Thunderforce VI announced by Famitsu for PS2 in 2008

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
kozo
Posts: 487
Joined: Sat Dec 08, 2007 1:21 am

Post by kozo »

wiNteR wrote:I have to say that graphics of this game feel lot more fresh compared to GV. Maybe next game if this development team gets a high budget they can make something to behold graphically.
I agree. It's a little rough around the edges, and I agree that some areas are pretty low on polygons and texture quality.

BUT

The colors are vibrant. The framerate is silky smooth. The camera angles are exciting, sweeping and cinematic. The environment is constantly changing, viewpoints moving around, focus changing. It's extremely exhilarating compared to GV's very static and stiff approach. TF6 feels very alive, flowing and full of motion. Stage 5, I think, with the huge battleship and the multi-tier boss, in particular struck me. The camera is very intense but without detracting from the gameplay, and the background is a gorgeous blue-peach gradient cloud pattern whisking by speedily. Combine this with a fairly epic fight on the player's side and a great soundtrack, plus the neat voice overs in that very cool sounding obscure Chinese dialect, and it comes together for a stylish and fun package.

I know that sounded like a product pitch, but despite the slight graphical shortcomings, the game makes up for it by oozing personality and freshness. VERY FUN GAME. I felt all jittery and excited after a few rounds of it and want more :D

:D
User avatar
Ceph
Posts: 3693
Joined: Tue May 31, 2005 2:58 pm
Location: Europe

Post by Ceph »

elvis wrote:
Super Laydock wrote:According to Enterbrain/Famitsu TFVI sold about 67.000 copies on it's first day!
That's not bad for opening day
Source please.
And 67,000 copies (I take it you didn't mean 67), "Not bad"?? That would be the best for any shooter of the past 15 years. No way that number is correct. Most shooters in recent years sold around 10-15K copies total.

Anyone got any better info regarding the sales? I really hope this is doing well.
Image
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Post by Ghegs »

1CCed Hard with Phoenix and that was enough to unlock Time Attack. No need to clear Hard with all three ships to unlock it as was previously reported.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Post by Ghegs »

And to continue on that note...after clearing the Time Attack (a boss rush mode, which oddly omits Vasteel Nocht and the twins before the final boss) you unlock Neo Style.

Neo Style is, from what I could tell, exactly like the normal game mode except that all the destructible bullets are replaced by neon-colored non-destructible ones. This naturally makes some enemy encounters more dangerous, but it's specially noticable during the final boss, when in his final form he spams the screen with normally destructible bullets now turned far more deadlier. Overweapon still destroys them, though.

Clearing Neo Style didn't seem to unlock anything.

So for maximum challenge in this game, go for Maniac Neo Style.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
Rai82
Posts: 96
Joined: Sun Aug 17, 2008 1:49 pm

Post by Rai82 »

Ceph wrote:
elvis wrote:
Super Laydock wrote:According to Enterbrain/Famitsu TFVI sold about 67.000 copies on it's first day!
That's not bad for opening day
Source please.
And 67,000 copies (I take it you didn't mean 67), "Not bad"?? That would be the best for any shooter of the past 15 years. No way that number is correct. Most shooters in recent years sold around 10-15K copies total.

Anyone got any better info regarding the sales? I really hope this is doing well.
Fudoh wrote:What's the source on the numbers ? Several european sites (french & german) only quote the source with 6,700 pieces.
I could only find a link but not official source here: http://sega-portal.de/blog/918/thunder- ... -verkauft/ I wonder where statistics of game sales can be found. In Famitsu Weekly perhaps, or somewhere in their official website?
User avatar
Observer
Posts: 1516
Joined: Sat Jul 12, 2008 11:23 pm
Location: In a huge battleship

Post by Observer »

