Heh, of course not everyone's going to be satisfied by every shmup that comes out. Here's the thing though, I was really digging the game at first, then I started to get frustrated by the hit box, since dodging bullets in this game just didn't feel as natural as other shmups. Took a break for a while, then picked it up again a couple days ago, and now I was enjoying it a lot more. I still don't think it's anywhere close to perfection, but it is a very enjoyable game. It's been said many times before, but I love the fact that it doesn't use a scoring system that puts all its scoring emphasis on silly combos. Really, the only thing you can do to screw over your score is to kill a boss (or another large enemy) with a bomb. So even if you die your game isn't completely screwed. (although dying with 6 bombs in reserve makes you feel like shit)
Alske wrote:Here's my list of things I hate about Under Defeat: The stupid slanted perspective makes dodging frustrating.
This is a very valid complaint. Especially when you've rotated your chopper, that makes it even more difficult to dodge bullets. It takes so much getting used to, and I still die when I misjudge my ship in relation to a bullet... and it is indeed frustrating.
I don't like how items don't come down past the halfway point on the screen, or how they keep changing what type they are.
The only thing that annoys me about the items are the way that the item pickup will start at a random type. It makes things a little more unexpected. If it travelled farther down the screen, there'd be a greater chance of being pinned down by bullets elsewhere on the screen, and having it run into you and giving you the weapon you DIDN'T want...
The rotating isn't nearly as natural as it was in Zero Gunner 1 or 2.
I liked Zero Gunner 1's lock-on firing mechanism, it was excellent. Zero Gunner 2's rotation never ever felt natural to me no matter how many times I tried, so I sort of gave up on the game.

Under Defeat on the other hand, I had the hang of the control down within my first game.
I hate how you have to charge the options by letting off of the fire button.
A bit annoying at times, especially if you stop firing before the red bar has diminished entirely, meaning that you stopped firing to accomplish absolutely nothing for a second or two and that could screw you over. But it's just a manner of getting into the groove of figuring out the exact charge time needed for each weapon.
I find the copious amounts of bombs in the game to be indicative of an amazingly uneven difficulty curve.
I don't think the difficulty curve is too bad, as I've been able to get progressively farther than I thought I would be able to. If anything, I'm more annoyed at the lack of extends in this game. One or two extra lives would be very nice, as having just three lives doesn't give you the opportunity of making many mistakes (and, as mentioned before, if you die with a full bomb stock, it's a huge waste).
Oh well, I'm just saying that the game is well worth a second chance if you're not enjoying it too much immediately. It's a lot of fun once things start to click.
Oh, and while I'm making this post, quick question about that got-next review:
In practice, the most substantial unlockable goodie is a stand-alone version of the second loop. In normal play, the second loop is reserved only for the few who can complete its 5 stages without continuing, and earn a 95% kill ratio in every level; an elite cross-section of players.
Whoa. I take it that the 95% kill ratio is only a requirement on the arcade version? Because I finally managed to 1-credit the first loop and I went to the 2nd loop, and I didn't get above 95% kill ratio on any stage other than the first.