Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
velo
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by velo »

velo wrote:If you have an automatic weapon, I think you want to release the fire button before you hit jump.
After playing around with Deathwish Enforcers for a bit, the "shooting state", lasting 1) a couple frames after firing a single shot or 2) continuous while firing an automatic weapon, plays havoc with jump inputs. Down + jump registers as a neutral jump instead of a slide, but diagonal down + jump is still a slide. Hmmm. And if you're hanging from an overhead rope, it ignores jumps altogether... can't swing up or hop down until you let go of fire. 99% sure neither Sunset Riders or Mystic Warriors work that way. They both require diagonals for a slide, but at least they're consistent about it: no surprises.
Sumez wrote: I should clarify, that it's less about how easy/hard a game is, and more about how difficulty changes might potentially compromise the core design of the game.
On that theme, I turned Deathwish Enforcers's difficulty all the way up (3 notches above the default I think) and for the first stage, the only differences I noticed were massively increased enemy bullet speed and standard enemies taking 2 hits to kill instead of 1. It's obnoxious and forces a defensive, paranoid playstyle. Of the four playable characers, Charles Bronson aka Shotgun Guy is the one to pick, since he's the only one who can snipe placements without getting sniped back. The walk speed is so slow, even for the fastest character, that sliding is often the only way to dodge, and compared to SR/MW it's this huge long one with a gazillion iframes but you have to account for the abovementioned input issues and the fact that an uphill slope will instantly stop it cold.

You can set the credits from 0-99 and there's not even a "revert to default" button, so this is on the other end of the spectrum from Steel Assault: it doesn't care how you play it and probably didn't put that much thought into it. Honestly, the true developer-endorsed setting is probably 4-player co-op on max difficulty with 99 credits and nobody knowing how to play it. Every dead enemy drops a point item and stopping to grab them slows the pace down, but I don't think (could be wrong) the game even gives extends for points so might as well not bother.

Despite all the looseness and jank the one thing that really kills it for me is taking something like a full minute (I oughta time it) to restart a stage after dying, and not because of long load times, but the sheer number of screens you have to sit through. Sadly all the full-stop fun-ruining issues seem like easy fixes, what a waste. Grabbing DE at $20+ and missing out on TJ for $2 means I failed the run 'n' gun literacy test pretty hard. I'm ashamed of myself and have nothing to say in my defense, but if you're thinking about it, probably ought to think again.
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

velo wrote:Grabbing DE at $20+ and missing out on TJ for $2 means I failed the run 'n' gun literacy test pretty hard. I'm ashamed of myself and have nothing to say in my defense, but if you're thinking about it, probably ought to think again.
Not at all mon frere ;-;7 You have performed an invaluable service ITT and are hereby awarded the Shumps Purple Heart!

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Marked for index! I think I'm gonna continue the wait for Shinobi non Grata on PS4.
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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

velo wrote: Honestly, the true developer-endorsed setting is probably 4-player co-op on max difficulty with 99 credits and nobody knowing how to play it.
Oof. Thank you for confirming my suspisions. I've already bitten the bullet with the LRG release, so I'll have to see what I can get out of the game when I get in in about two years from now. Maybe someone will be able to enjoy it at meetups, but I'll probably just give it a single run and leave it to be forgotten unless I can derive some sort of fun from its expected jank.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by velo »

BIL wrote: Not at all mon frere ;-;7 You have performed an invaluable service ITT and are hereby awarded the Shumps Purple Heart!
*salutes*
Sumez wrote: Oof. Thank you for confirming my suspisions. I've already bitten the bullet with the LRG release, so I'll have to see what I can get out of the game when I get in in about two years from now. Maybe someone will be able to enjoy it at meetups, but I'll probably just give it a single run and leave it to be forgotten unless I can derive some sort of fun from its expected jank.
It's still on v. 1.0.0, so I'm not counting it out. If there was even a Restart Level option on the pause menu I'd probably be grinding away at a normal difficulty 1cc.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by copy-paster »

KAGE/Shadow of the Ninja 1cc/no death

Pretty relieved after I got this down. Some of this run are pretty much following BIL's strat (st4 boss quick kill, 5-2 hell) and decided to play safe at the 4-2's elevators. This platforming is very cursed by the way, one miss jump and POWERUP LOSS PENALTY BITCH!