This is a reply to ST Dragon in the other thread (which should be merged, locked or something I guess) So skip to the "In short" part :P
ST Dragon wrote:
I always thought about the awesome Panzer Dragoon references in TFV
Interesting! I've completed both Panzer Dragoon & ZWEI but strangely I don't remember any references to TFV, please feel free to point them out!
Now you are telling me Earth is put in the mix, that pretty much kills the 'alien'/strange vibe I loved so much...
Yes, in the intro of TFVI you can see the earth's fleet battling those Alien Orn battle-ships from the 1st level of TFIV on the Genesis. Strangely enough the earth's fleet consists of battleships that look exactly the same as the Sword Fleet (controlled Guardian in TFV) that blasted and annihilated the human cities from orbit in the 1st war against the Guardian. But that doesn’t make sense as that entire fleets as well as the Judgement Sword Flagship, were all destroyed at the conclusion of TFV.
Also the Sword Fleet looked a lot more formidable and sinister to those Orn battleships, so I don’t see how the earth fleet could have been defeated so easily.
So again all this is an obscure mixture of plot elements and just don’t make sense.
Indeed, the Sword ships were and looked amazing, with a design that I think inspired the dudes who did Homeworld (the 2nd game Hiigaran's heavy cruiser is all long and sleek in design, full of turrets/ion cannons and the Progenitor's ships also look alien and animé-like... yeah, I love Homeworld series)

If I'm not wrong, someone already spoiled us and posted a picture of a giant freaky head... That's the final boss right? If so, it falls short and I concur it belongs to Contra rather than TF.

About the PD references: as generic as an 'oceanic' opening scene became, TFV first stage and Panzer Dragoon 1 both start with similar camera angles over a sea, going from a close up of your character/ship to a pan angle and then to the game itself. Both feature highly bombastic tunes: Legendary Wings for TFV and a full orchestral piece called "Flight" for PD. They are probably some of the coolest tunes ever gracing a game.

There is also a similarity in the style: one goes for surreal alien-organic creatures/mechanical Da Vinciesque anti gravity ships, the other goes for almost the same but replaces the retro-hitech for a strange hi-tech.

Saturn shooters used to have heaps of those lock-on indicators I tend to love so much (Macross fag/fan here!), as well as the infamous guided laser missiles. These ones feel like subtle references, perhaps not intended but enemies showing up in TFV appear with lock-on signs. Almost made me wonder if they were trying to include a guided missiles feature to attack stuff in the background and decided to go for Free Range.

The biomechanical sea serpent of stage 1 shares similarities with the acid-spitting sandworms of PD's stage 2. It almost seems as if that is the original species adapted to sea life. Perhaps an indicator that this was indeed an alternate universe fusing both worlds in an epic combo of techno-surrealism.

The obvious and famous one is the Golia Hunter midboss you fight in the forest stage (it's the monkey-like biomechanical creature). That was way too cool and ignited my imagination. I almost expected Guardian Dragon or Shelcoof towards the end.

edit: here it is

ImageImage

The tunnel section (can't remember the stage) obviously reminded me of the fast tunnel sections from both PD games, sans the huge mecha that attacks you.

I'm wondering if Technosoft shared some enemy designers 'cause everything looks cool in both series.

Maybe there were more...


In short: yeah, all of the above sounds crazy and/or delusional but I'm not sure TFVI was able to catch that 'thing'/feeling from the old ones.

And who cares, right? A shootan gaem is a schmukmup. It looks great and is even quite accessible, which is the main gripe/criticism the games get from the mainstream and the credit-feeding population. This is not Cave so we knew beforehand we weren't getting a top-down scrolling bullet hell inferno...

And I'll put my claws on it sooner or later.

Plus I want it to be successful if that will allow more shooters to be released as part of this STG Project thing. Heck, we could even get a new acid-induced Darius!
Image
NOW REACHES THE FATAL ATTRACTION BE DESCRIBED AS "HELLSINKER". DECIDE DESTINATION.
User avatar
Strider77
Posts: 4733
Joined: Thu Jul 27, 2006 7:01 am

Post by Strider77 »

For those that care..... you can enable 480p in TF6. Just hold down the triangle and x button on boot up of the PS2.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
chischis
Posts: 4
Joined: Mon Nov 21, 2005 12:47 pm

Post by chischis »

Edit: Moved my own message to here, more appropriate thread.
pcb_revival
Posts: 276
Joined: Sat Feb 12, 2005 10:40 am
Location: North West - UK

Post by pcb_revival »

Strider77 wrote:For those that care..... you can enable 480p in TF6. Just hold down the triangle and x button on boot up of the PS2.
Thanks Strider77.


