DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Here you go--some interesting stuff in there, certain to inspire pages of complaining here, haha. Some of the particulars of the scoring changes are a bit opaque to me, so if anyone who's played the game a lot has better knowledge of that, let me know. I translated it as literally and clearly as I could. I also translated the interviewer's impressions of the game after a test play.
I just saw the dengeki interview, which is different (and more interesting I think). I'll try and do that later in the week if I have time.
SDOJ X360 Interview - Famitsu 3-14-2013
With Tsuneki Ikeda and Makoto Asada of Cave
—So, how far along is SDOJ now?
Asada: About 70% complete. Of the remaining 30% of the work, most of it involves the "New X360 Mode" with Saya. That timing is partly due to the fact that we've added another mode to the game. We previously announced the three Arcade, Novice, and New X360 modes, and now we've added a retuning of the original Arcade mode, "Version 1.5."
—I'm surprised to hear of a new mode this late in the process!
Asada: We've been having test players and super players work with us, and around the beginning of March they asked us about things they were disastisfied with in the original SDOJ, and whether we couldn't come up with some ideas to improve it and make the game more fun. So we started thinking and in fact came up with a ton of ideas (laughs). Once we got approval from staff, and our programmer Ichimura said the changes were possible to implement, we hurriedly went about adding the mode. Version 1.5 is already completely done now.
<changes in the new 1.5 mode>
* Collecting stars no longer resets the HIT counter increase interval of the laser
* Using laser while hypering now raises the combo gauge
* In normal (non-hyper) mode, the rate at which the HIT counter increases from using laser is now quicker
* Adjusted the numerical values of various things when hypering (details below):
-the GP bonus multiplier for each hyper level
-the points for firing for each hyper level
-the duration of a hyper for each hyper level
-the number of score items that appear for each hyper level
-the ratio of increase of the HIT counter while lasering for each hyper level
* Adjusted various parameters for score items (details below):
-the amount added to the HIT counter when collecting a score item
-the amount added to the score when collecting a score item
-the amount added to the GPS when collecting a score item
* All score items that appear when performing a level 6 and above hyper are now large type
* Adjusted the score for individual enemies, and the number of score items that appear when they're killed
* Adjusted the amount of hyper gauge you get from picking up a bee item
* Adjusted the amount the combo gauge increases for each ship when an enemy is destroyed
* Adjusted the conditions in which score items appear during boss fights
* Increased the interstage Clear Results "No Miss" score bonus
* Adjusted the max bomb bonus
* The score items that appear from bullet cancelling when the hyper gauge is filled during a hyper have been increased from small to large
* The hyper gauge increase multiplier from collecting score items is now revised as the rank changes
—By the way, in a previous interview in September Ikeda said he wouldn't be participating in this project, but what led him to get involved?
Asada: Considering the higher priority projects Ikeda had to work on, it was looking pretty difficult for him to join the SDOJ X360 project. In the end though, we were able to have those obstacles removed. A company is a hierarchical structure after all, so if you just press on the higher-ups... (laughs) Well, actually there's only one person at Cave higher than Ikeda, and that's the President. So yeah, Ikeda's participation was achieved through some political bargaining.
Ikeda: Yeah, that's how it was. (laughs)
Asada: You know, the President of Cave gets angry a lot, and Ikeda is always the one he gets angry at, while I'm usually the one getting praised. So it all balances out. (laughs) If I say something it gets praised, but if Ikeda says the same thing he gets yelled at for it. (laughs)
Ikeda: If I say nothing I get yelled at, and if I speak I get yelled at too. What am I supposed to do?! (laughs)
Asada: I think this will be our last game for the current generation of hardware, so personally I really wanted Ikeda to participate. But the time at which he's joined us is very out-of-sync with the rest of the project, so its caused some delays.
—Please tell us about the "New X360 Mode."
Ikeda: The only thing Asada told us was to make the gameplay more casual, so I figured that if we were going to do this we should go for a feel distinct from an arcade game. After a lot of thinking about how to make a simplified structure for the game, we settled on a game that revolves around managing a gauge.
—I see. Did it go smoothly, deciding on this system?
Ikeda: No, it was quite complicated. The genesis of the idea actually came from the test players Asada mentioned a moment ago. We used their idea as a base and built on it.
—What were some of the previous ideas you had considered?