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Weapon powerdown is the only gripe with the game IMO, subweapon didn't bothered me much and their placement are mostly fit for the situation anyway. Pretty excited to hear that KAGE remake/sequel/whatever is NatsumeAtari next project, hope they get rid of that powerdown loss!
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Congrats! It's a tricky game imo; lots of tight maneuverings, and that powerdown can demolish your momentum. st4.2 elevators are terrifying. :shock: :lol:

Just popping in to say Tanuki Justice dev WonderBoy Bobi is clearly the real MFN deal. Picked up Aggelos on Sumez's rec, exactly the rock-solid Dragon's Trap-esque I expected. Delightful game!

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JUNGLE BOUNCIN'
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And this is delightful too! Image

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STARTED ON A JOURNEY TO HELL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Blinge »

BIL wrote:STARTED ON A JOURNEY TO HELL
hahah. always loved that line.

Are you ready set?
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1cc List - Youtube - You emptylock my heart
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Real shit ;-;7

I gotta say, de-rusting the ol' Mugen Voorhees-Ryuu - good lord does Splatterhouse handle smoothly, particularly for its age. It compares to fellow Spartanesque Kuri Kinton the way its 1988 contemporary Saigo does Super Contra; dead-on accuracy with a calculatedly generous buffer. Not to slam the latter titles too hard, but Namco and IREM's games have a distinctive ease of use that'd demand notice even today, never mind back when 8way aiming wasn't quite in the bag.

The way you can keep your jumpkick's handy OTG even when armed, with a deft midair press of [down], is especially welcome. Namco also followed Piston Takashi-sensei's teachings well, with all strikes wrapping 360' during active frames. As with Spartan's lightning-quick, laser-accurate kicks to the head neck and face, a beast-roiding madman laying about all sides with a monstrous cleaver should convey a sense of inescapability.

This isn't Castlevania Mr. Fledermaus! All you're gonna get is my fuckin shoe! (■`w´■)
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Amidst all this generosity, the standing attack's temporary barring of [jump] genuinely feels like a warranted exception - another Saigo commonality. Rick's not a mouse cursor, he has weight and heft. Similarly, you can't bust out a flurry of falling strikes and expect to have the Slidekick ready to go; that explosive, Biggy Man-demolishing momentum requires a sensibly light modicum of forward planning.

Bespoke enemy death animations for each attack is some cash shit. :cool: Amazing sense of feedback, nailing a fiend square in the chest and sending them skidding away on their back, then catching their backup square with the cleaver, leaving a geysering torso stump crashing to its knees. We ain't playin' pattycake here son!

A range of mortal blows tailored for all occasions and elevations(^w´ )
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Following on from Squire's point, re: the series' human aspect - I'd also forgotten how plaintively appalling these scenes get. It's not a gorefest, per se; there's no buckets of corn syrup flying about ala Mortal Kombat. The aforementioned Super Contra is on par for dispatch gore, its own zombie drones erupting in parasite vermin when popped. Rather, it's those dryly foul stage-sets that distinguish; the palette grimy and puce, mortal wrecks piling the hallways with unmistakable disregard, like so much medical waste. Did a genuine double-take at a mangled foreground bugger's agonal twitchings. Those things that puke their corrosive guts out on you in st1 aren't dimestore spooks; they're restrained in place and promptly die afterwards. See you in Strasbourg, Professor!

There's an unmistakable black humour to the production, of course, with no end of VHS slasher guignol - a demonic crucifix orbited by an assortment of severed heads? let's rawwwk! - as befits a game about Not Jason punching the shit out of monsters. Still, credit due for a genuinely bleak charnel setting.

