Thunderforce VI announced by Famitsu for PS2 in 2008

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kozo
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Post by kozo »

Shelcoof wrote:
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)
How many shmups have you played? Not to be a jerk or anything, but lots of the best shmups have intentional slowdown to help you navigate bullet clouds. :)
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Ghegs
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Post by Ghegs »

Shelcoof wrote:
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 :(
No, not to smooth out the gameplay. To make it easier to handle, like kozo said. Especially in the final boss' last patterns where he spams the screen with little projectiles, the slowdown is there to help the player. In Neo Style those projectiles can't be destroyed (except with OW) so you'll appreciate the slowdown there.

There are few threads discussing the whole "intentional slowdown in shmups"-thing. See here, here and and here.
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Shelcoof
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Post by Shelcoof »

kozo wrote: How many shmups have you played? Not to be a jerk or anything, but lots of the best shmups have intentional slowdown to help you navigate bullet clouds. :)
I'm not sure I didn't really count at least 30. I have roughly around that many in my collection.

I can honestly say though that I'm a casual shmup player, I play the game and I enjoy it. If I don't 1cc a game it's not the end of the world for me.
Ghegs wrote: No, not to smooth out the gameplay. To make it easier to handle, like kozo said. Especially in the final boss' last patterns where he spams the screen with little projectiles, the slowdown is there to help the player. In Neo Style those projectiles can't be destroyed (except with OW) so you'll appreciate the slowdown there.

There are few threads discussing the whole "intentional slowdown in shmups"-thing. See here, here and and here.
Ghegs thanks for linking me the info I'll take a look at it. I haven't played Neo style yet so I guess I should give that a try once have some more time. Though at the moment I just find the slowdowns in places that aren't necessary but so far I've only been playing the game on hard, haven't tried anything else yet.
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Post by kozo »

Shelcoof wrote:I can honestly say though that I'm a casual shmup player, I play the game and I enjoy it. If I don't 1cc a game it's not the end of the world for me.
That's totally fine, too. I just wasn't sure if you hadn't had any exposure to other shmups, but it looks like you have.
Shelcoof wrote:Though at the moment I just find the slowdowns in places that aren't necessary but so far I've only been playing the game on hard, haven't tried anything else yet.
Well, and honestly, even in hard, slowdown isn't really vital in this particular game, but I know I appreciate it during manic shmups. :D However, if you really do want a challenge, you can turn it off on some shmups. Try Blue Wish Resurrection + with No Wait on... :D
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Shelcoof
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Post by Shelcoof »

kozo wrote: That's totally fine, too. I just wasn't sure if you hadn't had any exposure to other shmups, but it looks like you have.
Oh yhaa I've been playing Shmups since the Master System and NES days games like Astro Warrior, Guardian Legend and my all time favorite back then for the Master System Chuka Taisen (a.k.a Cloud Master here in North America). Too bad the Wii re-make turned out to be a big disappointment.

It was only recent since the announcement of Thunderforce VI that I showed a lot more interest in picking up some more recent titles for the PS2 and 360 to add to my small library of Shmups.
kozo wrote: Well, and honestly, even in hard, slowdown isn't really vital in this particular game, but I know I appreciate it during manic shmups. :D However, if you really do want a challenge, you can turn it off on some shmups. Try Blue Wish Resurrection + with No Wait on... :D
I read the discussion Ghegs linked me to, it was a good read. It's difficult to tell whether slowdown in games were intentional or not. So far in TF6 on hard difficulty slowdowns aren't necessary for me in my opinion.

I'm not insanely good at shooters like some of the more experienced guys here, I'm mediocre so I get enough challenge as it is with current stuf lol

I'll look up Blue Wish Resurection when I have some time, I'm still playing through TF6 right now. But if you want a good challenge try out an amazingly good classic Chuka Taisen (Cloud Master) or Monkey King whatever you want to call it :p
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Tigershark
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Post by Tigershark »

My copy arrives tomorrow. Looking forward to it. Honestly amazed by some of the negative posts here.
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Rupert H
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Post by Rupert H »

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.
I definitely care and think it looks a whole lot cleaner in 480p but... it moves the image up an inch or so giving me a black border at the bottom of the screen and cutting of the top inch of the screen so I can't see my score properly. The image is perfectly centered when I boot it in 480i mode.