Ikeda: The New X360 Mode was originally going to be done by Ichimura, and I think he had plans for a time attack style mode. I also wanted to retain some part of his ideas when I took over, but there were too many problems, and I didn't like the result very much. (laughs) So changing this and that, we've arrived at the gauge system we have today.
—Was Ichimura's idea like a racing game, where you compete for the best clear time...?
Ikeda: I wouldn't say a race; it was more like something resembling "caravan shooting," where you extended and replenished your time as you played. However, since Saidaioujou was originally a game about how far you can get without dying, it just didn't seem to match very well. I still tried all different ways to integrate the idea, but I just couldn't figure it out. The game would reach "time over" and you'd suddenly just die... "huh, what just happened?" (laughs)
—It sounds like it would be jarring. (laughs)
Ikeda: There were too many problems with it that I couldn't fix, so we completely redesigned everything. The place where it showed your time, we ended up switching out with the gauge.
—Regarding the dialogue in this mode, is it mostly exchanges between Saya and the Operator?
Ikeda: Yeah. The conversations unfold between the operator in the control room and Saya. The previous Dodonpachi games have all had stories and worlds too, but a lot was left to the player's imagination. Since we've depicted all that more clearly this time, I'm both excited and worried at how it will be received. We won't really know if it was a success or failure until it goes on sale, but I'm glad we were able to challenge ourselves like this. Depending on how its received, it may have a big influence the development of our STG games in the next hardware generation.
—It seems like there's always dialogue throughout the game?
Asada: Yeah, I don't think there are many moments of silence. The arcade version of Saidaioujou was also said to be a game with a lot of dialogue, but the two aren't really comparable; there's way more dialogue here. Instead it might even feel a little weird when there's suddenly a moment of silence here.
<New X360 Mode System Impressions>
During the interview Ikeda mentioned that the New X360 Mode was a "gauge management game." After the interview he let us play it for a bit and see what he meant by that. Here I will try and explain the New X360 Mode system in concrete terms while offering my impressions of the gameplay generally.
First, as mentioned, the only playable character is Saya. Like Arcade mode, there are Shot, Laser, and Expert options, which equate to the difficulty of a novice, normal, and second loop, respectively. Different from the arcade mode is the big gauge displayed at the bottom of the screen. This gauge can be considered your life, and when it reaches zero the game is over. In other words, it isn't a system based on lives and extends, but on a life bar.
When you get hit, the gauge decreases by a set amount and an auto-bomb is released. If you don't have enough gauge left to release an autobomb when you get hit, you instead die and its game over. Also, if you press shot and laser at the same time, you fire both simultaneously in a special weapon called "ShotLaser." As you might expect, its very strong, and the gauge decreases as you use it. Its a double edged sword, since using it too much will mean you won't have enough gauge for an autobomb. There is only one way to refill the gauge, and that's through collecting star items during a hyper. Hypers are much easier to fill than in the arcade version.
Outside the main game window, Saya and the Operator talk incessantly. The animation is lip-synced, they wink, and their expressions change throughout the game. They continue talking after the boss is defeated, and even during the results screen, but this can be skipped with a button press. There isn't much of a chance to watch them while you're playing, so I think it would be fun to watch your replays and focus on what they're doing. The remainder of the screen is adorned with futuristic monitors, showing things like 3D modeling and the name of the midboss. Its incorporated very effectively into the game's presentation.
For this test play I chose the novice shot option and made it to the 4th stage on my first try. I'm told there's still details to adjust and work out, and it sounds like what I played today will be significantly harder in the final version.
—As for the shop mode, it seems it allows you to purchase a special option menu?
Asada: It allows you to buy equipment for your ship. The ships have equipment slots, and you can put special things there, like equipment that makes your hitbox smaller, or one that makes your ship collect score items onscreen automatically. You can also unlock things like wallpapers and a sound/voice test.
—Can you acquire currency for the shop by playing any of the modes?
Asada: Yes. Regardless of which mode you play, each time you play you'll get currency. Of the different modes, you'll receive the most currency if you play in the online "team battle" mode. You don't have to be a great player to participate, so please try it out. Connected to the arcade mode, we've also added "missions" that teach you STG techniques to help you enjoy playing Saidaioujou; there's 50 videos we've prepared to illustrate the different techniques, too.
—With guidance like that, it should change how accessible STGs have been.
Asada: Once you learn to score in a Cave STG, your enjoyment of our games really changes. But reaching that point really takes a long time, I think. So in that sense, we wanted people who haven't played our arcade versions much before to have a chance to experience that feeling and the appeal of Saidaioujou.