Never quite twigged until now that Splatterhouse Part 3's formidably imposing final stage is a direct reference to SHp1's opening area, complete with hapless captives in variously appalling states. Can't match the sheer gruesomeness of the original, but gains a new angle as a window into hell itself. I wonder how consistent the dev teams were? I believe NOW Entertainment handled Wanpaku, SHp2 and SHp3, though I might be recalling inaccurately there. At any rate, I love the obvious care they took to keep things consistent while constantly throwing in new twists, despite the shifts in hardware platform and even subgenre; very Castlevania/Contraesque.

EDIT: Awww hell yeah. Image :cool: Speaking of Kunio recently, Oda-san himself (SHp1 lead artist). Hot Blood is universal ImageImageImage

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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

BIL wrote: Just popping in to say Tanuki Justice dev WonderBoy Bobi is clearly the real MFN deal. Picked up Aggelos on Sumez's rec, exactly the rock-solid Dragon's Trap-esque I expected. Delightful game!
Aggelos feels mostly really derivative of Wonderboy in Monster World (ie. Monster World 3), which itself is mostly in the vein of Dragon's Trap except without the transformations. But those two games, though I love them, have mostly bland uninspired level design especially in the "dungeon" areas, and I think Aggelos manages to far exceed them both.

As I touched on earlier, across both Aggelos and TJ, I think Wonderboy Bobi has proven a unique and rare understanding of what makes games fun to engage with at their core. Even though they are very different sorts of games, they both share that unique "golden touch", and I really can't wait to see what he whips up next. Judging by his twitter he's currently working on graphics for someone else's game, so that's not really as exciting to me. I want this guy to keep making his own video games.

Are you playing Aggelos on Hard Mode btw? You should, because it's not the kind of game you'd replay indefinitely as with TJ.
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Aggelos English Language Japanese

Post by BIL »

Sumez wrote:Are you playing Aggelos on Hard Mode btw? You should, because it's not the kind of game you'd replay indefinitely as with TJ.
Hell yeah - both on experience with TJ, and your recommendations, I went straight in on Hard. :cool: Love the "DEAD = #" and XP penalty. I actually died a few times learning the ropes in Earth Temple, only to realise the game doesn't autosave when you touch a savepoint, so technically I should have more deaths than I do. :mrgreen:

TBH the MW I've the most experience with is MD IV, and this scratches that same itch, albeit with more of an emphasis on oldschool slashing. Not that I don't find IV's protagonist and her pet/helper thoroughly charming, but sometimes I just wanna belt varmints wiv me blade Image

EDIT: Because it's the kind of thing I often search up; worth noting that the JP version has full English subtitles selectable, and a bunch of others too Image
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bloodreign »

Maui Mallard in Cold Shadow SNES, yeah not the type of game to run to the right and blow shit up, but a relaxing kind of platformer all the same. Sadly I find it suffers from western level design, almost a cluttered mess of where to go next, similar to stuff like Earthworm Jim 1 and 2, and Pitfall the Mayan Adventure. The soundtrack is great, lots of head bopping stuff in it. Plus the colors absolutely pop on it. Seems to also suffer the western collect everything in the level-a-thon too, but the game holds up on it's merits, and doesn't seem to be as insane with it's level design as Genesis Aladdin, or either EWJ game. To me, it seems to be Virgin's best Disney release, even over either 16 bit version of the Lion King, of Jungle Book, or Genesis Aladdin.

Shame that Mega Drive version was relegated to Europe, and costs an arm and a leg to buy now though. Would love to have both 16 bit versions (the PC release is still relatively cheap), the SNES one I bought for cheap years back, that MD version, in this day and age, no chance.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Herr Schatten »

Aggelos is delightful. Initially I avoided it, because the trailers didn’t make it look like much and I wasn't too keen on its graphics side. Too many ugly NES types of color shades, even though the game never tries to look like an NES game, which makes these decisions even more baffling. However, it’s the gameplay that counts and that’s quite flawless. I’m glad that recommendations from here eventually made me get the game, I really would have missed out.

