Xbox 360: Akai Katana Shin (May 2011)

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
User avatar
apple arcade
Posts: 523
Joined: Sun Nov 29, 2009 10:05 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by apple arcade »

peace4myheart wrote:
apple arcade wrote:
BPzeBanshee wrote:Stupid Question: Who is that redheaded chick?
She is Zoe Boyle aka Trinity Ashby on Sons of Anarchy season 3.

It's not Zoe Boyle, but Molly C. Quinn. She plays the character Alexis, the daughter of Richard Castle from the show, Castle on ABC.
Odd, I found that picture through a google image search http://www.google.com/search?q=Zoe+Boyl ... 80&bih=645 (2nd page)

...However in light of your post also googled Molly C. Quinn. It's definitely Molly. Both chicks are smoking hot though. Wonder why Molly came up in the search for Zoe.
User avatar
BulletMagnet
Posts: 14149
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by BulletMagnet »

Okay, let me see if I've got the general idea of how the modes work, without being able to read any of the text:

"Normal" Mode: Kill enemies to earn "P" icons to charge meter - "focusing" temporarily gathers icons around option pod, grazing bullets with it makes them worth more. When in "person mode", which drains meter, enemy shots are reflected and loop behind you: killing enemies spawns suicide bullets which behave the same way, while switching back to "plane mode" makes everything behave as normal again. "Focusing" in "person mode" uses a laser: killing enemies with it leaves behind icons which temporarily cancel enemy bullets into more icons. Getting hit in this state won't kill you, but drains your meter completely. After reflecting/diverting enemy bullets in "person mode", reflecting them a second time loops them back in front of you: killing enemies near them with the laser cancels the bullets into point-heavy gold. Gold is not collected until the laser stops, and the more you snag in one go the more it's worth.

"Shin" Mode: Killing enemies with "unfocused" shots in either "plane" or "person" mode gives you blue items, which build up "blue stocks" displayed around your character - "focused" shots in "plane" mode give you energy for your meter, which can be "leeched" off of larger enemies by keeping your option's shots on them. In "person" mode you automatically spend "blue stock" to deploy "blue options", which are launched forward upon activating the laser. These can cancel bullets and spawn "sword items", which are also earned by killing enemies with the laser - collecting these will automatically deploy "sword options", and switching back to "plane" mode launches them forward. When swords hit enemies or bullets, they spawn gold - it starts out large but gets smaller as it drifts towards you, so to get the most out of it you'll want to collect it up close.

Did I miss anything major in there?
User avatar
nZero
Posts: 2608
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by nZero »

BulletMagnet wrote:Did I miss anything major in there?
The part about a game not being enjoyable when it requires not one but two 7 minute long tutorial videos to explain basic game systems. :P
Image
MrFog
Posts: 17
Joined: Sat Aug 01, 2009 5:57 am

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by MrFog »

If the arcade mode works exactly like the PCB there are still a few things missing in the tutorial.

You don't need to reflect bullets before you can cancel them into gold. The icon things appear in addition to the gold items and just serve for canceling. There are also additional ways to refill energy, such as getting hit by a laser while having no energy or holding your option into a thick bullet cluster. You can easily create these clusters by canceling out of person mode.
nZero wrote: The part about a game not being enjoyable when it requires not one but two 7 minute long tutorial videos to explain basic game systems. :P
How long would a complete Battle Garegga tutorial be if done at the same pace? :wink:
User avatar
Udderdude
Posts: 6293
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Udderdude »

All those crazy rules and the game still ended up being poo'd on in arcades. Lack of difficulty/scoring potential .. :/
Zeron
Posts: 927
Joined: Thu Jul 29, 2010 2:40 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Zeron »

Udderdude wrote:All those crazy rules and the game still ended up being poo'd on in arcades. Lack of difficulty/scoring potential .. :/

It needed a second loop
User avatar
Guardians Knight
Posts: 502
Joined: Tue Jan 25, 2005 10:15 pm
Location: England

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Guardians Knight »

how about they make a game where you dont need to spend a day learning how to play and just make it so you shoot stuff and then power up your weapon/pick up options. im getting proper tired of all the complicated nuances in some of the new games, - i love how it looks, the planes look amazing, now why go spoil it with a convoluted control/scoring system. Or at least include a retro mode along with your usual black label arrangements where there isnt a trillion bullets on screen and you dont have to cancel shit with your option or use hyper mode or something!