Regarding sales - if its high (tens of thousands) then it will make it in the top 10 Famitsu chart on Thursday.

I would have thought the intial pressing would not not be anyway near or above the reported 67,000 units sold.

Hope it does well so the - STG project - can contine.
User avatar
LSU
Posts: 365
Joined: Fri Aug 05, 2005 5:28 pm
Location: Seattle
Contact:

Post by LSU »

John845 wrote:Would you guys say this games graphics are as impressive as Gradius V's? It being a PS2 game and all that's I'm making the comparison.
No, not for me. TFVI certainly does have some moments when it has some lovely graphics (stage 5 in particular for me) but it's not as finely finessed as GV. Objects aren't particularly high-poly count for starters, but it's the textures that I notice the most. For example - The fire stage has one small repeated texture covering most of the fire 'surface' which is shown very clearly when that stage starts (the whole screen is basically just one tiled texture at that point - and it doesn't look particularly bright or fire-like). The ocean stage also has a very basic looking semi-transparent cloud texture on a card above the water, moving in front of the background clouds - this is the worst looking environment in the game to me (I actually think the original TFV Saturn version ocean stage looked better). So I'd say TFVI's graphics are certainly good but just lacking that little bit of extra polish - it's the fine details that are missing.

Have to say though, I'm not a fan of the last boss, I think that thing looks plain awful.

However... It's not all about graphics, is it? I think it's a nice game overall. And while it definitely does feel just a little bit low-budget in some regards - or maybe just a little rushed - I'm glad I ordered it.

If I could have had my say in the design aspect, I'd have done away with quite so much TF fan service though - the first three stages definitely have a 'I've seen this all before' feel, and some waves are far too easy to take down (the missile waves at the start of the ocean stage are a bit of a joke in this respect). But as many people have stated, it's much more exciting played on hard or maniac, or with the Rynex so you don't always have all your weapons. The different overweapons are good too. Presentation is very nice throughout as well with nice text layouts/graphic design and I even really like the occasionally quite Zuntata-reminiscent music tracks by Tamayo. (Looking forward to the OST!) I really hope this does well commercially and the team go on to re-make more STGs - maybe even with bigger budgets next time. Didn't he say Space Harrier could be next...
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Post by Ghegs »

Something I noticed - you can fire an even stronger version of the Overweapon if you activate it while there's an already active Overweapon of the screen. Brings some Overweapons to the league of G-Darius' bigger Alpha Beams.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
User avatar
rtw
Posts: 1949
Joined: Wed Jan 26, 2005 6:46 pm
Location: Norway
Contact:

Post by rtw »

Ghegs wrote:Something I noticed - you can fire an even stronger version of the Overweapon .
You mean that while an Overweapon is active you can fire it again for an even stronger effect ?

rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
User avatar
rtw
Posts: 1949
Joined: Wed Jan 26, 2005 6:46 pm
Location: Norway
Contact:

Post by rtw »

An interview with the designer of Thunderforce VI may be found here:

http://www.mediafire.com/?sotmtyhzlj5

rtw
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
User avatar
Makoto Sei
Posts: 100
Joined: Fri Mar 21, 2008 9:26 am
Location: Surabaya Indonesia
Contact:

Post by Makoto Sei »

looking from video up loaded by the people who have play it, the boss looks weak indeed (even on maniac mode). They can defeated under 1 minute. I realy enjoying to fight the boss from TF 3-4, it can make my adrenalin pump :D
But aside of that it still the series that i`m awaiting for. Cannot await to come on local game center

EDIT :
I just want to know is there any "Edit Button" here like on TF V
User avatar
StoofooEsq
Posts: 331
Joined: Fri Nov 16, 2007 9:21 am

Post by StoofooEsq »