Anybody else experience any issues like this? Or have any idea of a way around it?
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Post by Fudoh »

Same here (though I can center the picture using my TV's controls). I have never encountered this on any other progressive PS2 game.

And by the way: the picture's just aligned to the top. Nothing gets cut away by the PS2 itself. If you have your score cut, it's your TV's overscan (maybe you can turn if off somwhere?)
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Post by Rai82 »

I got my copy on Monday. Really loved the gameplay, but not quite used to it as I never played the previous games. The graphics look bright and colorful. I feel that the game is good but one drawback is it's too short. It just left me with a craving for more. However, the unlockable ships, reports and challenges to play Maniac mode is an incentive to keep on playing.

I bought the copy with the concept book and soundtrack demo. The concept book contains some art drawings of the stages and bosses, and there's also a translation list of the tangut script and Mongolian phrases found in the game to Japanese. The ending scripts are also in there, I'll see if I can get to translate them. Anyway I'm using the emulator to play TFVI, I tried tuning the emulator but I still get some heavy slowdown, especially at Cherub Purple's fight when it launches those canisters that explode bullets, and the battleship fight in Stage 5, when destroying those turrets and cannons on the side of the ship.
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Strider77
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Post by Strider77 »

Anybody else experience any issues like this? Or have any idea of a way around it?
your TV's H and V position are not aligned correctly for 480p material then.

you can correct it via the TV's service code. do you have a sony tv? what brand if not?[/code]
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?
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Post by Makoto Sei »

Lets hope TF series not end up as strategic shooting game.
Short time of play time has to considered for TF class shooting game, and more important point that have to considered... where is the area`s obstacles? Dodging enemy`s bullets and avoiding the obstacles at te same time while shoot back at the enemys is thrilling isn`t ? beside, Fire Leo or RVRs are designed to be able to handle that kind of situation right ?
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Rupert H
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Post by Rupert H »

Strider77 wrote: your TV's H and V position are not aligned correctly for 480p material then.

you can correct it via the TV's service code. do you have a sony tv? what brand if not?[/code]
I've used the same TV, PS2 and component leads for the last three years on at least 20 + progressive scan games and this is the first time I've had an issue like this. I'm using a Sony Bravia which doesn't allow you to shift the vertical screen position in 4:3 mode. Very strange...
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Gmintyfresh
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Post by Gmintyfresh »

My copy arrived today and I had a quick blast through level 1. It's been fun so far and really has a feeling of the 5th game (no bad thing in my opinion). I like the pace of the game and the soundtrack is very cool, I like the fact you keep your weapons when you die and don't lose them like in 5. As previously mentioned it's not the prettiest PS2 shooter out there but it's not ugly either (level 2 looks great) and the moving camera angles add a lot to the game. In short I liked what I saw so far and it seems like a worthy addition to the Thunder Force series .
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Strider77
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Post by Strider77 »

I've used the same TV, PS2 and component leads for the last three years on at least 20 + progressive scan games and this is the first time I've had an issue like this. I'm using a Sony Bravia which doesn't allow you to shift the vertical screen position in 4:3 mode. Very strange...
I don't have this issue on mine.... your TV will allow you to readjust it. It will let you do it via the service menu NOT the regular menu. You have to enter a code then power it up. It should be display, 5, volume up... then power on the remote when the TV is off.

You can then use channel and volume buttons to flip through the options and change them. Look for HPOS to readjust the picture WHILE you are feeding it a 480p signal. It saves different settings for the different resolutions.
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?
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antares
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Post by antares »

TFVI has sold 9,800 copies until 11/02:

http://news.vgchartz.com/news.php?id=2471
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Post by Observer »

antares wrote:TFVI has sold 9,800 copies until 11/02:

http://news.vgchartz.com/news.php?id=2471
Seeing GTA IV in the first spot in Japan is quite saddening. But seeing Wii Fit with 2.681.000 copies just made it worse >__>

Anyway, almost 10k sounds good for a PS2 title in the middle of the next-gen. And, to top it, a shooter! Let's hope it sells even more for the STG Project.
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Post by Kiken »

I think only scans of the EDGE article were linked to earlier:

Saving Shooters


So why Thunder Force VI specifically?

