E. Randy Dupre wrote:
The biggest problem with the DS version, as far as I'm concerned, is how everything was handed to you right from the start and the game made no effort whatsoever to introduce you to the properties of the different weapons or the requirements of the different stage types
That's what the tutorial stages were for. Those introduced the weapons and the mechanics. Did you play the JP version or something? From what I remember, they were a requirement before going to the rest of the game in the US/EU version.
MrMonkeyMan wrote:
It sounds more like a sequel to Spirits than the Dreamcast version, which I find a little disappointing. I prefer just flying around and blowing everything up over slowly pushing blocks around the screen.
It's not like pushing blocks around is required for all levels in the DS Bangai-O. It has plenty of levels that lack pushing blocks and emphasize blowing up everything, not to mention the custom levels out there.
The structure of the game is odd, but I find nothing unfinished about it. It was changed a slight bit for the US/EU to split the levels into categories. Within the categories I found the order to be nice and I like how the action and puzzle levels were separated. I found the structure a bit of fresh air since it just lets you choose the level you want and go to another one when you get stuck. The game was also designed so you get the same functionality with the editor as the created levels, making it feel like one of the old school "construction kit" games, which, as far as I know, were full priced games. The game also has a nice variety of levels, so I didn't get a budget feel from it.
As far as this Xbox360 version goes, it looks like it will be quite a bit of fun, though I'm not sure if I like the graphics. I like that it keeps the DS structure, but I hope this time, that it allows for more limits based on weapons. It was too easy to pick and choose a good combination for the DS game.