—I believe you have some new information about the Super Limited Edition package as well?
Asada: We previously announced that the Super Limited Edition would have the arrange CD, the OST cd, and an art book along with it. We've now added three sheets of special stickers. You can put them wherever you'd like, on your X360 or notebook, for instance. We've also added a plastic sheet, in the traditional arcade marquee design, showing the basic instructions for the game. Finally, we've added the theme song single CD by Hirano Aya.
—You've gone from 3 items to 6... magnificent!
Asada: We wanted to add whatever we could for this edition, and these 6 items is what we've got so far.
—You're also hosting a pre-sale event on May 5th. Could you tell us what that's about?
Asada: The big thing is that it will be combined with the STG event Wasshoi. We'll have an X360 hooked up inside a cabinet. Showcasing a game like this that we haven't finished yet is a very unusual thing for us, but when we announced the X360 version of Saidaioujou, something seemed lacking and we wanted to do more. We'll be doing some stage events too... one of them will feature me and Ikeda, so the two of us have got to start planning something interesting for that.
—It sounds exciting.
Asada: There will also be a booth where guests can get their pictures taken with the Saidaioujou characters using the Kinect for Windows and their cell phones. Those who reserve their tickets will also receive an A1 size poster. We had two kinds at Osaka, but there will be three kinds at Tokyo and you can choose which you want among the three.
—You've prepared a lot, it should be a fun event.
Asada: Its been a really long time since our last event, and I hope to see all the people who had come to our previous events again. Our staff here at Cave is mostly the same too. Also, I personally have an announcement I'll be making. I imagine it will be surprising to everyone, but I think it will open the door to new possibilities...
—What could it be? I'm curious. I'm looking forward to that day then. Finally, please give a message to your fans.
Asada: Looking back at our X360 games from Deathsmiles on, I think we've really been lucky to be allowed to follow our dreams on this console. I think this will be our last game for the current hardware generation, but in various ways Saidaioujou has been prepared as the gateway to our next move. We want people's honest and frank opinions, so after you've played it, please share them us. Thank you!
Ikeda: Regarding the New X360 Mode... if I'm to speak my mind, I wish we had had a little more time to work on it. We're still working on it, but for most of our X360 arrange modes we've been given about one month to finish them, and we usually end up going a couple weeks overschedule. With that pattern almost always being the case, we've never had enough time. In that sense this is nothing new, and within the limited time we've been given we'll do everything we can to deliver a quality game. The fact that we've been able to put out a super limited edition, which, moreover, many people have reserved, is all thanks to the existence of our fans who played the arcade version of Saidaioujou. We will give it our all to make sure that we release a satisfying game for those people. Please look forward to it!
I just saw the dengeki interview, which is different (and more interesting I think). I'll try and do that later in the week if I have time.
SDOJ X360 Interview - Famitsu 3-14-2013
With Tsuneki Ikeda and Makoto Asada of Cave
—So, how far along is SDOJ now?
Asada: About 70% complete. Of the remaining 30% of the work, most of it involves the "New X360 Mode" with Saya. That timing is partly due to the fact that we've added another mode to the game. We previously announced the three Arcade, Novice, and New X360 modes, and now we've added a retuning of the original Arcade mode, "Version 1.5."
—I'm surprised to hear of a new mode this late in the process!
Asada: We've been having test players and super players work with us, and around the beginning of March they asked us about things they were disastisfied with in the original SDOJ, and whether we couldn't come up with some ideas to improve it and make the game more fun. So we started thinking and in fact came up with a ton of ideas (laughs). Once we got approval from staff, and our programmer Ichimura said the changes were possible to implement, we hurriedly went about adding the mode. Version 1.5 is already completely done now.
