Caladrius AC Location Test Impressions +Pics

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Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

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Last night after TGS I went to Club Sega to check out the Caladrius AC location test before I had to catch my night bus. It wasn't so crowded so I was able to spend about an hour and a half with it before I had to catch the bus. I 1cc it in that time so I got to see most of the changes that had been made to Original mode, and made it about halfway through Arcade mode before I had to throw the credit and leave. Forgive the quality of my pics, they were taken on my phone.


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Original mode is basically an arranged version of the 360 story mode, while Arcade mode features extra mission stages. Most things in original work the same way as they do in the 360 version, but there is one major change. In the 360 game when you get hit you undergo a shame break that ups your damage slightly for the remainder of the game. In AC you not only get the boost, but the patterns become a little bit easier too. It makes the game much easier to 1cc overall. Normally I think dynamic difficulty is good, but Caladrius already had that covered with the damage boost, so I wasn't a big fan of this change. It only took me two tries to 1cc it after having not played in months. However I consider myself to be pretty good at Caladrius so I don't know if I'd go so far as to call AC an easy 1cc. As mentioned in the main thread the bits in stage 6 are indeed now killable, but it only makes things slightly easier since they instantly respawn and snipe the moment they spawn. I'm guessing it will still give a lot of players a hard time.

All 6 characters are available from the start with full customization.

The other changes are primarily cosmetic. The sexuality has been majorly toned down, with new art for the cut-ins that shows far less skin. Lilith's artwork has been heavily changed so that her black flames look more like a dress. Heres some examples of the new final pattern cut ins:


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The other major visual change is that the no-miss artwork is totally different (for obvious reasons to anyone who played the 360 version). I actually really like the new artwork. I was able to get the no miss art for the first 4 stages during the time I played:


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Unfortunately I didn't get to spend much time with Arcade mode since I had to catch the bus. Basically you play through the first two stages of the normal game and then stage 3 is a special mission stage where you fight waves of enemies that increase in difficulty. After that you proceed onto the standard stage 3 and I assume there are more mission stages as you progress. The scoring and multiplier is different in Arcade mode though I'm not sure the exact details. Your multiplier maxes out at 10.0 and I was riding on the 10.0 multiplier throughout most of my playtime. The result of this is that the game is much easier; I had 9 bombs and had maxed out 2 of my elemental weapons by the end of the mission stage.


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All in all I was pretty satisfied with the location test. Not sure what I think of the difficulty changes, but I was also playing my usual custom Caladrius. Considering that when I was trying to play the 360 version as default Lilith the game was about 50 times harder the difficulty changes might make a good incentive to experiment and learn new characters. Really looking forward to my local arcade getting this.


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Re: Caladrius AC Location Test Impressions +Pics

Post by PC Engine Fan X! »

Thanks for the informative Caladrius AC impressions, ACSeraph. Makes me wonder if Moss will re-release the 360 port with upgraded AC version included?

I recall Siesta Studio's Trouble Witches AC getting a proper game center release running on the Taito Type X arcade platform a while back.

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Re: Caladrius AC Location Test Impressions +Pics

Post by NeoStrayCat »

Well, besides the changes, it looks good, also, why settle for a disk update, its more obvious they could patch it on the 360 version, if possible.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

What they really ought to do is a PS3 port of AC imo. It's such a waste to release anything on 360 in Japan anymore.
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Re: Caladrius AC Location Test Impressions +Pics

Post by NeoStrayCat »

Yeah, would be nice for a PS3 port (Hence everyone could play it), but has Moss actually made anything for/on the PS3? I dunno, so yeah. >_>

And besides, a simple update would just make sense though, that or to switch versions on the fly (or as separate modes.), but we'll see if anything would come up of AC soon, other than the nice stuff you shared, lol. :3
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Re: Caladrius AC Location Test Impressions +Pics

Post by bcass »

ACSeraph wrote:What they really ought to do is a PS3 port of AC imo. It's such a waste to release anything on 360 in Japan anymore.
Why? Have all those people who bought all the other 360 shmups in Japan suddenly sold all their 360s? Xbox 360 shmup releases outsell PS3 shmup releases in Japan. It makes perfect sense to release on the platform where all the other shmups have been released.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