I’m not sure if I would recommend paying in hard mode. I’m sure BIL can handle it, but I had a hard enough time with the final boss even on normal mode. I’m not sure I would have persisted if that fight had been any harder still.

I wasn't aware that Tanuki Justice is from the same developer. I probably should check it out.

@BIL: Despite the gimmick pet, MW IV is the most combat-centric of all the MWs. Aggelos adds some more on top, and does it well.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

The final boss of Aggelos on hard mode is indeed quite a bastard. It's Final with a capital F.

There was actually another boss I simply had to postpone and come back to later. The game actually doesn't require beating the dungeon bosses until a certain point in the game, so you can delay them and progress some regardless, which makes them a bit easier once you come back. Of course, you can't pull that trick with the last fight of the game. :)

Hard mode on Aggelos for sure isn't something I'd recommend to just anyone, but I'd have no hesitation doing so to BIL. I'm a little uncertain how well the game holds up on Normal mode, too. A lot of people I've recommended the game to thought the game was straight up bad, and all of them have played on Normal. Doesn't mean there's necessarily a correlation there though, might just be a question of taste. I mean, a question of insight into good game design :D
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

I'm honoured to be entrusted with this challenge, gents! Image I'd planned to chillax, but it sounds like I may have encountered a next deadly mission Image Image

After ACA Splatterhouse landed, I decided to finally try out Capcom Arcade Stadium 2 (PS4), while reinstalling CAS1. The input response has never felt quite right to me, I'm guessing due to vsync... but it's really just the STGs where I notice a hint of drag, and it's vanishingly minimal even there. So I was mucking about with Magic Sword, Black Dragon, Tora e no Michi, Bionic Commando, and Tatakai no Banka, plus de-rusting Daimakaimura. Fantastic games, all... I'm surprised at how close TnB plays to the FC version, that's a very nice little cart!
Herr Schatten wrote:@BIL: Despite the gimmick pet, MW IV is the most combat-centric of all the MWs. Aggelos adds some more on top, and does it well.
Oh yeah, MWIV is great. One of those rare MD titles without a hint of The Metal in its colour palette, too (others being Chiki Chiki Boys and Magical Tarantino-kun). tbh it's the only MW I've put much time on, though I like III and especially DT's style as well. I always forget they're technically as arcade-derived as Wonder Boy/Adventure Island, via WB in Monster Land.
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Squire Grooktook
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Squire Grooktook »

Nice piece of Splatterhouse fanart

(Was thinking of posting this in video game fan art but it's sadly a victim of the great off-topic split and stuck on the wrong board)
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Hell yeah, that's an instant follow. Image (BulletMagnet's very prompt at moving threads over - I still pester him occasionally, after dropping several shipping crates' worth on him, back at the OG/OT split, don't tell him I said this or he'll KOS me ;3)

Posterity:
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The most underrated SH1 weapon. In a spot? Investigate shrub, pick up rock. Image Given Oda-san's comment re: Kunio a few posts up, I could almost believe it was a Downtown Nekketsu thing. :mrgreen: Probably not, both games being so close in release date. Certainly speaks to a common ethos of grimly purpose-driven action. Also much better than that shitty cinderblock from Part 3!

Love the nod to the Biggy Man EZ cheese double shotgun strat, too; although I find it more nerve-wracking than Just Shooting The Bastard™, followed by a stiff horror tackle. I'm off the pitch, but he's out of the sport! Image

Just got a first shaky 1CC. Hell of an experience! Quite a tidy simpler Spartanesque, too. Enjoying the combo of big honkin' sprites and sharply functional 1HKO strikes; befits the bone-driven revenant aesthetic, a reconstituted body bristling with unholy killing power.

Muteki Voorhees NINGEN HEIKI-Ryuu: Tornado Head Slicer + SAKURETSU no SLIP-N-SLIDE Image
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Like most needle-threading memorisers of this sort - generous guns, simple execution, barn-sized hitbox (cf Magician Lord), I don't think a 1LC is too much further-off, once the layout's down. Feels good man. Image Image Big threat seems to be st6/Womb.

Speaking of gynocidal horror - 1988 reconfirmed as Worst Year To Be a Scrolling Action Waifu!

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They got it notably bad at other times, too (Spartan X 1984, Ken-Go 1991), but that's just IREM being IREM! Image

Was pleasantly reverse-nostalgic, seeing all the stuff Part 2 and especially Part 3 referred back to. Like Cute Ghost Girl returning in a hellacious blast of nightmare, having failed to suppress the giggles in P1. :cool: And Doppelganger popping by for a quick sneering cameo, and the Poltergeists and Dead Hands returning as ambient time-eating hazards.

Very affectionate work from the MD (and FC!) teams. Part 3's already-stirring Final stage BGM takes on an even greater sense of climactic struggle, seeing where it all began. Gotta say, though - I'd have preferred Part 2 not bring Jennifer back in the flesh. Rescuing her soul from whatever godawful place would be plenty of motivation and closure, without undoing Part 1's bleak tale. They could make a buddy flick of it, before irreconcilable differences struck in the finale!

She doesn't have to die, Rick. We can save her.
R... really?!

*Three Stages Later*

LMAO RICK WTF, I WAS JUST FUCKIN WITH YOU BRO! THAT BITCH DEAD LMAO
MASK YOU DIRTY MUHFUCKA! IMMA SHOOT MY OWN FUCKIN HEAD OFF RIGHT NOW, SAY GOODBYE ASSHOLE
GOODBYE ASSHOLE ♫ :3 :3 :3

...I can't do it.
Ye I rove u 2 ;w;
NO THOSE FUCKING DEAD BABIES PISSED ALL OVER ME WHEN I SHOT THEM AND THE SHELLS GOT ALL WET, FUCK
Oh no! 3;
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BryanM »

The development of Splatterhouse 2010 was an absolute shitshow. Namco had some ideas and input, but the guy in charge of the contracted company just straight up ignored them all. I believe he even did the thing where you create concept art that you think your client wants to see, and then fuck off and do what you want to do afterward.

Getting someone to fund your team is a miracle in the first place... guy was a real piece of work.

The language and cultural barriers didn't help. I think Namco bent over backwards to accommodate them, even when all they kept seeing was a shit sandwich, lies and delays. They wanted a throwback to the original games, and did not get what they asked and paid for.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

All I know about the 2010 game is it apparently starred legendary horror actor John Cena - just like another favourite 2010s production! Albeit, SlipknotHouse: Craaawling In My Jooorts doesn't sound nearly so violent as CMDR Stryker's highway clashes with the dreaded Race War Van, aboard his stalwart Battle Prius! Never mind Operation Free Tupac.
The Commander wrote:DO NOT ENGAGE IN COMBAT WITH THE RACE WAR VAN
Well, let's forget about that nonsense. Daww! Joker-chan is a ghost of many talents :3

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EDIT: God fuckin damn Image I'd forgotten Part 3's true USP in this series... THE GORILLA BEATINS Image Image Where Part 1 is all about icy bi-lateral accuracy, Part 3 leverages its brawler physicality into scruffing, bludgeoning, bloodening noisy rucks. Still need to be accurate, of course, as in any good scrolling action, but the tactility goes through the roof.

WHOOP ASS @ EDGE OF LIMITS Image Image
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IFRAMES N BLOCKSTUN R UR FRENS Image
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CORNERED AND BEATEN TO SHIT Image YOUR NOT LAUGHIN NOW PRICK Image Image

The sound team got some awesomely coarse-yet-explosive *BAP-BAP-BAOW* hit SFX to go with the artfully morbid BGM, too. Not too far off the splendid evil of Michiru Yamane's Vampire Killer. The indescribably brown *BWOMMMP* noise on Rick The Monster's flying... whatever that is, it's not really a kick, nor a stomp or knee-drop or splash, certainly not a punch or elbow, he just kinda BRAWWWWWR pounces, but even then there's no follow-through; just an insouciant display of crowd-levelling testosterone! At any rate, hilarious! ~Marverous~
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by XoPachi »

Sumez wrote:The final boss of Aggelos on hard mode is indeed quite a bastard. It's Final with a capital F.

There was actually another boss I simply had to postpone and come back to later. The game actually doesn't require beating the dungeon bosses until a certain point in the game, so you can delay them and progress some regardless, which makes them a bit easier once you come back. Of course, you can't pull that trick with the last fight of the game. :)

Hard mode on Aggelos for sure isn't something I'd recommend to just anyone, but I'd have no hesitation doing so to BIL. I'm a little uncertain how well the game holds up on Normal mode, too. A lot of people I've recommended the game to thought the game was straight up bad, and all of them have played on Normal. Doesn't mean there's necessarily a correlation there though, might just be a question of taste. I mean, a question of insight into good game design :D
Downpour was so much fun. It felt so epic getting him on my first try because that fight was wild. I'm so glad to see other people playing it. What an absolute diamond of a game.
I'm trying to remember if I finished my hard mode file. It's been a while.

EDIT: Ah both of my files are COMPLETELY gone. c:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Looks like that Love Live April Fools' joke game is actually real. It's Inti Creates, so it's going to be good. I was hoping that it was going to be real given that the art and animations seemed way too nice to waste on an April Fools' joke, but having Inti Creates onboard makes it an insta-buy.

They made the video they posted on April 1 private, but I imagine you can still find it somewhere.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Anything Inti does is immediately of interest to me... I would very likely be onto Gunvolt 3 by now, but I've been snowed under with good stuff this first half of the year. That's what happens when you let several years' worth of endorsements from your trusted bros pile up. :mrgreen: Picked up GV3 unseen on Jack's review, feels exactly like the Rockman Zero: Not On GBA Screen I always wanted.

As for GrimGuardians / GalGuardians (I can't even remember which one my PS4 calls it, haha) - very good, though I respectfully disagree with a couple fundamental choices. The combat is wickedly satisfying, but they deliberately gave the movement a very un-SOTN degree of float... I briefly thought it might be input lag, very out of character for them. Having cleared out the Veteran true end, though, it's just how the game handles. It's clear they were intending it to introduce a degree of balancing peril... you can't just magic your way out of a panicky or badly-timed jump, there's some heft to steering your character through the air. It's like a functional attempt at what Harmony of Dissonance was attempting before IGA steered it straight into a guardrail.

But I think it'd have been an even better modern/trad Dracula hybrid with Alucard's laser-accurate air handling, rather than this slightly muddled effect. Rondo and Ecclesia remain my favourite neu-Draculas precisely for embracing their respective models... still, a disagreement rather than a disavowal; game's very good at what it does, capturing another aspect of SOTN and co that's always underreported for my liking: punishingly good attack feedback. (even HOD has that! Ice Axe, anybody? utter sledging death-from-above murder Image)

Balls-to-brain bisection solves all problems!
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Honestly, even the cheesecake was kinda funny at times, surprisingly outre at others. Bosses all have Rondo-styled parting shots... the literal goddamn tentacle rapist plant's is an all-too-literal shot, that's a stupendous throbbing head-swimming release if I've ever seen one :shock: Brother man was suffering in the home stretch. :lol: "A menace to all women" indeed, Close Combat-chan!