<changes in the new 1.5 mode>
* Collecting stars no longer resets the HIT counter increase interval of the laser
* Using laser while hypering now raises the combo gauge
* In normal (non-hyper) mode, the rate at which the HIT counter increases from using laser is now quicker
* Adjusted the numerical values of various things when hypering (details below):
-the GP bonus multiplier for each hyper level
-the points for firing for each hyper level
-the duration of a hyper for each hyper level
-the number of score items that appear for each hyper level
-the ratio of increase of the HIT counter while lasering for each hyper level
* Adjusted various parameters for score items (details below):
-the amount added to the HIT counter when collecting a score item
-the amount added to the score when collecting a score item
-the amount added to the GPS when collecting a score item
* All score items that appear when performing a level 6 and above hyper are now large type
* Adjusted the score for individual enemies, and the number of score items that appear when they're killed
* Adjusted the amount of hyper gauge you get from picking up a bee item
* Adjusted the amount the combo gauge increases for each ship when an enemy is destroyed
* Adjusted the conditions in which score items appear during boss fights
* Increased the interstage Clear Results "No Miss" score bonus
* Adjusted the max bomb bonus
* The score items that appear from bullet cancelling when the hyper gauge is filled during a hyper have been increased from small to large
* The hyper gauge increase multiplier from collecting score items is now revised as the rank changes
—By the way, in a previous interview in September Ikeda said he wouldn't be participating in this project, but what led him to get involved?
Asada: Considering the higher priority projects Ikeda had to work on, it was looking pretty difficult for him to join the SDOJ X360 project. In the end though, we were able to have those obstacles removed. A company is a hierarchical structure after all, so if you just press on the higher-ups... (laughs) Well, actually there's only one person at Cave higher than Ikeda, and that's the President. So yeah, Ikeda's participation was achieved through some political bargaining.
Ikeda: Yeah, that's how it was. (laughs)
Asada: You know, the President of Cave gets angry a lot, and Ikeda is always the one he gets angry at, while I'm usually the one getting praised. So it all balances out. (laughs) If I say something it gets praised, but if Ikeda says the same thing he gets yelled at for it. (laughs)
Ikeda: If I say nothing I get yelled at, and if I speak I get yelled at too. What am I supposed to do?! (laughs)
Asada: I think this will be our last game for the current generation of hardware, so personally I really wanted Ikeda to participate. But the time at which he's joined us is very out-of-sync with the rest of the project, so its caused some delays.
—Please tell us about the "New X360 Mode."
Ikeda: The only thing Asada told us was to make the gameplay more casual, so I figured that if we were going to do this we should go for a feel distinct from an arcade game. After a lot of thinking about how to make a simplified structure for the game, we settled on a game that revolves around managing a gauge.
—I see. Did it go smoothly, deciding on this system?
Ikeda: No, it was quite complicated. The genesis of the idea actually came from the test players Asada mentioned a moment ago. We used their idea as a base and built on it.
—What were some of the previous ideas you had considered?
Ikeda: The New X360 Mode was originally going to be done by Ichimura, and I think he had plans for a time attack style mode. I also wanted to retain some part of his ideas when I took over, but there were too many problems, and I didn't like the result very much. (laughs) So changing this and that, we've arrived at the gauge system we have today.
—Was Ichimura's idea like a racing game, where you compete for the best clear time...?
Ikeda: I wouldn't say a race; it was more like something resembling "caravan shooting," where you extended and replenished your time as you played. However, since Saidaioujou was originally a game about how far you can get without dying, it just didn't seem to match very well. I still tried all different ways to integrate the idea, but I just couldn't figure it out. The game would reach "time over" and you'd suddenly just die... "huh, what just happened?" (laughs)
—It sounds like it would be jarring. (laughs)
Ikeda: There were too many problems with it that I couldn't fix, so we completely redesigned everything. The place where it showed your time, we ended up switching out with the gauge.
—Regarding the dialogue in this mode, is it mostly exchanges between Saya and the Operator?
Ikeda: Yeah. The conversations unfold between the operator in the control room and Saya. The previous Dodonpachi games have all had stories and worlds too, but a lot was left to the player's imagination. Since we've depicted all that more clearly this time, I'm both excited and worried at how it will be received. We won't really know if it was a success or failure until it goes on sale, but I'm glad we were able to challenge ourselves like this. Depending on how its received, it may have a big influence the development of our STG games in the next hardware generation.
—It seems like there's always dialogue throughout the game?
Asada: Yeah, I don't think there are many moments of silence. The arcade version of Saidaioujou was also said to be a game with a lot of dialogue, but the two aren't really comparable; there's way more dialogue here. Instead it might even feel a little weird when there's suddenly a moment of silence here.
<New X360 Mode System Impressions>
During the interview Ikeda mentioned that the New X360 Mode was a "gauge management game." After the interview he let us play it for a bit and see what he meant by that. Here I will try and explain the New X360 Mode system in concrete terms while offering my impressions of the gameplay generally.