It's called widening your market. The only reason they sell better on 360 is because they pretty much are only on 360 save for a few games that are obscure by even shmup standards. Caladrius was pretty difficult to find at stores here because most places don't carry new 360 games anymore. Why limit your market to the handful of people who own 360s when you can try to appeal to the larger ps3 audience? It isn't like most 360 owners in Japan don't also own PS3s.
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Post by bcass »

I can understand the sentiment but it's been tried several times with other shmups and they have all sold abysmally on the PS3. The fact remains that most shmup fans in Japan own 360s. It's a niche market even in Japan, so regardless of platform, you're never going to see sales increase from those seen on the 360. People might consider the 360 sales low (of shmups) in Japan but they're higher than in the PS2 era.
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Re: Caladrius AC Location Test Impressions +Pics

Post by n0rtygames »

bcass wrote:It's a niche market even in Japan
This!

It's surprising to most people to learn this, but shmups just aren't as big in Japan as some might think. There are no armies of 13 year olds sitting 8 inches away from their TVs playing shmups. RPGs and such? Yeah huge.. shmups? These days less so.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

It's hard to really make a judgement on that given the selection of shmups on the PS3. Mamoru-kun and Under Defeat are good games, but they are no cave shmups. Ketsui doesn't really count because it had already been available on 360 for years. I'd wager that if SDOJ had hit both 360 and PS3, the PS3 sales would have been higher than the 360. Caladrius also features a lot of things that would attract more casual audiences, like boobs and shiny HD 3D graphics.

If they did put it out on 360 then like NeoStrayCat said it should really just be an update. It's a good amount of extra content actually, so even if they charged for it I think it would be fair.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

n0rtygames wrote:
bcass wrote:It's a niche market even in Japan
This!

It's surprising to most people to learn this, but shmups just aren't as big in Japan as some might think. There are no armies of 13 year olds sitting 8 inches away from their TVs playing shmups. RPGs and such? Yeah huge.. shmups? These days less so.

Believe me I know from living here how niche it is, but I also know a lot of Touhou players here who have never heard of Cave and own PS3s but wouldnt even consider buying 360s. Shmup developers need to try to attract those guys, and I think Caladrius in particular would.
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Re: Caladrius AC Location Test Impressions +Pics

Post by adversity1 »

Great report dude. Much appreciated.

A little bummed to hear that even though the bits in stage 6 are destructible, they spawn so rapidly that there isn't much of a difference.

Incidentally, did the game have online leaderboards a la NESiCA?
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Re: Caladrius AC Location Test Impressions +Pics

Post by Kiken »

NeoStrayCat wrote:Yeah, would be nice for a PS3 port (Hence everyone could play it), but has Moss actually made anything for/on the PS3? I dunno, so yeah. >_>
Well, KOF Sky Stage was released on the PSP... but that's about it for cross-platform releases for them.
NeoStrayCat wrote:And besides, a simple update would just make sense though, that or to switch versions on the fly (or as separate modes.), but we'll see if anything would come up of AC soon, other than the nice stuff you shared, lol. :3
They can do it as a simple patch (just like G.Rev did with UD HD to add New Order + mode) or they can charge us for it as DLC.
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Re: Caladrius AC Location Test Impressions +Pics

Post by cj iwakura »

ACSeraph wrote:It's hard to really make a judgement on that given the selection of shmups on the PS3. Mamoru-kun and Under Defeat are good games, but they are no cave shmups.
YMMV, but I like Under Defeat far more than a Cave shmup.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

adversity1 wrote:Great report dude. Much appreciated.

A little bummed to hear that even though the bits in stage 6 are destructible, they spawn so rapidly that there isn't much of a difference.

Incidentally, did the game have online leaderboards a la NESiCA?
The good thing about the destructable bits is they open up some very difficult scoring possibilities with regards to the multiplier.

And as for leaderboards, I'm not sure if it will have them or not. The location test wasn't set up use your data card, but I assume the final version will support it.
cj iwakura wrote:YMMV, but I like Under Defeat far more than a Cave shmup.
Well like I said they are good games, I'm just thinking from a marketability standpoint you can't compare them (Mamoru-kun included) to the offerings on 360. While at one time it made sense to release all the shmups on 360 that time has passed. 360 is dead here and it's time to move on.
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Re: Caladrius AC Location Test Impressions +Pics

Post by bcass »