Anyhoo, I need to write that one up before I forget too much. This year has seen a running theme of super-solid current-gen action games with God Hard upper difficulties that I could see putting up an arcade-tough fight. Huntdown/Badass, Tanuki Justice/Insane, GrimGuardians/Legend, all impressively steep. :cool:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Yeah, I tried the Grim/Gal Guardians demo, which is only on Switch for some reason, and I'll probably get the game eventually. It looks like every Inti Creates game is 20~50% off on Steam right now, so I might go buy some of the ones that I am missing. I just realized I have Bloodstained 1 and never played it. Need to do that. I'm not even sure how I got it, but I do have it.

I just wish they'd have proper scaling or interpolation. Looks like they stopped using it after Blaster Master Zero 2 for some reason, and now everything has uneven pixel sizes and disgusting shimmering when scrolling, and it looks like Yohane may have it now as well, judging by the trailer they put up.

God damn it, why can't we have proper scaling or interpolation? I tried every resolution setting on the Switch for Blaster Master Zero 3 and it's not possible to get the art to scale properly, which is really weird in itself because that means the game uses some weird internal resolution. I can see something not scaling properly at 1920x1080, but not scaling properly at something that is an integer multiple of 240 is kind of strange. Maybe everything will look fine at higher resolutions or something, but I don't know. I have been thinking of getting a new monitor, so maybe it's time to do that.
cfx
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by cfx »

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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Maybe it's just on Switch and PC, but the art in Blaster Master Zero 3 is definitely not scaled correctly, as you'll notice that pixel sizing is uneven. The previous two used interpolation on both axes to fix this, although the image quality is a bit soft, as that is what interpolation does. Here is part of a screenshot from the game's Steam page

Image

Notice how the pixels are of differing sizes? This is improper scaling, it looks wrong (because it is), and it causes hideous visual artifacts when the screen scrolls.

There are a few games that I can think of that use interpolation successfully, but the best I have seen is on Sonic Mania. Sonic Mania runs at 424x240 or something like that and then gets scaled with interpolation to fill the screen without mangling the artwork and it looks unbelievably beautiful. No weird uneven sizing and no shimmering at all. You'd never guess that the pixel edges are intentionally slightly blurred even when using the game's "none" filter, but they are. This is how 2D artwork should be presented if an integer scale isn't possible or results in uneven pixel sizes, so it is very disappointing that Inti seems to have chosen to stop doing this. Hamster and City Connection are also guilty of not doing this, which makes me very sad because this is one of the only aspects of ACA that I do not absolutely love.

For a more obvious example, there is also this

Image

Yeah, that's why you need to scale pixel art properly. The 150% scale obviously looks terrible, and this is exactly what Arcade Archives, City Connection releases, Blaster Master Zero 3, Grim/Gal Guardians, and probably Yohane look like because this is how the art in those games is scaled. Developers, PLEASE stop doing this. Use integer scales. Use interpolation when needed to maintain aspect ratios or whatever. It exists for a reason, so use it. No excuses.

Anyway, Yohane already has an English website here: http://yohane-bid.com/en/

and on Steam it's listed with a bunch of European languages and Inti's English Twitter is advertising it, so yeah, international release is coming, at least digitally. I'll of course get it on PC, but I'll also pick up a physical Switch copy because fuck yeah handheld mode. Might also get a PS5 copy just to see how it is on PS5.

I still can't believe that

1. this exists
2. it's Inti, which basically guarantees that it's going to be great
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by cfx »

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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Yeah, those Shantae screenshots are not correctly scaled either. The Steam screenshots of Blaster Master Zero 2 are also not scaled properly. That makes me think something interesting is going on with the Switch versions of 1 and 2. I don't think I really want to buy the physical PS4 version just to check the scaling, but I am very curious about it now. All you'd have to do is set your display to an integer multiple of whatever the game's resolution is and it would fix it, but I'll take the slight blur of interpolation over shimmering and mangled artwork. I guess there is one other solution, which is to run the games on a CRT. Of course, they are 16:9 games and widescreen CRTs are somewhat known to be kind of bad, so probably not a good idea.