First, as mentioned, the only playable character is Saya. Like Arcade mode, there are Shot, Laser, and Expert options, which equate to the difficulty of a novice, normal, and second loop, respectively. Different from the arcade mode is the big gauge displayed at the bottom of the screen. This gauge can be considered your life, and when it reaches zero the game is over. In other words, it isn't a system based on lives and extends, but on a life bar.
When you get hit, the gauge decreases by a set amount and an auto-bomb is released. If you don't have enough gauge left to release an autobomb when you get hit, you instead die and its game over. Also, if you press shot and laser at the same time, you fire both simultaneously in a special weapon called "ShotLaser." As you might expect, its very strong, and the gauge decreases as you use it. Its a double edged sword, since using it too much will mean you won't have enough gauge for an autobomb. There is only one way to refill the gauge, and that's through collecting star items during a hyper. Hypers are much easier to fill than in the arcade version.
Outside the main game window, Saya and the Operator talk incessantly. The animation is lip-synced, they wink, and their expressions change throughout the game. They continue talking after the boss is defeated, and even during the results screen, but this can be skipped with a button press. There isn't much of a chance to watch them while you're playing, so I think it would be fun to watch your replays and focus on what they're doing. The remainder of the screen is adorned with futuristic monitors, showing things like 3D modeling and the name of the midboss. Its incorporated very effectively into the game's presentation.
For this test play I chose the novice shot option and made it to the 4th stage on my first try. I'm told there's still details to adjust and work out, and it sounds like what I played today will be significantly harder in the final version.
—As for the shop mode, it seems it allows you to purchase a special option menu?
Asada: It allows you to buy equipment for your ship. The ships have equipment slots, and you can put special things there, like equipment that makes your hitbox smaller, or one that makes your ship collect score items onscreen automatically. You can also unlock things like wallpapers and a sound/voice test.
—Can you acquire currency for the shop by playing any of the modes?
Asada: Yes. Regardless of which mode you play, each time you play you'll get currency. Of the different modes, you'll receive the most currency if you play in the online "team battle" mode. You don't have to be a great player to participate, so please try it out. Connected to the arcade mode, we've also added "missions" that teach you STG techniques to help you enjoy playing Saidaioujou; there's 50 videos we've prepared to illustrate the different techniques, too.
—With guidance like that, it should change how accessible STGs have been.
Asada: Once you learn to score in a Cave STG, your enjoyment of our games really changes. But reaching that point really takes a long time, I think. So in that sense, we wanted people who haven't played our arcade versions much before to have a chance to experience that feeling and the appeal of Saidaioujou.
—I believe you have some new information about the Super Limited Edition package as well?
Asada: We previously announced that the Super Limited Edition would have the arrange CD, the OST cd, and an art book along with it. We've now added three sheets of special stickers. You can put them wherever you'd like, on your X360 or notebook, for instance. We've also added a plastic sheet, in the traditional arcade marquee design, showing the basic instructions for the game. Finally, we've added the theme song single CD by Hirano Aya.
—You've gone from 3 items to 6... magnificent!
Asada: We wanted to add whatever we could for this edition, and these 6 items is what we've got so far.
—You're also hosting a pre-sale event on May 5th. Could you tell us what that's about?
Asada: The big thing is that it will be combined with the STG event Wasshoi. We'll have an X360 hooked up inside a cabinet. Showcasing a game like this that we haven't finished yet is a very unusual thing for us, but when we announced the X360 version of Saidaioujou, something seemed lacking and we wanted to do more. We'll be doing some stage events too... one of them will feature me and Ikeda, so the two of us have got to start planning something interesting for that.
—It sounds exciting.
Asada: There will also be a booth where guests can get their pictures taken with the Saidaioujou characters using the Kinect for Windows and their cell phones. Those who reserve their tickets will also receive an A1 size poster. We had two kinds at Osaka, but there will be three kinds at Tokyo and you can choose which you want among the three.
—You've prepared a lot, it should be a fun event.
Asada: Its been a really long time since our last event, and I hope to see all the people who had come to our previous events again. Our staff here at Cave is mostly the same too. Also, I personally have an announcement I'll be making. I imagine it will be surprising to everyone, but I think it will open the door to new possibilities...
—What could it be? I'm curious. I'm looking forward to that day then. Finally, please give a message to your fans.
