cave hermit wrote:
Well I caved and bought an OSSC primarily for my Genesis
Meanwhile I've been watching a lot of game sack and I noticed them offhandedly mention a game called Alisia Dragoon that looked really neat, so I decided to give that a try.
Still getting to grips with the gameplay (having lots of trouble dodging attacks), but right off the bat it seems like a real action gem, I'm surprised it isn't brought up more often when most people talk about genesis.
Searching the farms a little for it, seems like the controls aren't fluid enough for some people's liking? Haven't noticed that personally, but then again maybe that's why I keep soaking up hits like the putz I am
Any tips for a fledging Dragoon?
I remember BIL having a number of good things to say about
Alisia Dragoon while pointing out its annoying control issues. He's made quite a few posts about it in the Sidescrolling Action thread.
BIL wrote:
AD only recently clicked with me, but I had to jump on it immediately when it did. As a sidescrolling action lover, the slightly limited player movement bugged me at first, making me wish Alisia could slide and/or double jump to deal with the fast, targeted projectiles this game favours. Normal difficulty thus felt a bit Euroshmuppish, seemingly balancing all the bullets by a massive lifebar. Hard blew that notion away, though, forcing me to learn how to play. Both Alisia and her familiars will be quickly torn to pieces if you're letting them get hit, and enemy presence is relentless. It's actually a very safe-spot oriented game, which makes sense given the multi-homing weapon. Finding a safe(ish) spot and letting rip while bullets whizz over your crouch and under your jumps is quite satisfying, especially given how many enemies you'll be mowing through in the process. Interesting balance of vulnerability and horde-frying power.
BIL wrote:
What stopped me from enjoying AD fully was playing it like Strider 2... ie diving headlong into stages all guns blazing. This'll inevitably get you shot up and swarmed by popcorn, annoying on Normal and fatal on Hard. Despite the flexible jumps and powerful homing weapon, AD actually plays more like Castlevania IV with a rapid-firing, full-screen, multi-tailed whip. Alisia is simply not agile enough to dodge much, so moving along methodically taking out enemies with lightning while maintaining safe positioning is the way to go. The opening of stage 3 (airship) is a perfect example. Lots of turrets firing fast shots, each taking several seconds of uninterrupted fire to destroy. Try to improv-dodge one bullet and another will nail you on the next step. Instead, stay in their sizeable blind spots and let the lightning do its thing while bullets fly uselessly past. Once you get the level designs down you can really mow through unscathed, run-and-gun style, but it's definitely a methodical sidescroller more than an improv-friendly one.
BIL wrote:
Total memoriser on Hard, but the execution is consistently interesting. You really have to make creative use of the familiars. Favourite thing at the moment is to tag-team the Bird and Lizard. Birdie softens up hard targets with a bomb, Lizard finishes them off with his weak but accurate and quick shots, and I GTFO behind cover to avoid the suicide bullets.
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Indie hipsters: "Arcades are so dead"
Finite Continues? Ain't that some shit.
RBelmont wrote:
A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire