Deathsmiles PAL release (DATED: Feb 18th)

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exquisite_torture
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by exquisite_torture »

Surely the logical step would be Deathsmiles 2X, given that it's a sequel to an already licensed game and will look like an obvious progression to the mainstream gamers due to it being 16:9, then Akai Katana which again is 16:9 and high-res. I'd certainly like to see whichever Don Pachi has the Ketsupachi mode at some stage, though.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by sjewkestheloon »

Ah while we have an RSG rep about I'd like to say thanks for the Deathsmiles port, it's novel having a Cave game under my TV that's in English. Also good work on the 5 or 6 other RSG games I have, especially Deadly Premonition which I am currently having fun with.

As for the possibility of further ports, I'd happily see anything else Cave that isn't available region free already, but I guess bringing one of those over would be a bad idea anyway due to the number already in houses of the devoted.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by -SD- »

Hello torisu

As I said in my email, you guys at RSG are awesome and thank you again for going to all the effort of sorting out the DS soundtrack.

I think IIX and Akai Katana would follow on nicely from this release. However, DoDonPachi is a very popular series and would certainly do very well in this niche market.

I'm happy with whatever CAVE games you can manage to get the UK licence for. Even if it's a £15 XBLA release rather than a full retail disc package, it's still better never seeing the game in the UK at all.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Sumez »

Drachenherz wrote: Why not go the full extra mile and make a DoDonPachi-Collection on 1 Disc? Like pressing the following games on the Disc:

DonPachi
DoDonPachi
DoDonPachi II - Beestorm
DoDonPachi Dai Ou Jou WhiteLabel/BlackLabel
DoDonPachi Resurrection; White Label; Ketsupachi.

I guess I'd sell my left testicle for such a collection... :-D

Yes, one MAY dream, why do you ask? *gg*
Hehe, I can't possibly imagine Cave going with that, they seem to be quite good at protecting the "value" of their games, so to speak. A "Cave compilation" would be a wet dream of many people here, but it would also make each game stand out less to the common consumer.


As you said though, "£left testicle" would be a pretty fitting price tag for a release like that.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by BarfHappy »

Sumez wrote:As you said though, "£left testicle" would be a pretty fitting price tag for a release like that.
And girls would be excluded from the deal, girls too wanna have fun :(

We can never thank enough people going the extra-mile to publish "exotic games" outside japan.
I wouldn't want all the donpachi games on the same disk (i exclude ddpII from the series), i would be devastated to have the game disk damaged, all games gone, nha. A good old one game/one disk, with galleries, sound test, a bit of history, together with a good accuracy c/arcade and i am pleased :) Ho... and a manual... so that i can finally know the real romanization of Schubert Litz Longhena.
st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp

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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by defected78 »

I think they would only release readily translated titles and not pay for the translators. This was the case with Deathsmiles and Deadly Premonition.

Hope im wrong.

Raiden 5 could be picked up at least.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Sumez »

defected78 wrote:I think they would only release readily translated titles and not pay for the translators. This was the case with Deathsmiles and Deadly Premonition.
I think the worst part is paying Cave for the localization. Aksys og RSG didn't do any programming on DS as far as I know, it was all Cave.

But I'm guessing.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Skykid »

Weak Boson wrote:
Skykid wrote:
torisuRSG wrote: Aha! Well, a number of people suggested we should publish this game... I think CAVE have been encouraging people to do that, so let's see what happens - no promises at the moment though.
Only because Dodonpachi is probably the best known of Cave's IP's outside of Japan (and you don't have to try to market 'loli's' to people) and DFK has iphone exposure too.

As mentioned though, having the BL included is a must, at least for fans. Most of the regular gaming population will be happy with 1.5 cos they won't know any different.
I'd prefer Akai Katana to be localised, partly because I doubt that your average consumer is going to be bothered to get into DFK. Deathsmiles was a great choice for localisation because it's relatively easy to get into; not just for survival, but score as well. A situation in which people pick up a package containing 1.5, Black Label and the DOJ and Ketsui arrange modes and only go through it once in a while for a quick blast seems less than ideal. If you're trying to create a buzz about these games then it must be important that people can appreciate them as fully as possible.

