EmperorIng wrote:Don't forget Arcus Odyssey, a pretty fun top-down/isometric dungeon-crawler/shooter hybrid a la Gauntlet - at least for some of the characters. But instead of archer or mage you can play as the whip lady and instead flail the FUCK out of every gritty-grungy looking enemy in the game. Fun!
Still kinda regret passing up a mint copy of this years back - one I should revisit. I have an undeniable fondness for the way these Wolfteam games make my MD feel like a substitute Japanese PC (as opposed to a substitute Japanese arcade cab

).
Speaking of, holy fuck, I (still) really like El Viento.

It actually reminds me more of an Ex-Ranza Zero than it did the last time around. There's the same distinct sense of each stage having its own particular mechanics and enemies, with crossover deliberately minimal. The last stage (BAT COUNTRY) plays somewhat like Ranza's stealth level, only it's in constant "ALART" state so if you're standing out in the open, you're gonna get bat-gangbanged!
Yeah drauch, the homing fire spell is definitely a big help here - but I was also pleasantly surprised that Annette is actually
much faster than the bats (they can't catch up to even the basic run, let alone the crouch-dash), and the x3 boomerangs shred 'em wholesale provided you see them coming (or dash away first, if they get the drop on you). I'd mis-remembered them being totally impossible to outrun/escape, and taking multiple hits to destroy, creating a total clusterfuck. Finding a secluded alcove, charging the homing spell, then making a beeline for the next elevator or switch is the general idea, but in a pinch you can totally just dash away from and/or shoot the fuckers too.
The wind spell (third) is also really good at mowing through 'em, especially if you follow behind it. It's also a good quick escape if any manages to get in close for their annoying "rub all over you" bullshit. You can hit them through solid walls with the SPLOSION (fourth) spell, but it's not particularly worth it. Methodically zipping from A to B with the homing fire active is ideal. It likes to target bats located behind walls that a) it can't hit, and b) can't reach you - aggressively scrolling them offscreen will keep it focused on actual threats. I really like this stage! The total (afaik) lack of HP restores gives it a deadly endurance aspect, too, and sets up the simple but twitchy final boss nicely.
It was
that fucken dolphin bit I was dreading revisiting, but as ropey as it is (framerate chugs at best... let the gliders gather and
Dear Sweet Jesus), I was again pleasantly surprised - mowing through those irritating krakens is much simpler than I recalled. No frame-perfect timing involved, just keep all your ammunition onscreen (C for fireball, A for boomerangs, tap the former and spam the latter) as they scroll in, and they'll asplode before they can bump you off your ride into the drink. It's all very silly, but frankly I'll take a silly vehicle stage over a boring one. That's kind of this game's whole ethos, for me... no sidescrolling design landmark, but it's aware of its limitations and compensates appropriately, while dishing out ripping violence with a strong creative bent. It won't waste your motherfuckin time! I got enough landmarks anyway.
Deadly fucken serious
Falter and die
HEY KIDS IMA DOLPHIN, VROOM VROOM