Played some TF6 today -- had fun, but I wish the experience of just one run wasn't over so quickly. I'm enjoying the numerous references to other TF games everywhere, even the subtle ones during the fuck ugly (in a good way) final boss. I get the feeling there's more to the game than at first sight, but I won't look through the rest of the thread to spoil myself if there is.
Ghegs wrote:Something I noticed - you can fire an even stronger version of the Overweapon if you activate it while there's an already active Overweapon of the screen.
This "Overweapon Stacking" can be performed twice. I think it resets the duration of the Overweapon, too (as if a Lv.3 OW needs the extra time).
User avatar
ROBOTRON
Remembered
Posts: 1670
Joined: Wed Jun 01, 2005 4:36 pm
Location: Eastpointe, MI...WE KILL ALIENS.
Contact:

Post by ROBOTRON »

Wow, TF VI bashing.

I swear, some of you guys must have "CAVE SYNDROME"....your so used to nearly impossible million bullet dodging, that this game irks you. Not to say having Cave Syndrome is a bad thing, but The TF games were never the type of shmups that were designed to wear your fingertips down to the bone.

You judge too harshly.

While I'll agree it was easy, I didn't see much difference in the difficulty between this and TF V. Another thing that stung was the price, the game plus the overnight shipping charges bought my price to a whopping $70 which was a little hard to swallow after paying so little for the earlier games in comparison. However, with my love for the genre and the low availability of new titles...given the same circumstances I still would have done it.

Constructive criticism is the name of the game guys, instead of bashing. That way we can keep getting titles...of the new and improved variety.
Image
Fight Like A Robot!
User avatar
Strider77
Posts: 4733
Joined: Thu Jul 27, 2006 7:01 am

Post by Strider77 »

You mean that while an Overweapon is active you can fire it again for an even stronger effect ?
Yeah I realized this yesterday myself. I also noticed that it will not save your high score unless you keep the live stock at 3 and do not continue.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
User avatar
MR_Soren
Posts: 1026
Joined: Tue Dec 18, 2007 4:27 pm
Location: Marquette, MI
Contact:

Post by MR_Soren »

Ceph wrote:
elvis wrote:
Super Laydock wrote:According to Enterbrain/Famitsu TFVI sold about 67.000 copies on it's first day!
That's not bad for opening day
Source please.
And 67,000 copies (I take it you didn't mean 67), "Not bad"?? That would be the best for any shooter of the past 15 years. No way that number is correct. Most shooters in recent years sold around 10-15K copies total.

Anyone got any better info regarding the sales? I really hope this is doing well.
I believe Gradius V sold 400,000 in Japan, so the TFVI numbers don't seem too unrealistic. I know the arcade ports don't sell as well, but games like Gradius and Thunderforce seem to have more mainstream appeal than something like Ibara.

I personally hope the numbers are real. It would be very good news for the genre.
User avatar
Super Laydock
Posts: 3094
Joined: Tue Jan 25, 2005 10:24 pm
Location: Latis / Netherlands

Post by Super Laydock »

Erm...seems I owe you guys a public apology.

My source was Gamefront.de and though I could swear it said 67.000 when I first read the news post, I just rechecked and it does say 6.700 now in the post.

So either they missposted it the first time and corrected it, or I was too enthusiastic and read too fast and saw what I wanted to see.

I suppose the latter explanation is more credible though... so blame me. :oops:


Still by no means bad for a first day, right!? Right!?
Barroom hero!
Bathroom hero!
kozo
Posts: 487
Joined: Sat Dec 08, 2007 1:21 am

Post by kozo »

Strider77 wrote:Yeah I realized this yesterday myself. I also noticed that it will not save your high score unless you keep the live stock at 3 and do not continue.
Yup, standard practice.
Super Laydock wrote:6.700
Gulp.
Super Laydock wrote:Still by no means bad for a first day, right!? Right!?
For _one_ day, for a new shmup, it's alright, but I'd like to see newer figures.
pcb_revival
Posts: 276
Joined: Sat Feb 12, 2005 10:40 am
Location: North West - UK

Post by pcb_revival »

rtw wrote:An interview with the designer of Thunderforce VI may be found here:

http://www.mediafire.com/?sotmtyhzlj5

rtw
EDIT
User avatar
Shelcoof
Posts: 1530
Joined: Mon Nov 03, 2008 9:36 pm
Location: Canada

Post by Shelcoof »

Hey folks this is my first post here. I actually registered just to add my thoughts and opinions here regarding Thunderforce VI

I actually agree with Famitu's score of a 26/40 for Thunderforce VI. The game however, is not all that bad but considering today’s standards the graphics gameplay, music etc. aren’t up to par with recently PS2 games.