rant over, sorry :oops:
001
User avatar
dan76
Posts: 1330
Joined: Fri Jun 05, 2009 5:16 pm
Location: Casino - London

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by dan76 »

Zeron wrote: It needed a second loop
Really? 2nd loops suck big eggs.
Guardians Knight wrote:how about they make a game where you dont need to spend a day learning how to play and just make it so you shoot stuff and then power up your weapon/pick up options. im getting proper tired of all the complicated nuances in some of the new games, - i love how it looks, the planes look amazing, now why go spoil it with a convoluted control/scoring system. Or at least include a retro mode along with your usual black label arrangements where there isnt a trillion bullets on screen and you dont have to cancel shit with your option or use hyper mode or something!

rant over, sorry :oops:
From those vids both versions look fairly complicated, but hopefully it will be like most Cave shooters where once you get it, it just flows. I know what you mean though - I was secretly hoping for a version where you could just stay as the plane... and shoot everything...

So, er - full screen 4:3? or forced borders like Deathsmiles 2 - place your bets!
Image
http://www.1ccgames.com
XBL: durango76uk
PSN: durangodan76
User avatar
Weak Boson
Posts: 506
Joined: Fri Jan 15, 2010 5:35 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Weak Boson »

I'm looking forward to this game. Both of those modes look fun - although there was a lot of explaining in those videos it all comes together nicely. You can see everything in the video summarised by the minute or two of gameplay at the end.
User avatar
Muchi Muchi Spork
Posts: 1413
Joined: Wed Mar 09, 2011 2:53 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Muchi Muchi Spork »

Akai Katana is a fun game. It takes longer to get used to than any previous Cave shooter. The first few games I wasn't too keen on it because I didn't understand all the little rules. The complexity probably turned most people off. But after you finally understand it, it gets really fun. It gets more fun every time I play it now. If you just saw some 1CC videos and read some grape vine reviews, you need to play it for yourself.
User avatar
DragonInstall
Posts: 568
Joined: Fri Nov 26, 2010 9:07 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by DragonInstall »

I like it when games are not too difficult and have a complex / flexible scoring mechanic. ESP II BL

I also like it when it's difficult and the scoring mechanic is simple. Mushihime

But when a game is easy with a simple scoring or difficult with a complex scoring, that's when it bugs me... weird
Espgaluda III needs to happen.
User avatar
chempop
Posts: 3466
Joined: Sun Jul 31, 2005 7:44 am
Location: Western-MA USA

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by chempop »

I'm not going to lie, this game looks amazing.

I should start saving for a 16:9 display of some sort (what is better, a monitor via VGA or small HDTV? I'm clueless about this shit).
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
User avatar
sven666
Posts: 4544
Joined: Wed Feb 02, 2005 2:04 am
Location: sweden
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by sven666 »

CAVE just put a new vid of the two xbox modes up on youtube, looks fantastic if you ask me.

http://www.youtube.com/watch?v=NrweAa3N ... re=feedlik
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
daigle
Posts: 41
Joined: Fri Mar 19, 2010 3:34 pm
Location: hawaii

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by daigle »

game looks pretty dam awesome
instagram @admiralcrunk
xbla admiralcrunche
User avatar
Elixir
Posts: 5436
Joined: Sun Jun 26, 2005 3:58 am

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Elixir »

Thread updated.

Finally, LE box art huh? I like it, but I'll stick with the regular version.
User avatar
evil_ash_xero
Posts: 6245
Joined: Thu Jul 12, 2007 6:33 am
Location: Where the fish lives

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by evil_ash_xero »

Boy, I hope this turns out good. I really didn't care for DFK or DS II...so i'm getting kind of blah about Cave's new releases.
User avatar
dan76
Posts: 1330
Joined: Fri Jun 05, 2009 5:16 pm
Location: Casino - London

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by dan76 »

Yeah, it looks fantastic. The design and graphics are some of Cave's best. Hope the gameplay matches up - from the look of that vid it does.