Asada: Looking back at our X360 games from Deathsmiles on, I think we've really been lucky to be allowed to follow our dreams on this console. I think this will be our last game for the current hardware generation, but in various ways Saidaioujou has been prepared as the gateway to our next move. We want people's honest and frank opinions, so after you've played it, please share them us. Thank you!
Ikeda: Regarding the New X360 Mode... if I'm to speak my mind, I wish we had had a little more time to work on it. We're still working on it, but for most of our X360 arrange modes we've been given about one month to finish them, and we usually end up going a couple weeks overschedule. With that pattern almost always being the case, we've never had enough time. In that sense this is nothing new, and within the limited time we've been given we'll do everything we can to deliver a quality game. The fact that we've been able to put out a super limited edition, which, moreover, many people have reserved, is all thanks to the existence of our fans who played the arcade version of Saidaioujou. We will give it our all to make sure that we release a satisfying game for those people. Please look forward to it!
Last edited by blackoak on Fri Dec 13, 2013 12:01 am, edited 2 times in total.
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Special World
- Posts: 2220
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I actually kinda like the idea of a recharging health gauge but... fuck I want a Cave caravan shooter. Dammit all.
http://catstronaut.wordpress.com/
- catstronaut loves games
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CloudyMusic
- Posts: 1260
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Lots and lots of teasing about Cave's future development. I'm very curious now.
Thanks a lot Blackoak!
Thanks a lot Blackoak!
Last edited by CloudyMusic on Fri Apr 19, 2013 1:42 am, edited 1 time in total.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Arc System: the shmupSaya and the Operator talk incessantly
Thanks for the hard work blackoak.

Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Who could want this? I mean, I can understand wanting voices, but not 100% of the time. Even the best acting would get annoying real quick if it never ever stops. Well, whatever, it's only a distraction from the original mode anyway.blackoak wrote:Asada: Yeah, I don't think there are many moments of silence.
Thanks for the translation bro.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
It looks like the story mode thing is for noobs with the upgrade system anyway. In a way it reminds me of a more elaborate version of the story mode in RSG for Saturn.
And I believe like all the Cave 360 games you should have the option to drop the voice volume to 0%.
The changes for 1.5 mode sound interesting enough.
And I believe like all the Cave 360 games you should have the option to drop the voice volume to 0%.
The changes for 1.5 mode sound interesting enough.
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Never_Scurred
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Hopefully, an Ibara+Kuro port is a part of that future. I want to believe.Keres wrote:Lots and lots of teasing about Cave's future development. I'm very curious now.
Thanks a lot Blackoak!
"It's a joke how the Xbox platform has caught shit for years for only having shooters, but now it's taken on an entirely different meaning."-somebody on NeoGAF
Watch me make Ketsui my bitch.
Watch me make Ketsui my bitch.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Ibara 3: Now with even sexier art by Tomoyuki:Kotani
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Never_Scurred
- Posts: 1800
- Joined: Thu May 18, 2006 1:09 am
- Location: St. Louis, MO
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
You're such a tease.trap15 wrote:Ibara 3: Now with even sexier art by Tomoyuki:Kotani
"It's a joke how the Xbox platform has caught shit for years for only having shooters, but now it's taken on an entirely different meaning."-somebody on NeoGAF
Watch me make Ketsui my bitch.
Watch me make Ketsui my bitch.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Thanks Blackoak! Lots of juicy new info right there... frothing demand increases!
1.5 sounds very interesting, I wonder if that'll be the commonly played mode here. Also very interested to try these training/trial segments, brilliant idea but we'll see how well it's implemented.
Only 5.5 weeks away, argh that sounds like a while.
1.5 sounds very interesting, I wonder if that'll be the commonly played mode here. Also very interested to try these training/trial segments, brilliant idea but we'll see how well it's implemented.
Only 5.5 weeks away, argh that sounds like a while.
"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
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
espgaluda 3?trap15 wrote:Ibara 3: Now with even sexier art by Tomoyuki:Kotani

GaijinPunch wrote:Ketsui with suction cup.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Preorder cancelled."Finally, we've added the theme song single CD by Hirano Aya."
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
As long as they don't get the god awful artist for espgaluda 2 to do it :Smoh wrote:espgaluda 3?trap15 wrote:Ibara 3: Now with even sexier art by Tomoyuki:Kotani
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Seriously?As long as they don't get the god awful artist for espgaluda 2 to do it :S

"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
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I'm with you. I love almost everything about Espgaluda 2's art! Arguably my favorite Cave game because of it.chempop wrote:Seriously?As long as they don't get the god awful artist for espgaluda 2 to do it :S
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Yeah, is this literally a CD dedicated to this one track? If so I will get more use out of the stickers than I will this...Skykid wrote:Preorder cancelled."Finally, we've added the theme song single CD by Hirano Aya."