I believe this is the exact same game that was canned for the Dreamcast a couple of years ago. If you look at the game, it defiantly was not designed for the PS2. Graphics look exactly like a Dreamcast game, you notice this by the design of the graphics. Dreamcast makes up for a low polygon count with excellent textures. A good example of this style of graphics is Border Down. Take a look at it and you’ll notice a similar graphic style to Thunderforce VI. Even if Border Down was graphically the same as Thunderforce VI, there are literally no slowdowns during game play.

Slowdowns occur in Thunderforce VI due to bad (or rushed) programming when they ported it over to the PS2. Thunderforce VI doesn’t push the PS2 graphically in any way and at this stage of the PS2’s life, programmers should be familiar enough to eliminate slowdowns. But due to the low budget of the project to revive a cult classic (or make a quick buck off of an old project), they neglected to do a good job in all departments.

I can understand why the game was canned for the Dreamcast. The game in my opinion does not meet Thunderforce standards. If you look back at previous games, each Thunderforce release improved over the previous title. Previous Thunderforce games felt balanced and satisfying when you completed each game, Thunderforce VI on the other hand left you with an empty unsatisfying feeling at the end, making fans crave for more, making them feel gyped that that’s all they got. There was nothing entirely new with the game besides the update in graphics (which fell short from being average for a PS2 title) and the title being the shortest Thunderforce title I can remember.

This game would have been acceptable back then on the Dreamcast a few years ago but it being released right now on a more powerful system like the PS2, you sort of feel that there should be more to it.

Now all this being said, I still would recommend Thunderforce VI to any TF fan of the series. Even though the game recycles a lot of previous material, Thunderforce VI still offers a short enjoyable experience. Disappointing yes but still worth playing. I don’t regret buying the game but I still am left unsatisfied and wishing that Sega would have done a better job.
User avatar
Matsunaga
Posts: 472
Joined: Sat Feb 19, 2005 7:21 pm

Post by Matsunaga »

I don't understand how everyone has this already, and I'm still waiting for mine.. Maybe because I'm on the east coast? Who knows, the suspense is killing me..
“What did I had done!”
User avatar
Shelcoof
Posts: 1530
Joined: Mon Nov 03, 2008 9:36 pm
Location: Canada

Post by Shelcoof »

Matsunaga wrote:I don't understand how everyone has this already, and I'm still waiting for mine.. Maybe because I'm on the east coast? Who knows, the suspense is killing me..
I couldn't wait for mine to arrive, so I got it through a Torrent. My copy is on it's way still. Probably going to take a few more days.

Suspense was killing me as well I couldn't help myself.
User avatar
Sly Cherry Chunks
Posts: 1979
Joined: Mon Feb 28, 2005 8:40 pm
Location: Colin's Bargain Basement. Everything must go.

Post by Sly Cherry Chunks »

Just out of interest, can anyone confirm the weapons for the other two ships and how the Thunder Sword works and if the Syrinx does anything cool?
The biggest unanswered question is where is the money? [1CCS]
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Post by Ghegs »

Shelcoof wrote:Slowdowns occur in Thunderforce VI due to bad (or rushed) programming when they ported it over to the PS2. Thunderforce VI doesn’t push the PS2 graphically in any way and at this stage of the PS2’s life, programmers should be familiar enough to eliminate slowdowns.
Actually, a recent issue of Edge magazine has an interview with the game's director, Tetsu Okano, where he states the slowdown is intentional. You can notice the game never transitions to and from slowdown jerkily but smoothly, which does support this claim.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
User avatar
Kiken
Posts: 3983
Joined: Tue Jan 25, 2005 11:08 pm
Contact:

