Cue the Energizer bunny.
dai jou bu wrote:Point items are still required in either game to increase your number of lives. That's not much of a change from EoSD, since you still need to collect a ridiculously high number of point items near the end of a PCB session in order to acheive those free lives.
Why "near the end?" IIRC you're awarded the extends regularly, every couple hundred items or so...collect the things consistently throughout the game, and you'll keep the extra lives coming. And what you say about having to collect items in both games is correct, and obviously using the POC in both is the ideal way to go about it, but the difference between the two is that in PCB, if you're at a spot where using the POC is risky and you'd rather not try it, you can still collect at least some of the items closer to the bottom of the screen and still gain some headway towards the next extend, since the point value of the items doesn't matter in that regard. In EoSD, you might as well not bother, since the points do matter there.
Staying unfocused is really annoying in PCB, since most of the danmaku thrown at you move at slower speeds than in EoSD, making your unfocused speed not only awkward, but completely pointless in most situations, which brings me back to the integral calculus needed to determine how much time you need to milk out as many cherry points possible before you have to refocus.
Methinks that's at least partially the point: staying alive while "unfocused" is more difficult, and as such is the main way that the game challenges you to get high scores. As was mentioned, though, if you'd rather just stay in focused mode and not worry about score, the game doesn't penalize you for that in any way aside from giving you less points. And I think calling the process "calculus" is a pretty long stretch: it's simple risk vs. reward, much the same as using the POC to collect items. The only real question you need to ask yourself in either case is "Am I skilled enough to stay alive while doing this, or should I play it safe?" Same as in heaven knows how many other shmups.
Also, Sakuya is the only character with truly unique focused attacks in the game. Reimu's and Marisa's firepower in focus mode just looked more Xtreme.
I'd hafta take issue with that: all of PCB's characters' focused shots are more unique than those found in EoSD. In the latter game, your actual shot doesn't change at all, your side options are simply moved to above your character instead of on the sides: compare, for instance, Reimu A in both games. In PCB, her focused shot condenses all of her wide unfocused shots into a single "beam": it homes in like the unfocused shots do, but unlike in EoSD, it actually affects the coverage and raw power of the shot, rather than just its source's location. Marisa B is another one: in PCB, her focused laser greatly increases her power but greatly affects her attack area, since her "regular" shot completely vanishes, unlike in EoSD, where nothing changes except the options' location.
Imperishable Night makes sure that each duo's focused shot is truly different from their normal shot. Individual character sessions was not the way this game was meant to be played.
Well, where are the complaints about how "unbalanced" this aspect of the game is?

In any event, as I said, the variety of attacks is certainly nice, but I'd hardly call it a requirement for a shmup to be deemed respectable: heck, EoSD gave you even less variety, as have lots of other shmups which people name as their favorites.
Yes, one stage that's rather boring in design really does bother me.
In truth, I'd hardly call the beginnings of EoSD and PCB "boring," you just have to play them a bit differently than in IN. You still want to collect point items as high up on the screen as possible, but since you can't "vacuum" everything up yet, you have to pick the most lucrative targets instead of just rushing up wherever's safest.
You also can't really depend on life-saving bombs in PCB either, since you have to hack the game code to even save yourself the way IN does it.
Yeah, the window is smaller, but it's still usable, hardly a need to hack the game code, heh heh. In any event, some might say that the game is overly generous even giving you that option to begin with: I don't necessarily agree, but I hardly see reason to complain too much when you're already given a bit of extra time to save yourself after you screw up, which pretty much no other shmup gives you, heh heh.
Also, it was never my intention to make these gameplay changes found in Imperishable Night sound like it was God's gift to man. I was trying to make them sound more like good gameplay design decisions more than anything else.

Granted, IN is great, but I still say PCB is able to stand on its own in relation to it, and both can be enjoyed on their merits.
