you a different attack just like VOOT. Though by that he means in OMG you could hold diagonal to get the forward attack. Forward dash attack existing doesnt somehow make diagonal ones obsolete

tldr. what is he even talking about


Last edited by Zaarock on Sun Feb 18, 2018 8:50 pm, edited 2 times in total.

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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Sun Feb 18, 2018 8:47 pm 


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Ah, thanks for explanations! (and for video, too)
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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Mon Feb 19, 2018 1:32 am 


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I wonder if there is an adapter to use the 360 twinsticks with the PS4? I love Virtual On but I've never been much for using a standard controller.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Mon Feb 19, 2018 1:39 am 



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schnuth wrote:
I wonder if there is an adapter to use the 360 twinsticks with the PS4? I love Virtual On but I've never been much for using a standard controller.


A VO twin-stick was announced for PS4 last week, I don't know when it'll be out but it's coming.

I really don't think this game needs or would benefit from the traditional twin-stick control scheme but I'll probably end up buying them anyway, I imagine a VOOT port must be in the works.


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Mon Feb 19, 2018 2:59 am 


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There's too many buttons in this game to work with the traditional twinsticks, wonder what they'll do. Need at least 3 more..

Rotation is sort of gimped on most VRs so twinstick might not be too useful. And even then it basically had no advantage once people got used to pad on 360 (rotate on L1/R1)


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 Post subject: Re: Virtual On: Oratorio Tangram for the Xbox Live Arcade
PostPosted: Tue Feb 20, 2018 6:37 am 


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Glad to see PS Vita at least marginally supported as late as its seventh year of existence. It just seems rather long for such a device, in this day and age.
P.S. Or, I see, that was the news in its sixth year, but news enough to me this morning.
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