The other reason is that I've already spent like a hundred quid on 1.5 + BL; but even so I've only just been able to get into 1.5. Of course I haven't played AK, so it may be even worse in this regard, though from what I gather this isn't the case.
I understand your personal point of view (owning DFK already) but I can't say I agree from a commercial perspective. As much as I prefer Akai Katana to 1.5, DFK still has the graphical wow factor to impress the average punter and it's Strong type makes it so palatable to newcomers. There's probably no better way to introduce a bullet hell experience than 1.5 strong as it's a walk in the park (yet totally manic.)
Akai Katana isn't a difficult game, but it's play system requires a lot more brainpower (where as you can have fun just bulldozing DFK even if you have no idea what you're doing). AK's tone is a lot more... Japanese too, something that doesn't always compute with the casual gamer.

Only thing AK has going for it is the aspect ratio, but with both the Dodonpachi name and the DFK iphone release, I think a budget priced release packed with play modes would be the best bet.

I still think Deathsmiles was a very odd choice for the western market, simply because of its theming and some rough looking pre-renders (hence all the "should be on XBLA comments".)
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Sumez »

I don't think the actual gameplay makes much of a difference (as long as the game is good, of course), I think for the game to work commercially, the horizontal aspect and much more pleasing visual style of Akai Katana (things always look better from the side :P + hot anime chicks (and not even a loli, too)) would have much more of an impact than the apparently accessible gameplay of DFK. I haven't played either games, and even though I want DFK the most for gameplay reasons (Ikeda), if I didn't know anything about the games I'd go for Akai first.

But yeah... RSG, go for DFK! Or both. :P
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by pcb_revival »

Another DS price drop @ Zavvi - 9.85 GBP.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Sumez »

Crazy! Anyone not buying the game is a moron :P
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Midey
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Midey »

I just cleared the game with Casper using three continues. It is my record. :P
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by BPzeBanshee »

My fixed Deathsmiles OST disc just came in through the mail, and damn fast timing too!

Thanks Rising Star Games! You've earnt a future customer in me. :D
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by torisuRSG »

BPzeBanshee wrote:My fixed Deathsmiles OST disc just came in through the mail, and damn fast timing too!

Thanks Rising Star Games! You've earnt a future customer in me. :D
You're welcome - thank you!
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by defected78 »

Toriso, hope you guys pick up Dodonpachi Ressureaction. 8)

I also think this is a better choice than Akai Katana for the west.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by BPzeBanshee »

Whatever the choice, DO NOT pick Deathsmiles II X. Ive seen videos of it in action, and I see the logic of bringing it in because its a sequel, but its really poor and will give the franchise a bad name in Europe if you do.

I recommend either Ketsui or Daifukkatsu. I haven't seen or tried Resurrection so I cant comment but DFK is damn popular and accessible while Ketsui is a great alternative in style to Deathsmiles with its military theme and almost Raiden-like scoring system in the sense that being closer to the enemy will pay off more.

Actually speaking of Raiden, Raiden IV with DLC included is a guaranteed hit, and should Tradewest fail to bring it in Raiden Fighters Aces.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Aliquantic »

BPzeBanshee wrote:Whatever the choice, DO NOT pick Deathsmiles II X. Ive seen videos of it in action, and I see the logic of bringing it in because its a sequel, but its really poor and will give the franchise a bad name in Europe if you do..
Please feel free to let us know when you've actually played the game!
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Sumez »

As much as DeathSmiles IIX turns me off with its horrible antique 3D graphics, all the serious feedback I've heard proves that gameplay-wise it's an excellent game on the level of its prequel.

