About the only reason I've been paying attention to this game until now was the sight of those sniper tanks in early pics. Looking really lethargic in those vids. I hope they still pack the classic murderous Seibu velocity+accuracy one way or another, either via rank or difficulty selection. Raiden III and IV certainly do.
Gameplay looks decent. My feelings towards this game has decreased a good deal since the first batch of screens. I do like the setting, backgrounds and enemies that is. I might wait on this for a while, especially if there isn't an "arcade mode" that strips the dialogue and cinemas. Also, being able to turn wallpaper off and use a 4:3 display would be crucial for me too.
"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
Anyone know if this will have 4:3 tate / vertical mode?
A Hardcore gamers reaction to the Lack of Kinect games.Apparently i could of played Dodonpachi with it if i beat a entirely in Japanese Visual Novel piece of shit game called Instant Brain
I played this yesterday at a location test. I had intended on posting about it as soon as I got home, but I completely forgot all about it until today which I think may be all you need to know about Caladrius.
- Graphics are fine. I think the only impressive thing about them are the bosses which move around a lot and are pretty detailed.
- It's pretty tough, even on the default setting. The ship I used had what seemed to be the weakest of the bullet-canceling sub-attacks and ended up getting me into more trouble.
- I really do not like shooters with lots of buttons. Here you have a regular shot, bullet-cancel, bomb, and two different element shots. I was thoroughly confused the first time playing and felt like they could've done without a couple of them. My credit ended when I hit the wrong button.
- I couldn't tell what the scoring system consisted of, but there are 3 different meters on the bottom of the screen, plus a rate value. It could be that it's the most finely tuned and nuanced scoring system yet designed, but I couldn't tell from what little I played.
All in all, give it a try and you might like it, but I personally won't be purchasing a copy at full retail price.
NTSC-J wrote:I played this yesterday at a location test. I had intended on posting about it as soon as I got home, but I completely forgot all about it until today which I think may be all you need to know about Caladrius.
- Graphics are fine. I think the only impressive thing about them are the bosses which move around a lot and are pretty detailed.
- It's pretty tough, even on the default setting. The ship I used had what seemed to be the weakest of the bullet-canceling sub-attacks and ended up getting me into more trouble.
- I really do not like shooters with lots of buttons. Here you have a regular shot, bullet-cancel, bomb, and two different element shots. I was thoroughly confused the first time playing and felt like they could've done without a couple of them. My credit ended when I hit the wrong button.
- I couldn't tell what the scoring system consisted of, but there are 3 different meters on the bottom of the screen, plus a rate value. It could be that it's the most finely tuned and nuanced scoring system yet designed, but I couldn't tell from what little I played.
All in all, give it a try and you might like it, but I personally won't be purchasing a copy at full retail price.
Cool, good to hear from somebody who's seen it closer-up than I did. Who knows, I might've slagged Raiden Fighters graphics if I was judging from screenshots like I saw above. Sounds like it might not be a terrible flop after all.
"End credit" button Such a thing might actually be useful for a Cave game, though.
NTSC-J wrote:I played this yesterday at a location test. I had intended on posting about it as soon as I got home, but I completely forgot all about it until today which I think may be all you need to know about Caladrius.
- Graphics are fine. I think the only impressive thing about them are the bosses which move around a lot and are pretty detailed.
- It's pretty tough, even on the default setting. The ship I used had what seemed to be the weakest of the bullet-canceling sub-attacks and ended up getting me into more trouble.
- I really do not like shooters with lots of buttons. Here you have a regular shot, bullet-cancel, bomb, and two different element shots. I was thoroughly confused the first time playing and felt like they could've done without a couple of them. My credit ended when I hit the wrong button.
- I couldn't tell what the scoring system consisted of, but there are 3 different meters on the bottom of the screen, plus a rate value. It could be that it's the most finely tuned and nuanced scoring system yet designed, but I couldn't tell from what little I played.
All in all, give it a try and you might like it, but I personally won't be purchasing a copy at full retail price.
This is interesting for me ! I like complex STG's with lots of different buttons a la Hellsinker. Thanks for the info NTCS-J
O. Van Bruce wrote:This is interesting for me ! I like complex STG's with lots of different buttons a la Hellsinker. Thanks for the info NTCS-J
I feel the same about complexity but 5 buttons sounds too much. Radiant Silvergun has 7 attacks with three buttons. Mars Matrix has four with one button.. Hellsinker has 4 buttons and the slow button is completely optional.
NTSC-J wrote:- It's pretty tough, even on the default setting. The ship I used had what seemed to be the weakest of the bullet-canceling sub-attacks and ended up getting me into more trouble.