@Elixir - www.videogameimports.com are selling the standard and limited edition - they're based in the U.K. and are the best bet for anyone in Europe. Maybe update the front page - just a thought.
Image
http://www.1ccgames.com
XBL: durango76uk
PSN: durangodan76
Zeron
Posts: 927
Joined: Thu Jul 29, 2010 2:40 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Zeron »

User avatar
BulletMagnet
Posts: 14149
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by BulletMagnet »

Is it my imagination, or do those two "Shin" mode videos suggest some sort of Deathsmiles II-esque proximity system as well?
User avatar
RNGmaster
Posts: 2388
Joined: Mon Aug 02, 2010 9:08 pm
Location: Seattle, WA

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by RNGmaster »

BulletMagnet wrote:Is it my imagination, or do those two "Shin" mode videos suggest some sort of Deathsmiles II-esque proximity system as well?
Yup, you get more of the blue-circle items from point-blanking enemies.

Shin mode looks really great - love how you can aim your katana blasts.
User avatar
Frederik
Posts: 2554
Joined: Sun Nov 06, 2005 7:14 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Frederik »

Wow :shock: This massive katana attack looks and sounds satisfying as hell. Being that Gain from Garegga/Batrider is one of my favourite ships ever and I also really loved the sword in Radiant Silvergun I´m pumped to see more giant swords in a shmup!

I get the feeling that this is the game they wanted Akai Katana to be all along, as opposed to the arcade port (which, by their own admission, was rather rushed). I mean, calling this a mere port is really an understatement. These new videos look a lot more exciting than the original arcade footage (which wasn´t bad by any means either). The additional graphic power really makes the game shine in a whole new way. I kinda dig the mix between the relatively gritty setting and the neon effects on top of that.

And just on a sidenote, Ryu Umemoto does very cool music. I like Manabu Namiki but I´m glad to hear some new flavours.
THE BULLETS ARE NOW DIAMONDS!
User avatar
emphatic
Posts: 7984
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by emphatic »

Let's face it, the PCB platform can only muster so much. This is why the massive amount of extra bullets and whatnot feels so good on the 360.
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
Elixir
Posts: 5436
Joined: Sun Jun 26, 2005 3:58 am

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Elixir »

So yeah I should probably post this here instead of just the jointly shared Twitter. I wrote some stuff here. You might want to check that out. I often report tidbits from places and end up forgetting to report back here. Oh well. The Japanese Caveshop will also have online versions available to buy from their store.

http://www.cave-shop.jp/fs/caveshop/res ... atana360_a

Includes the standard LE (voice DLC + arrange album), as well as an illustration set designed for the 360 version and.. an Akai Katana Shin cave box. 10,500 yen.

http://www.cave-shop.jp/fs/caveshop/res ... atana360_b

The second set includes the LE and toresetsu.

Preorders up from 4/22 to 4/27.
User avatar
StarCreator
Posts: 1943
Joined: Mon Jan 12, 2009 2:44 am
Location: Maryland, USA
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by StarCreator »

... why do you do this to me, CAVE x_x
User avatar
DragonInstall
Posts: 568
Joined: Fri Nov 26, 2010 9:07 pm

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by DragonInstall »

I have high hopes for this game. Looks a lot more interesting than the arcade version.

Nice to see the Katana's are being used lol.
Espgaluda III needs to happen.
User avatar
Udderdude
Posts: 6293
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by Udderdude »

Kind of reminds me of the daggers from Guwange. Except massively overpowered .. :P
User avatar
MachineAres 1CC
Posts: 792
Joined: Sat Dec 19, 2009 2:20 pm
Location: Seattle, WA

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by MachineAres 1CC »

Damn, that Shin box looks really cool, but not 40 extra dollars cool.
JUST A COUPLE MORE SHOTS です
Achievements/trophies|1CC List
Twitch|Genesis Shmups project
XBL & PSN: IDOLxISxDEAD
User avatar
StarCreator
Posts: 1943
Joined: Mon Jan 12, 2009 2:44 am
Location: Maryland, USA
Contact:

Re: Xbox 360: Akai Katana Shin (May 2011)

Post by StarCreator »

NCS is now listing one of the Cave shop bundles, complete with the "this isn't coming from normal retail channels" markup absurdity: http://www.shopncsx.com/akaikatanashin-1-1.aspx

I think I'll live without having another cardboard box.
Post Reply