However, I'm sad to say that the graphics alone make me a lot less interested in this than I would be in DFK, Akai Katana or, for that matter, Ketsui.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by BPzeBanshee »

Aliquantic wrote:
BPzeBanshee wrote:Whatever the choice, DO NOT pick Deathsmiles II X. Ive seen videos of it in action, and I see the logic of bringing it in because its a sequel, but its really poor and will give the franchise a bad name in Europe if you do..
Please feel free to let us know when you've actually played the game!
There lies the irony, since I'm stuck with a PAL 360 and nothing else. Fair enough comment, though Im still entitled to my opinion and sense of logic. :P
I take it you think differently of IIX from me? (nothing nasty, just curious)
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Skykid »

Sumez wrote:As much as DeathSmiles IIX turns me off with its horrible antique 3D graphics, all the serious feedback I've heard proves that gameplay-wise it's an excellent game on the level of its prequel.
This is true, there's very little wrong with DSIIX, it plays a good game. Don't believe the anti-hype.
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Post by Aliquantic »

This is getting very much OT but: both Arcade and X-Mode play very differently from the prequel, with Arcade being pretty fast paced and X-Mode having a lot more things to keep track of, so you won't be paying much attention to the graphics at all when actually playing :) (And the screen should be covered with rings most of the time) Both modes tend to feel a lot more open-ended than Deathsmiles too since you don't need to spend all your time planning for skulls to break and then getting your recharge pat down, and there are more differences between the characters now (though it's still no Shikigami no Shiro).

On the downside, it's one of the easiest Cave games to clear (and the X-Mode TLB doesn't deserve that name), so it's really meant to be played for score and just going for the 1cc probably won't be very satisfying (I think it compares to Deathsmiles without the EX stage or entering Death Mode). The Arcade port is pretty poor too with no training mode, replays and finicky slowdown... probably Cave's worst effort to date, which isn't too surprising since it was a last minute addition.
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Re:

Post by BPzeBanshee »

Aliquantic wrote:This is getting very much OT but: both Arcade and X-Mode play very differently from the prequel, with Arcade being pretty fast paced and X-Mode having a lot more things to keep track of, so you won't be paying much attention to the graphics at all when actually playing :) (And the screen should be covered with rings most of the time) Both modes tend to feel a lot more open-ended than Deathsmiles too since you don't need to spend all your time planning for skulls to break and then getting your recharge pat down, and there are more differences between the characters now (though it's still no Shikigami no Shiro).

On the downside, it's one of the easiest Cave games to clear (and the X-Mode TLB doesn't deserve that name), so it's really meant to be played for score and just going for the 1cc probably won't be very satisfying (I think it compares to Deathsmiles without the EX stage or entering Death Mode). The Arcade port is pretty poor too with no training mode, replays and finicky slowdown... probably Cave's worst effort to date, which isn't too surprising since it was a last minute addition.
Interesting read. Sorry for making you derail the thread. :P

I still think in regards to what Rising Star should be porting this should be avoided for the time being, though I'll keep an open-mind about this title. It just doesnt make sense to me to port a 2D game, then port a 3D sequel which also seems to me like one of Cave's more shoddy titles regardless of graphical quality, then try to bring other 2D/3D titles.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by DrTrouserPlank »

Right... is there any way to play either the final stage, or the final stage and the gorge without any suicide bullets? This game must have the most wonky difficulty curve ever. The sheer stupidity of adding suicide bullets at the end of the game makes me want to throw the TV through the window out of rage.

Training gives you the option to play both stages without suicide bullets but I can't find a way to do this by playing through the game itself.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by AntiFritz »

DrTrouserPlank wrote:Right... is there any way to play either the final stage, or the final stage and the gorge without any suicide bullets? This game must have the most wonky difficulty curve ever. The sheer stupidity of adding suicide bullets at the end of the game makes me want to throw the TV through the window out of rage.