Well, this is one game I really wanted to make. At the end of SGGG, you have a shooting sequence which is a tribute to this series. Now, try to imagine how Sega could ever revive a genre with its own licenses. Should we have done Crying? Whip Rush? Come on! Of course it had to be a name as legendary as Thunder Force! I plan to include some traditional features of any past shooters like the Sound Select mode! There will be some slow down as well!



I would love a Whip Rush or Crying/Bioharzard Battle sequel in the TF6 style, actually.
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Post by dakidski »

Nice game. Very short though. I liked the music as well. Don't play this for the ending movie!
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Kiken
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Post by Kiken »

dakidski wrote:Don't play this for the ending movie!
Which one? There's at least 5.
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Shelcoof
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Post by Shelcoof »

Kiken@ appreciate the link to the article. :)

If Thunderforce VI isn't the only game being made I can't wait to see some of the later projects being released.. happy times :D
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Strider77
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Post by Strider77 »

I'm trying to beat it on maniac now...

I have a few areas that seem to get me....

stage 3.... the bosses vacuum attack with all the shots. any advice? I've been using free range.

then the 1st boss before the 3 ship boss rush.... he tends to get some lives. also the part where you fly under the ship to the red core underbelly, what weapon do you guys use?
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?
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Rupert H
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Post by Rupert H »

Strider77 wrote: stage 3.... the bosses vacuum attack with all the shots. any advice? I've been using free range.
I use the wave as free range requires you to be too close to him and you get sucked in with no room to avoid his shots.

Thanks for the TV advice too. I'm not sure I want to go messing around in the service menu as I'll have to re-change it any time I want to play the Wii or any other PS2 480p game.
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Kiken
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Post by Kiken »

Strider77 wrote:I'm trying to beat it on maniac now...

I have a few areas that seem to get me....

stage 3.... the bosses vacuum attack with all the shots. any advice? I've been using free range.

then the 1st boss before the 3 ship boss rush.... he tends to get some lives. also the part where you fly under the ship to the red core underbelly, what weapon do you guys use?
Which ship are you using?


The underbelly core of the giant ship goes down really fast with a level 1 OW Hunter. Just don't activate it too soon, as the target doesn't become active until you see the green reticle appear over the core.
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Post by MOSQUITO FIGHTER »

I think it’s a fun game even though it seems to be sloppily put together. Not as good as Thunder Force IV. It kind of plays like an improved version of V. Probably my second favorite Thunder Force, but I doubt it will hold up well to extended play (I cleared it the first day on normal). Might be missing something in the scoring, I still have two zeros to fill in on the score (I’m guessing the score can go that high). Very fun game, though.
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Post by The Coop »

I shall point to my comments in the other thread here.
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Post by Rai82 »

I'm not sure if anyone posted this link yet but it leads to the online version of the Edge's recent mag "Saving Shooters" interview with Tez Okano: http://www.edge-online.com/magazine/saving-shooters
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Post by rtw »

Rai82 wrote:I'm not sure if anyone posted this link yet but it leads to the online version of the Edge's recent mag "Saving Shooters" interview with Tez Okano: http://www.edge-online.com/magazine/saving-shooters
Kiken already posted this link

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Post by ED-057 »

Rai82 wrote:Looks like TFVI works on pcsx2 emulator. :)
It does work but I only get about 5fps :(
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Post by Rai82 »

ED-057 wrote:
Rai82 wrote:Looks like TFVI works on pcsx2 emulator. :)
It does work but I only get about 5fps :(
How's your CPU like? Mine is Core 2 Quad 2.66 GHz, recompilers in emulator are switched on for VU0 and VU1 units, frame limiting to Limit - force frames to normal speeds if too fast, used the Gdsx9 0.10.0 with resolution of 800x600 75 Hz. Default settings in pcsx2 made the game's audio and video run too fast, so had to trial and error and make it slower but run the game at 50-65 fps. However I'm not able to watch cutscenes as it suddenly lags and skips them after 5-10 seconds of playing them. I also encountered lag at Cherub Purple boss (when it deploys the exploding bullet canisters) and some parts of Stage 5 Battleship (when destroying the turrets on the side of the ship).
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ED-057
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Post by ED-057 »

So you would say the game is playable then, under the emu? I wondered if it would be on a new system. I have an Athlon XP 2500+, so there is no SSE2.
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