Post by Kiken »

Shelcoof wrote:I believe this is the exact same game that was canned for the Dreamcast a couple of years ago. If you look at the game, it defiantly was not designed for the PS2. Graphics look exactly like a Dreamcast game, you notice this by the design of the graphics. Dreamcast makes up for a low polygon count with excellent textures. A good example of this style of graphics is Border Down. Take a look at it and you’ll notice a similar graphic style to Thunderforce VI. Even if Border Down was graphically the same as Thunderforce VI, there are literally no slowdowns during game play.
It isn't the aborted DC game. The team responsible started from the ground up. Also, this game doesn't look a thing like a NAOMI/DC game. The textures are soft and there are loads of misty/smokey effects. DC games always look very sharp and distinct.
Shelcoof wrote:Slowdowns occur in Thunderforce VI due to bad (or rushed) programming when they ported it over to the PS2. Thunderforce VI doesn’t push the PS2 graphically in any way and at this stage of the PS2’s life, programmers should be familiar enough to eliminate slowdowns. But due to the low budget of the project to revive a cult classic (or make a quick buck off of an old project), they neglected to do a good job in all departments.
Tez Okano confirmed that the slowdown was intentional.
Shelcoof wrote:I can understand why the game was canned for the Dreamcast. The game in my opinion does not meet Thunderforce standards. If you look back at previous games, each Thunderforce release improved over the previous title. Previous Thunderforce games felt balanced and satisfying when you completed each game, Thunderforce VI on the other hand left you with an empty unsatisfying feeling at the end, making fans crave for more, making them feel gyped that that’s all they got. There was nothing entirely new with the game besides the update in graphics (which fell short from being average for a PS2 title) and the title being the shortest Thunderforce title I can remember.
There's practically nothing available about the aborted DC version apart from the intro trailer and the final shooting portion of SegaGaga (which Technosoft contributed code for). The reasons behind it never coming to light are mostly due to Technosoft folding as a company (they got bought by a keetai company, IIRC).

As for TF6 itself, the stages are somewhat basic, but the multiple difficulties and multiple ships keep things interesting.


After spending several hours with the game this evening (since UPS were nice enough to finally deliver my copy), here's a couple things I've found that I didn't initially see anyone post:

The High-Tempo bonus on larger enemies seems to correspond with the number of OW spirit balls released.

I didn't notice any real advantage to No Missing the game. In fact, strategic suiciding during the final Orn boss battle seems the best way to get the maximum multiplier out of him (everytime you die, you return with 2 OW levels... so you can pointblank Orn's head with a double-tap OW, die and repeat for a much faster kill).

I really do appreciate the multiple endings, depending on the difficulty and ship selected.

The Syrinx is practically broken. It's sooooo powerful and every single weapon is useful (even its Wave is devastating against the right enemies). The Rynex R would be the most challenging ship to use (given that you have to collect three of your weapons and the CRAW) if not for its ludicrously strong Forward shot OW (level 2 OW, despite short range, wipes out most bosses in seconds). Given that, I find the Phoenix the worst ship of the three.

Someone earlier complained about counter stopping... well, unless there's a shitload of score I'm not accounting for... I think breaking 30 million is going to be fairly challenging. The game's scoring is pretty low (there aren't that many Tempo Bonus enemies, there doesn't appear to be any bonus for remaining extends at game end, and no Free Range proximity bonus as far as I could tell).
kozo
Posts: 487
Joined: Sat Dec 08, 2007 1:21 am

Post by kozo »

1CC'd it tonight on normal with the Rynex.

Fun time. :D And it's only my third or fourth 1CC. :P

TIME 4 HARD MODE!!!!
User avatar
Shelcoof
Posts: 1530
Joined: Mon Nov 03, 2008 9:36 pm
Location: Canada

Post by Shelcoof »

Hey Kiken thanks for the detailed reply. Here’s my response to it.
Kiken wrote: It isn't the aborted DC game. The team responsible started from the ground up. Also, this game doesn't look a thing like a NAOMI/DC game. The textures are soft and there are loads of misty/smokey effects. DC games always look very sharp and distinct.
Now I’m not exactly sure if this is the aborted DC game or not but I strongly feel that this game was originally intended for the Dreamcast. Now I’m a huge Dreamcast collector (huge fanboy btw). I have over a hundred original games for the system. I can tell Dreamcast graphics from any other consoles.