Training gives you the option to play both stages without suicide bullets but I can't find a way to do this by playing through the game itself.
Doesn't it only do that if you pick level 3 for every level or something?
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Aliquantic »

Suicide bullets is called Death Mode and it's raised if you either do 5 stages or more at rank 3, or go to the Extra stage. So do 4 stages at rank 3 and 2 at rank 2 and go straight to the Castle for the lowest rank and you won't have suicide bullets. The EX stage is *very* tough by the way, but the Ice Cavern in MBL is a lot gentler, even if it will still raise Death Mode by one.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by DrTrouserPlank »

AntiFritz wrote:
DrTrouserPlank wrote:Right... is there any way to play either the final stage, or the final stage and the gorge without any suicide bullets? This game must have the most wonky difficulty curve ever. The sheer stupidity of adding suicide bullets at the end of the game makes me want to throw the TV through the window out of rage.

Training gives you the option to play both stages without suicide bullets but I can't find a way to do this by playing through the game itself.
Doesn't it only do that if you pick level 3 for every level or something?
No if you do that you get suicide bullets level 2, which is even worse.
Aliquantic wrote:Suicide bullets is called Death Mode and it's raised if you either do 5 stages or more at rank 3, or go to the Extra stage. So do 4 stages at rank 3 and 2 at rank 2 and go straight to the Castle for the lowest rank and you won't have suicide bullets. The EX stage is *very* tough by the way, but the Ice Cavern in MBL is a lot gentler, even if it will still raise Death Mode by one.
Are you sure?

Last night I did all stages at rank 2 (360 mode) then went to the gorge and still had suicide bullets. Are you saying that if I'd have gone to the final stage and skipped the gorge I wouldn't have had them?

Why does the gorge give you the option to practice without suicide bullets as well then seeing as though that isn't possible in-game?
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Aliquantic »

Look in page 14 of the PAL manual if you still aren't convinced, and there's mandatory Suicide Bullets Lv1 for the Gorge (and Lv2 if you're already at Lv1) since it will ALWAYS give you suicide bullets (I've just checked and there's no way to avoid them in training either). Only the Castle won't have suicide bullets if you don't already have them, so no more than 4 stages at rank 3 and no EX.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by cools »

Skykid wrote:
Sumez wrote:As much as DeathSmiles IIX turns me off with its horrible antique 3D graphics, all the serious feedback I've heard proves that gameplay-wise it's an excellent game on the level of its prequel.
This is true, there's very little wrong with DSIIX, it plays a good game. Don't believe the anti-hype.
DS IIX craps on DS from a great height. It also looks bloody good when in play - videos and stills make it look ugly.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by Sumez »

Suicide bullets definitely only appear on the last stage if you select rank 3 for 5 or more of the first stages! (providing you skip the gorge of course!)
It's the one reason I don't play rank 3 on all 6 beginning stages, suicide bullets on the final stage makes the difficulty go nuts, for someone like me.
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Re: Deathsmiles PAL release (DATED: Feb 18th)

Post by dan76 »

Sumez wrote:Suicide bullets definitely only appear on the last stage if you select rank 3 for 5 or more of the first stages! (providing you skip the gorge of course!)
It's the one reason I don't play rank 3 on all 6 beginning stages, suicide bullets on the final stage makes the difficulty go nuts, for someone like me.
Yes - I've been doing that for the past 2 years (!) but I'm now experimenting with the Gorge. I've managed to get an ok score with Follette avoiding the Gorge and entering the Castle without suicide bullets but I don't think I can get much more doing this (232mil).

With the Gorge I can normally make it through, sometimes no missing up to the boss, but I have to use my bombs on him. Once you know the patterns you can shelter from the bullets under ledges. You want to power up once going up, recharge and enter power up again for the dog mid-boss - there's a ton of points to be had up there. Though by going via the Gorge and having suicide bullets for the Castle I've yet to come close to my old score...

The problem with the Castle is that the game is much faster when you're not powered up - and Jitterbug has a nasty bullets spam attack. It's damn difficult and anyone who says it's one of Caves easier games isn't playing all rank 3 via the Gorge.
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