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I love it too except for adult seseri's face. Seriously what is going on with that.mdsfx wrote:I'm with you. I love almost everything about Espgaluda 2's art! Arguably my favorite Cave game because of it.chempop wrote:Seriously?As long as they don't get the god awful artist for espgaluda 2 to do it :S
http://1.bp.blogspot.com/-Z7QhTMFSvf8/T ... _front.jpg

RegalSin wrote:Rape is very shakey subject. It falls into the catergory of Womens right, Homosexaul rights, and Black rights.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Android on the fritz? 

"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
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Probably.
RegalSin wrote:Rape is very shakey subject. It falls into the catergory of Womens right, Homosexaul rights, and Black rights.
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BareKnuckleRoo
- Posts: 6681
- Joined: Mon Oct 03, 2011 4:01 am
- Location: Southern Ontario
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
this is as bad as having to listen to njiska complain about how much he thinks galuda's music suckstrap15 wrote:As long as they don't get the god awful artist for espgaluda 2 to do it :S
except for adult seseri's face, I think I saw that in one of the wallpapers before and was a bit repulsed, although she's supposed to be seriously fucked up so I guess it's fitting...
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Indeed, weird stuff to find off-putting. Galuda 2's art was particularly original with its styling, and some of the promo stuff is just stunning. The double sized poster is a thing of beauty.BareknuckleRoo wrote:this is as bad as having to listen to njiska complain about how much he thinks galuda's music suckstrap15 wrote:As long as they don't get the god awful artist for espgaluda 2 to do it :S
Its music is also way more accomplished than the derivative J-Pop + pussy guitars and bad singing that seems to crop up in everything these days - SDOJ's abominable 'theme song' case in-point. Is anyone actually going to walk around listening to that shit?
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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Never_Scurred
- Posts: 1800
- Joined: Thu May 18, 2006 1:09 am
- Location: St. Louis, MO
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I will, while kickin' hardcore, introspective rhymes about the street life.Skykid wrote:Is anyone actually going to walk around listening to that shit?
"It's a joke how the Xbox platform has caught shit for years for only having shooters, but now it's taken on an entirely different meaning."-somebody on NeoGAF
Watch me make Ketsui my bitch.
Watch me make Ketsui my bitch.
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Formless God
- Posts: 671
- Joined: Fri Mar 12, 2010 7:46 am
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Just a reminder that IKD is our deity who saved SDOJ and saved the genre from another Sine Mora.
I don't feel like I give much of a shit about 1.5 anymore after reading the 360 Mode paragraph. I was kinda bummed out by the fact that Shot=Novice and Expert is as hard as it gets, but hypering for extended periods seems like great fun.
I don't feel like I give much of a shit about 1.5 anymore after reading the 360 Mode paragraph. I was kinda bummed out by the fact that Shot=Novice and Expert is as hard as it gets, but hypering for extended periods seems like great fun.
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.
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BobbyNewmarkiii
- Posts: 100
- Joined: Wed Jan 11, 2012 10:47 pm
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I wonder if rank will increase and you get more gold whilst using lasershot or whatever like in dfk bl, would make for an interesting risk reward mechanic as would (should) also remove the autobomb and recharging gauge safety blanket.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
in the end we're getting that online team mode eh? i totally called it
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
blackoak wrote:...the development of our STG games in the next hardware generation.
YES
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
^
Yeah, reading that made me happy.
Yeah, reading that made me happy.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Yes:chempop wrote:Seriously?As long as they don't get the god awful artist for espgaluda 2 to do it :S








@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
now let's play a little game
guess for each one of these if we're seeing a boy or a girl
guess for each one of these if we're seeing a boy or a girl

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O. Van Bruce
- Posts: 1623
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- Location: On an alternate dimension... filled with bullets and moon runes...
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Wanting perfect anatomy from a comic. I shigity shigidi doo.trap15 wrote:Yes:chempop wrote:Seriously?As long as they don't get the god awful artist for espgaluda 2 to do it :S
Inb4: "but those faces suck"
that's just your opinion man. Be grateful it's not ZUNart.