Any chance you can put up some screenshots of all 3 PS4 Blaster Master Zero games, preferably in areas with dithering? I don't think it will matter if they are lossless or .jpeg, but lossless would be preferable and PS4 and PS5 can both take lossless screenshots. I'd put some Switch screenshots up, but the Switch compresses its screenshots to hell and also resizes them to 1280x720, no matter what the game's resolution is, so they will be blurry no matter what I do without external capture stuff.

Anyway, I have high expectations for Inti, so I also have high expectations for Yohane. Love Live is not an IP that you would expect to get a game like this, but it's here and the developer is great, so I definitely want to play it. I am very tempted to get some of Inti's other games on Steam because of the sale, as I always really wanted to try Gunvolt and stuff as far back as when they launched those on the 3DS. 3DS is now dead and the other consoles will eventually die as well, but PC will live forever~

Oh yeah, and I don't think anyone mentioned it yet, but that new Mario game looks pretty cool. Normally that's not something that I'd say about Mario, as that series mostly bores me to death, but this one looks really nice, so I will probably try it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Despatche »

BIL wrote:Anything Inti does is immediately of interest to me...
Steven wrote:it's Inti, which basically guarantees that it's going to be great
Wow, imagine having taste in 2023, thank you. God, I'm sick of people hating everything with the Inti name on it. It seems to center around Gunvolt specifically, this whining about Inti specifically wasn't really a thing during the Zero and ZX days, that was mostly just people going "waaah mad cuz bad". Which, of course, is why Gunvolt is the way it is.
Rage Pro, Rage Fury, Rage MAXX!
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Trying to bait me? Ok sure, I'll take it.

Here's the trailer for that new Inti game: https://www.youtube.com/watch?v=U2SHWfj7jfw
Immediate red flags for me are 1. anime waifus are the primary selling point, not gameplay 2. crafting system, 3. procedural generation, 4. rpg elements / damage numbers popping up
Game could be fine, I'm not really gonna pass judgment until I potentially end up playing it, but it's definitely not gonna be a trad "hard action" action game, feels more like it's gonna border on grinding and skinnerbox mechanics to keep people playing longer. At least the graphics look really nice as usual.


Inti makes tons of garbage, and I don't think assuming anything about their games up front says anything about "taste" as much as it does trust or dedication.
Do people with good taste play Mighty no. 9, Dragon Marked for Death, or GalGun, just because Inti Creates made them?

The Curse of the Moon games are fantastic, and Blaster Master Zero 2 especially is super enjoyable so it's not like I'd just write off anything Inti makes off the bat, and I'm especially anticipating the next thing they'll make that will properly follow up the footsteps and talent from the COTM games. But they also have a massively high production rate in general, making all kinds of stuff, and a tendency to fall apart whenever they try to implement some sort of challenge in their game, often leaning massively on memo hell.

Personally, I think the worst outcome is games like the Gunvolt series and its spinoffs, where the games simply don't feature any challenge unless the player challenges themself by memorizing a path through the game to maintain a combo playing the floor is lava all the way, which creates an annoying do-or-don't scenario. Either you tank your way mindlessly throughout the game, or you play out an absolutely flawless combo that you studied. I can't fault anyone for enjoying that, but it's definitely not my sort of thing.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

I thought Dragon Marked For Death was pretty cool, though it's been a couple years since my dalliances with it. Had a good time with Empress/Shortsword's moveset, particularly that aerial projectile whose recoil doubles as an air-dash. Definitely had a bit of the grindan to it, where a boss will take twenty cycles one attempt and five the next, but nothing beyond say Ys I & II Complete.

tbh anyone who demonstrates a passion for sharply-responsive scrolling action will get my interest; that goes for Easy Trigger and Wonderboy Bobi, too. These days I'm always second-guessing whether a promising game is gonna have god-awful input lag, or just otherwise dissatisfying controls/hit feedback/etc, so a Blaster Master Zero 2 will go a long way to keeping me coming back.

Anyway just my 2c, flame on gents ;3
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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