Damocles wrote:It's like a handjob to the creators of Virtual On.
Anyway...you know it's sad when the best part of the game is the boss where you have to actually dodge patterns.
My gripes:
1.) For the love of god...don't make melee and main attack use the same button ever again.
2.) They should have limited Boss stock to only 1. 2 destroys the entire point.
3.) Moves requiring direction input blow. Nothing better than using an analogue stick to tap back twice then forward. Yeah. Want a useful barrage attack instead of that pointless default? Eh...50% of the time you get it. I understand it was originally designed for an arcade stick, and does not translate well to a thumbstick.
4.) Melee seems like an afterthought. Nowhere near as refined as the dance that is the range game. I know it's not primarily a melee game (for most), but it's sloppy. It's also relatively pointless once you find your counter that will come out instantly and trump any primary melee attack.
5.) I'm not normally a stickler for story, but damn.
Not really a gripe, but has anyone else found Overdrive to be completely useless? If yer in a situation where you need it, you're probably screwed anyway.
It's sad when most shmup devs can't think of any method to grant you temporary invincibility as a method of quickly "dodging" impossible swarms of bullets and incorporate that element into the game system instead of using the standard screen-clearing bomb as a last resort that must be discouraged from being used. At least Senko tries to do something about this.
Anyway,
1) go play
Acceleration of Suguri where there's a button for every function and then quickly get confused at it all because you forgot to hold down that special button to turn your projectile attacks into melee attacks during those precious .0000000012874091285 seconds (like in 00:38 of that video). Also, special moves in Senko can be used in CC range if they're that close anyway, and pretty much all of them ARE projectile-based attacks.
2) 2 B.O.S.S. stock is the sweet spot, as they encourage you to use them strategically if you want to. You can use one to regenerate life during the round, and then you can use the second one for Final B.O.S.S. to really screw up the opponent if they weren't paying attention to your charge gauge.
3) Then get a friggin' arcade stick.
4) You'd be surprised at what the
AI can do with them (1:09 of this video), meaning that if your opponent can read your moves,
they're rather effective (1:15). Also, your statement is bogus because Cuilan is scary with close combat because of his Punch Barrier, Changpo is dangerous because she might Sweet Roll you at anytime, Sakurako has evil mines and Scorpio missiles, Fabian has the fastest melee attack in the entire game, etc.
5) Might as well lump this quote here too:
szycag wrote:THAT BITCH
SHE WOULDN'T STOP CRYING
AND IT WAS LIKE 100 YEARS AND WE HAD TO LEAVE EARTH
DAMN BITCH STOP CRYIN
NOW WE BIG ROBOTS WE GOTTA FIGHT WOO
Jeez, they try emulating Keiko Takemiya's and Moto Hagio's style of storytelling which revolutionized the shoujo genre and people throw a fit about it.
This kind of complaint reminds me of that statement from Hayate no Gotoku! where he says in the manga/anime adaptation that explanations in the plot and story have to be spoonfed to the audience because we're all lazy nerds.
Overdrive is also pretty neat, except that most people aren't familiar with them since it's a bad practice to cancel moves using anti-fields. It's also another psychological attack against your opponent. I tried using it
here at 2:50 for example, and it didn't work because I wasn't sure if it was cancellable at this point.