Dreamcast always used good textures to make up for a lowpolygon count but when you zoom closely to the graphics you can see it’s blocky with good textures. You can look at any 3D Dreamcast game and see this (with the exception of DOA that was really nicely done). This has always been programmers strategy to making the Dreamcast look good.

It’s the same for TF6, when you zoom in close you can see the blockiness but the Textures are nice. This is not typical Playstation 2. Typical PS2 graphics have high polygon count with less focus on textures not only that but the graphics are a bit jagged as well.

Look at Gradius V, R-Type Final, even the very old Silpheed Lost Planet they all have higher polygon counts than Thunderfoce VI. TF6 just doesn’t look like a typical PS2 title when it comes to graphics.

You say it doesn’t look like a Naomi/DC game due to the texture and effects. I’m sure when they ported it over they improved it a bit. Not enough to change the polygon count but their way of improving is to add these extra effects.

A good example of a game that was ported over to a more powerful console but yet left the polygon count the same and just added special effects is Shenmue II for the Xbox.

When this was ported all they did was soften up the picture, hazed it more add some more colors etc.. but the polygon count was the same and the models were all the same too. Nothing majorly improved over the Dreamcast original. When you played Shenmue II on the Xbox you could tell right away it was a port.

Kiken wrote: Tez Okano confirmed that the slowdown was intentional.
I don’t know any logical reason why a producer/director would implement slowdowns into a game, I just can’t. My only logical reason is that they didn’t have the time to fine tune it. This could be due to completing the game for release date, strict budget who knows.

In game slowdowns has always been caused by either poor programming or hardware limitations. The Playstation 2 at the moment has more than enough power to run this game without slowdowns.

I wouldn’t count on the intentional slowdowns being for nostalgic purposes because if you consider the Thunderforce IV remake for the Saturn, slowdowns were taken out. Thunderforce V port to the Playstation improved on in game slowdowns as well.

I’m sure gamers would enjoy a game better if there were no slowdowns so intentionally leaving slowdowns in a game is just silly.
Kiken wrote: There's practically nothing available about the aborted DC version apart from the intro trailer and the final shooting portion of SegaGaga (which Technosoft contributed code for). The reasons behind it never coming to light are mostly due to Technosoft folding as a company (they got bought by a keetai company, IIRC).
There have been several cases in the past where some divisions have taken over for other divisions in a company to complete a project. This would be the same case where Technosoft’s Thunderforce VI project was taken over and completed by another company. That would explain why the game doesn’t look like an original PS2 title and that the game looks a bit dated as well. (examples such as Final Fantasy, Shenmue MMO, Virtua Fighter Quest.. too lazy to add detail lol)

Most of what I’ve stated here is based on assumptions and is not fact at all but it’s only my opinion. But from my experience this is what it looks like to me. This is what I believe to justify why Thunderforce VI looks and plays the way it does.

It’s great that at least Thunderfoce VI came out. I’m at least happy that it did regardless of my slight disappoint, I’m at least happy it came out.
User avatar
Shelcoof
Posts: 1530
Joined: Mon Nov 03, 2008 9:36 pm
Location: Canada

Post by Shelcoof »

Ghegs wrote: Actually, a recent issue of Edge magazine has an interview with the game's director, Tetsu Okano, where he states the slowdown is intentional. You can notice the game never transitions to and from slowdown jerkily but smoothly, which does support this claim.
So the reason why they implemented slowdowns was the smooth out the gameplay? It sorta sounds strange to me because slowdowns to me actually ruins a game and once you start experiencing slowdowns, smooth gameplay is gone :(

These slowdowns in TF6 don't differ from any other games I've played with slowdowns.

Aight I'm going to go through TF6 again to really see how this improves the game.. (is puzzled by this fact)
Post Reply