FinalBaton wrote:Also the satellite boss music is damn eerie and unsettling, it surprised the heck outta me. Totally comes out of nowhere and puts a screeching halt to your momentum. very creative use of BGM to raise tension.
Truly outstanding direction - the synergy is perfect, right down to the music that
isn't heard. Bloody Road's sudden absence leaves a chilly vacuum to match the scene itself, making its warmthless, arrhythmic replacement more unlovely still. Brings to mind the action game scoring highlight of Strider.
Bizarrely, the mecha sidescroller Wolf Fang is actually Vapor Trail's sequel in the Kuuga trilogy, followed by a return to vertical shooting in Skull Fang. Both of their OSTs are absolutely recommended for fans of VT's sound. Nobody did unashamed, synth-driven power metal heroism quite like DECO's Gama Delic team!
SLAUGHTER MACHINE: DESTROY ("WELCOME TO SCRAP CITY! I'LL SCRAP YOU!")
SKULL FANG (reminds me of PCE-CD's Gate & Winds of Thunder and Sapphire - fans of those should check this out)
BLOODY ROAD (Vapor Trail arranged track! Skull Fang has a few reduxes from the previous Kuugas)
See also
THUNDER ZONE, possibly DECO's most balls-out guitar rocking OST. And probably lots more... the first stage BGM of PCE Bloody Wolf is total
commie-killing 1980s action catharsis. Dig those chopping intro power chords.
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Whole lotta Crude Bustin' tonight! Generally a most positive experience! As expected, but as I say it'd been a few years and at the time I was balls-deep in MD collector hell, so I kinda hopped along to the next thing after making sure it wasn't actually a reskinned Cheetahmen.
I highly recommend altering the controls to Attack/Jump/Grab (I do enjoy the control reconfig options in these DECO ports). The default Grab/Attack/Jump had me pianoing the pad. You absolutely want jump in the middle with both attacks either side. Yep,
both attacks - grabbing is no mere gimmick. A straight bodyslam is your most powerful unequipped move, and it's frequently a superior option to striking. The BDSM spiderman guys imported from Shinobi, for example, bust out an unstoppable slidekick when they land nearby. Only good strike option is the weak jumpkick, which will merely buffet them back and prolong their annoying hops. Solution = don't let them land to begin with! Grab the fucker out of the air and slam 'em. They probably like it! Gimp suit freaks!
Does whatever a HAADO GAY spider can
Try grabbing Roly Poly man straight out of his annoying rolling attack - much faster and cooler than waiting for him to show his ugly fuckin mug then striking. Very similar dudes in Capcom's Tatakai no Banka, and Mazin Saga on MD, both of which share CB's apocalyptic setting... there's Ninja Gaiden II (NES)'s rollies, too. I wonder what the common inspiration was, if any? Looks straight outta 1970s Tokusatsu. Or maybe some mythology ala Daimakaimura's Kamaitachis? Would make a neat Halloween costume. Probably culturally appropriative too! LOLOL
ROLY POLY-ASS MUHFUCKA
Note also that hitting enemies with their thrown comrades doesn't do much damage. Rather than hitting these chumps with their ride, and having to follow up with another attack, just kill the pilot outright, then impale his passengers with that handy lightpole. Much cooler, and efficient! Cool and efficient violence is what I go for!
TRAVEL SAFETY 4 ALL Vol.II
At the same time, while busting out grabs at every opportunity, you've gotta have the jumpkick ready to go at a split-second's notice. The game's lack of iframes is cruel, and enemies only need an instant to swamp you. Kicking the shit out of them won't do much damage, but it'll keep them at safe distance while you set up the next slam.
I'm really happy with this game overall, but I do think the handling is a bit strict for a brawler. I'd have tweaked the grab range to be a little more generous - snatching dwarves n' dogs is nervy, and brutally punishing of failure. I'd also ditch the high/low distinction on thrown weapons - shorty type enemies are one thing, but having to crouch to hit st2's hulking bruisers with a big fuckin rock feels petty. Performing the very useful "grab stuff off ledges overhead" move under pressure also takes a bit more muscle memory than is ideal. To avoid an unwanted pull-up (itself a vitally important move - don't fight st2's
PRAYING MANTIS DUDE head-on!), you have to hold [UP], hit then
quickly release [JUMP], then finally [GRAB] to snatch the item, ready to bash the enemies who've no doubt closed in. Screw up, and you're gonna be in quite the pickle!
MUSCLE GLIP
It's easy with a little practice - the controls are utterly airtight - but again, just a tad more unforgiving than I like in this sort of big, brash action game. I like my brawlers with a little margin for input error ala the buttery-smooth Bare Knuckle II.
OTOH, I'd rather have accurate but slightly finicky controls than forgiving, flawed ones (see the otherwise phenomenal Double Dragon II FC's slight touch of
Holy Diver Syndrome Type B)