Haha, I remember those being a pain even in the Famicom version... can't recall the specifics offhand, but I needed some studied techniques to avoid getting relentlessly dive-bombed.Marc wrote:Rolling Thunder - those bats on ST4 - WTF?
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Arf! Arf! Doin' the DOGY STYLE Got a Dogosoken no-miss. AKA Victory Road, this is Ikari II.
THOU WHO ART SELECTED!
Yooo, badass. I thought the NES's "PLS HALP DOODS" story was dumb, but this is some INTERGALACTIC GAME OF DEATH shit! TFW you NAM so hard even the aliens go "Damn son, get on our TVs right the fuck now"
I often append my recommendations of Sega's excellent tactical topdown shooter Gain Ground with "nothing much plays like it." However, Ikari and especially DOGO actually kinda do! To the point I wonder if there was any influence on Sega's later work. The stern emphasis on tactics over twitch is unmistakably similar. Your characters aren't very quick on their feet - only the most perfunctory dodging is possible, and rushing entrenched foes will get you cut down at fifty yards. What ensues is a willfully slow, heavy deathgrind of zoning and outflanking foes, punctuated in SNK's case by the odd steamrolling mechanised slaughter via tank / powered armour.
I was surprised to see Dogosoken has Infinite Ammo™, having really gotten into Ikari's deadly economy. Aside from enabling some immensely cathartic razing assaults, however, Dogosoken is probably the stricter game. Enemies are more aggressive on the move, and more implacable when entrenched, with respawning encirclements and backstabbers a perpetual threat. Bosses are more of an entity here - a couple late ones are really nasty fuckers, but all demand caution - especially if you're unfortunate enough to land in the trap dungeons, where they'll have crowd backup.
The first couple stages gift long stretches of unbridled carnage, waves of enemies splattering into red carpet beneath your boots. The English translation "Roaring Atmosphere" is well-earned. Late in the second is where shit gets real, with a superbly multi-front maze firefight setting the tone for the remainder. The similarly intense plains battle that opens the third stage is another highlight, threats erupting all around as you contend with vicious sniper nests. It's here that the game really excels, forcing you to think on your feet while hacking and blasting. The last couple stages are most definitely intense, but they rely on a certain pattern to increasingly transparent effect:
1)Step forward
2)Trigger the wave
3)Use red grenades to put 'em in grave (and bayonet any survivors)
Spoiler
You'll do this a lot in stages 4 and 5. It's visceral satisfaction, nailing those flying fucks while warding off grunts - they are mortally dangerous if left unchecked - but the more organic encroaching chaos (interspersed with bursts of mulching forward momentum) is the game's stronger suit.
Although this is a naturally slow, heavy doom march of a game, my play is a bit SCURRED for my liking - particularly in the last couple stages. This was my very first 1CC, let alone 1LC - still learning to deal with those respawning encirclements. They're especially menacing with the game's low move speed. I reckon it could be attacked far more aggressively, without getting into XTREEM speedrun antics. It was partially booze and tiredness, but I was actually worried I might hit the PS4's sixy minute inbuilt capture limit. Turned out to be less than half that, felt longer! That's not a charge of tedium, but sheer intensity - exacerbated by the considerably trickier-than-usual control scheme. Speaking of:
>>>KONTROL<<<
A thorny issue with rotary stick games! I made do with the PS4 controls via Arcade Archives - not sure if it was harder or easier, versus the PCB's Loop Lever. Would love to try the real thing one day. PCBs, a frontier only slightly less remote to me than Japanese PCs. (perhaps even soldering together some godawful creation so I could twist n' move on one hand Still dreaming of creating a Twin Stick setup for the SFC's beautifully tempered conversion of Smash TV)
The PS4 controls aren't ideal, but they're entirely workable. I went with Type A, or Twin Stick style. Type B makes it play like Contra with an aim lock button, which was uncomfortable at first, and in hindsight sounds like a deathtrap. This game's nastiest chokepoints and bosses tend to demand lashing use of the Sword paired with precise, untethered evasion.
By default, Type A moves with the Left Stick or Dpad (I greatly prefer the latter), and aims with the Right Stick. Grenade/Shoot are on L1/R1. I also put [turn left] and [turn right] on Square and Circle. The PS4's analogue is kinda mushy for deadly-precise aiming, so the buttons help there - easy to quickly correct an over/undershoot, or ensure I adjust aim by only a single tick. OTOH, you need the stick's speed for the deadly close combat that dominates the game's second half. Once I knew the game's layout, I could switch between 'em as preferred.
I also used an "index on Square, middle on Circle" grip, for the few occasions where I need to rapidly wank the sword back and forth to deflect incoming fire. Worked out ok, not the oddest grip I've done (Contra Spirits C+C exploit )
Jesus, that got involved. As said it's far from ideal, especially in a game this intense, but entirely workable. I had a great time either way. As for the rest of the game, from comparisons to PCB footage it seems absolutely bang-on, as I've come to expect of Arcade Archives releases.
ESCAPE FROM THE DARKNESS USING YOUR OWN SKILL AND STRATEGY!
They're not kidding, use your melon or get it busted open
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A few observations and minor niggles:
*KEEP THE FUCKIN SWORD FFS. No, seriously. Deflect mechanic is utterly vital to the later stages, it'll offset your low speed and let you maintain consistent offense versus rabidly aggressive bosses. They weren't joking, having Ralf and Clark wielding their proud Claymores on the AC flyer!
*This game feels expressly designed for cooperative play (specifically fighting back-to-back ala Ikari's attract demo), to a far greater extent than I'm used to in my run/guns. The recurring setup from st4 onward (giffed above), where Gargoyle formations divebomb from ahead while infinite respawners harass from behind, is especially arduous solo.
*Not to mention, see the glowing sword? It's a super attack for 2P play. TOUCH TEH TIPS for something or other, apparently! Sounds cool but ain't nobody gonna play this with me - thing's too mean. (Shock Troopers and SFC Kiki Kaikai, now those are easy to get people into! Goes down smooth then HITS EM HARD )
*The "Angel Summon" pickup is a bit of a dud. I like the concept - chase down the elusive bugger for a shot at Armour, all with your heavingly slow movement and bullets raining down. Problem is, well, see for yourself. Really thought I was SOL there, versus st3's brutal Green Tank bugs. Pissed I missed out on the Armour rampage. Glad I dehumanized myself and faced to bloodshed. Ultimately a silly padding between you and mecha justice. Thankfully the fuckers are rare, that's the last one in the game AFAIK.
SPECIAL COMMENDATION to the BGM - it FUCKIN RAWWWKS CRUEL KILLERS and RUN TO THE FIELD are 110% PURE GAMUSHARA. Lighters in the air/MANLY TEARZ for the final charge of COUNT DOWN
Seriously, this stuff coulda come straight outta Out Zone, if it hadn't been written by other dudes, years before that game's release! What a pleasantly contrasting surprise after Ikari's sombre tone! Fits that game like a muddy NAM boot, but this batshit alien gladiatorial contest calls for something livelier!
"YOSH! IKUZO!" Man, I wish you could hear Ralf's badass war cry without having to die first! Good job there's the OST!