That's nice to read. I feared it would be way too easy from looking at the videos.
As for the buttons, I don't think having 5 will be an issue. Street Fighter has 6 and everyone gets used to that quickly, so I don't think this will be an exception. I really liked the controls in the US version of Daioh, too.
To be fair, that's closer to 4 buttons than 6. 3 shot types and their respective bombs
3+3 = 4
I'm curious if Caladrius has more than 1 control scheme. Seems like 5 buttons (shot, "shield", bomb, element 1, element 2) is going to be somewhat clumsy, especially for those of us who typically only use 3 fingers while using sticks. Still on the fence with this one.
"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
Hagane wrote:Street Fighter has 6 and everyone gets used to that quickly, so I don't think this will be an exception.
I have never gotten used to 6 button fighters. 6 buttons is far too many for my feeble mind.
Hagane wrote:I really liked the controls in the US version of Daioh, too.
To be fair, that's closer to 4 buttons than 6. 3 shot types and their respective bombs.
You're not supposed to get used to 6 buttons, just your chosen character's best attacks, that's a much more organic development and doesn't even necessarily end with you using all 6 buttons.
Anyway yeah, this game could use with having less buttons and more button combinations, or even context-restricted abilities (hyper taking precedence over bomb in DOJ), but the latter obviously isn't going to happen now.
ciox wrote:You're not supposed to get used to 6 buttons, just your chosen character's best attacks,
Somewhat off-topic, but you still have to get used to 6 buttons for pretty much with any character. Even if for some reason the character has absolutely worthless normals of a certain strength (it's rare that you never use at least one version of a normal attack), you still have to count special move strengths and some button combinations (like Third Strike for example), mash/piano techniques, etc.
If one can get used to 6 buttons in a fighter, I don't see how it would be that hard in a shooter.
ciox wrote:You're not supposed to get used to 6 buttons, just your chosen character's best attacks,
Somewhat off-topic, but you still have to get used to 6 buttons for pretty much with any character. Even if for some reason the character has absolutely worthless normals of a certain strength (it's rare that you never use at least one version of a normal attack), you still have to count special move strengths and some button combinations (like Third Strike for example), mash/piano techniques, etc.
I agree you have to get used to it, but it's absolutely pointless to try it early on, given how long it takes to internalize a normal and know when it's really meant to be used, it's a long slow process that's completely different from a shmup where not knowing the "bomb" button right off the bat is a disaster.
Still people will try and be intimidated and give up, should just stick with the heavy attacks since that'll give results the fastest.
Oh and I think the problem with 6 buttons in shmups is, controlling movement is a lot more involved in a shmup than in a fighter, so 6 buttons with a function each feels like it adds more of a burden in a shmup.
I'm perfectly fine with six-button fighters, but even four-button shooters throw me. I think it has something to do with arrangement: In fighting games, the button layout is so sensible. A row of three punches and a row of three kicks, in order of severity. In shooters, on the other hand, there's nothing intuitive about the arrangement. Shot/Bomb/Rapid/Hyper. Where's the sense in that? Sometimes it feels like I'm twisting my hand in knots. There's nothing complicated about it really, but I can kind of play my hand over the buttons in a fighter, whereas in a shooter I have to constantly hold rapid, then toggle shot with my ring finger, keep my middle finger finger hovering over bomb (which I often just forget about somehow), and then be prepared to tap hyper/special with my pinky. I think it's maybe just the amount of fingers that does it - screw using my pinky finger for anything, he's got no moxie.
Using more than 2 or 3 buttons is easier when you are using a controller: you have 4 buttons with relative ease of reach using your thumb and 2 other simultaneously with the triggers.
Caladrius may have been developed with a controller in mind.
What Perfect World said. I can play 6 button fighters with ease, but I'm always hitting the wrong button by accident in games like Radiant Silvergun or Gundeadligne.
Also it's worth noting that 6 button fighters, if anything are less complex then 4 or 3 button fighters. In 4 or 3 button fighters, you have to cram more moves into one button. medium punch + forward might be a completely different move then medium punch + neutral or medium punch + back. You have a lot more to remember as opposed to say a 6 button set up where you don't have to remember any additional directions, you just press punch or kick with the desired strength.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
The bullets could've been bigger, especially if there are glows underneath them. They also seem a bit slow.
I'm not sure if I really I want this at the moment. Probably need a couple footages of the harder modes to decide.
RegalSin wrote:Then again sex is no diffrent then sticking a stick down some hole to make a female womenly or girl scream or make noise.