


I completely agree. The more I play Mushihime, the more I want to play DDP.pixelcorps wrote:consdering how frustrated i'm getting with the game when I die (for what looks like) no reason at all, the occasional glitch that causes the death sample to occur up to several seconds after i get hit pisses me off more...
the more I play the less impressed I am...
No, they turned it down. Mihara (or however you spell it) mentioned it in one of his blog updates. Basically the way he seems to put it, initial porting of DOJ was very difficult and he was not eager to repeat that experience with Mushi. There's been mentions of him having some 'stress related' health issues too, which might explain the unwillingness to take on a stress-inducing port.BulletMagnet wrote:Considering that (AFAIK) they're currently hoping to port Ketsui onto the PS3, I doubt that Arika would have turned down Mushi had it been offered to them.
SHMUP sale page.Randorama wrote:ban CMoon for being a closet Jerry Falwell cockmonster/Ann Coulter fan, Nijska a bronie (ack! The horror!), and Ed Oscuro being unable to post 100-word arguments without writing 3-pages posts.
Eugenics: you know it's right!
They did that to me with Kururin Paradise. I'm curious to see what the date postmarked on my next order that just shipped will be. They shipped awfully fast...mannerbot wrote:Finally got mine today. Graphics are ugly in RGB, blah blah blah. Anyway, I'm very glad to be able to play this game, even though I'm getting slapped around hard at the moment. It's amazing how superplay guys can make games look so easy, but once a mere mortal steps grabs the joystick...
And as it turns out, Play-Asia lied about having shipped the game on July 20th as my package was postmarked July 25.
Really? I think the game feels notably different than DDP or Storm of Progear (the only other two Cave games I own). The bullet clouds are often quicker, they're more like Psikyo bullets than typical Cave bullet clouds (as others have said) but they have a lot more method to their madness.Icarus wrote:I've had the game for a week, and while I like the game a lot, and I love the styling and presentation, there isn't really anything about Mushi that grabs me and sinks it's claws in.
Don't get me wrong, it's a great game, immensely fun - Maniac and Arrange are great for a quick go - and the gameplay in itself is very deep, but there's nothing different about Mushi compared to [insert Cave game here] to warrant more play time. It feels just like another typical Cave manic to me
EDIT: And the slowdown! Oh, my God. While I expected the port to have some slowdown because of the amount of bullets being pushed around, I never expected it to be of the stop-start variety. Several times I've had bullets suddenly dash into me when the slowdown cuts off, and several times I've tried to make pinpoint maneuvers through patterns, only to have slowdown kick in, and then kick out a split-second later, sending me careening into a line of bullets. Once or twice every now and again is bearable, but several times within the same credit is just plain annoying.
While I'm thankful for the port and to Taito and Cave for bringing it home, there are just a few little niggles that stop it from being 100% playable/enjoyable (in Maniac, Arrange and Ultra at least). Original is fun to play though. But TBH, given the choice, I'd rather play the PCB instead.
I'm probably the only neutral-to-negative opinion in this thread...
Oh I agree, there's only so much difference between Mushi and other Cave games. It feels notably different in some ways. It just has a profoundly different presentation (to me) which I love.Icarus wrote:Like I said, I do like the game, but to me, it feels like another Cave chaining manic with different graphics. You can only take the chaining system ideas so far IMO, same goes with huge pink bullet swarms, and it'd be nice to see some more variety in the future (which is partly why I invested in Ibara). Again, I am glad they brought it home, and I may put time into it in the near future, but I regard Ketsui and Guwange as far greater games.
The slowdown is expected, but in some spots, it is awful, especially in stages 4 and 5, where it goes from full-speed to snail pace and back again in the blink of an eye. In many cases the slowdown is very welcome - makes dodging a bit easier - but when it almost does the jerky-jumpy thing and sends you into bullets (and, more often than not, vice versa), it's more irritating than welcome.
(Got a kusoplay of me playing crap in Arrange, 169mil to the true last boss, with several hits caused by the slowdown if you're interested)
Don't feel bad. When it comes to Cave games, even though I like them a lot, I just cannot play them as well as some forum members here. "Bullet hell" games just don't agree with me at all, my skills are rooted to old school types - fast, aimed deadly bullets, small patterns, hazards from scenery and sneaky enemies - and it is those kinds of games I'm good at.Dylan1CC wrote:And no I don't wanna see that replay because it will make me feel like I have crap skills. Which I do compared to you.
Yeah, the game is generous sometimes, I agree. As for the hitbox itself I like to think of it as a centered target that the bullet has to hit a "bulls-eye" on in order to score a kill on ya. I dunno that helps me understand it better anyways (in Mushi's case).Icarus wrote:Don't feel bad. When it comes to Cave games, even though I like them a lot, I just cannot play them as well as some forum members here. "Bullet hell" games just don't agree with me at all, my skills are rooted to old school types - fast, aimed deadly bullets, small patterns, hazards from scenery and sneaky enemies - and it is those kinds of games I'm good at.Dylan1CC wrote:And no I don't wanna see that replay because it will make me feel like I have crap skills. Which I do compared to you.
A lot of Mushi is luck. Several times I've managed to pull off some miraculous dodges because of the generous hit detection, quite often through seemingly impassible walls of pink. However, that tiny hit detection can also be a pain in the backside, as it's really hard to judge just where your hit center is, the glowing orb you get from holding down Shot doesn't really give you much of an indication as to just how small it is.
Besides, you've cleared Batsugun. That's something I haven't managed to do yet
Not to be a pain in the neck or anything, but I'm curious...considering all the similarities that are supposed to exist between Ibara and Garegga, what makes the difference between "you can only take this idea so far" and "it's a great variation on this theme," or something like that? Is it because Cave has tweaked its "formula" several times, while Garegga-esque systems haven't appeared as often, or is it something else? Again, not trying to pester or whatnot, but I'd like to hear your "chain" of thought on this.Icarus wrote:Like I said, I do like the game, but to me, it feels like another Cave chaining manic with different graphics. You can only take the chaining system ideas so far IMO, same goes with huge pink bullet swarms, and it'd be nice to see some more variety in the future (which is partly why I invested in Ibara).
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.