ACSeraph wrote:360 is dead here and it's time to move on.
Didn't stop companies releasing shmups on the Dreamcast long after it was "dead". The current Japanese 360 userbase far outreaches the number of sales per shmup and just like most consoles before it, games will continue to be released on the platform for several more years to come.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

bcass wrote:
ACSeraph wrote:360 is dead here and it's time to move on.
Didn't stop companies releasing shmups on the Dreamcast long after it was "dead". The current Japanese 360 userbase far outreaches the number of sales per shmup and just like most consoles before it, games will continue to be released on the platform for several more years to come.
The Dreamcast was the same as the arcade hardware of the time though, so there was a good reason for it. It was actually a superior option to the other systems. The only reason I could see for keeping the games on 360 is that the developers already have experience programming on the hardware. They might simply think learning to program on the PS3 would be too expensive to be worth it. I don't believe for a second though that Mamoru-kun's sales performance would have been any better on 360. We will just have to agree to disagree on this one.
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Re: Caladrius AC Location Test Impressions +Pics

Post by bcass »

ACSeraph wrote:The Dreamcast was the same as the arcade hardware of the time though, so there was a good reason for it.
You can argue exactly the same case for the 360 - Cave (and possibly others) use a set of development tools created by M2 for the 360 that automates/aids a good portion of the porting process, significantly simplifying the production of ports. That's why we've seen so many 360 Cave ports this gen. IIRC Asada once boasted that they could have a port up and running on the 360 in a matter of days.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

I'm done arguing about it. I think Caladrius AC on PS3 would be a good, you don't. End of story.

Back OT:

If anyone would care to translate those screens of mission mode I would be your friend forever. I suck at kanji and I'm too lazy to look them up.
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Re: Caladrius AC Location Test Impressions +Pics

Post by Mero »

This is out tomorrow : http://caladrius.mossjp.co.jp/ac/index.html

EDIT:
Your multiplier maxes out at 10.0 and I was riding on the 10.0 multiplier throughout most of my playtime.
So it doesn't reset to zero between stages?
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

I don't really remember, but I think that's right, it doesn't reset between stages. Since it will be out soon I can spend a good amount of time with it at my arcade and take some notes on how everything works. Looking forward to it! :D
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Re: Caladrius AC Location Test Impressions +Pics

Post by adversity1 »

One thing mentioned about the AC version in the latest Shooting Gameside is that both ship speed and shot power have been raised. It doesn't specific for which characters, but hopefully all of them.

I always thought the game controlled pretty lethargically so I'm glad to hear about this. In particular the DLC character Lilith was just way too slow to do anything with...
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Re: Caladrius AC Location Test Impressions +Pics

Post by nZero »

adversity1 wrote:ship speed and shot power have been raised.
Thank goodness. Maybe there will finally more than one viable character. Especially important since they removed elemental burst, which was the only thing that Caladrius was bad at.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

That's awesome news! Caladrius felt the same to me, probly because he really didn't need increased speed. If Lilith is faster I'm going to get so much more enjoyment out of the game.
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Re: Caladrius AC Location Test Impressions +Pics

Post by spadgy »

I'm a bit behind on this despite being a gushing Caladrius fan (had a horror deadline and new job to adjust to in the last week!), so I'm only just catching up with this. So atypical to see a port go from console to arcade, and get easier for arcade! Everything's backwards! But I'd love to try it, and, as somebody who after months of trying is only now getting to the final (stage 6) boss in one credit, I like the idea of a slightly more friendly version!

Please Moss, release Caladrius AC as DLC, or on disk, or for Ps3. I really don't care which - just any way I can play it!
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Re: Caladrius AC Location Test Impressions +Pics

Post by Mero »

Caladrius AC arcade mode all clear video:

Part 1: http://www.nicovideo.jp/watch/sm2194227 ... _key_video
Part 2: http://www.nicovideo.jp/watch/sm2194234 ... _key_video

In this mode the multiplier raises more quickly and maxes out at ten, but it also starts to drop in increments of 0.01 after a few seconds if you're not destroying anything with your element shots (it doesn't drop during boss fights).

EDIT: It raises in increments of 0.05 instead of 0.02

EDIT2: It also resets to zero between stages
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Re: Caladrius AC Location Test Impressions +Pics

Post by cfx »

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Last edited by cfx on Thu May 29, 2025 8:46 am, edited 1 time in total.
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Re: Caladrius AC Location Test Impressions +Pics

Post by ACSeraph »

Good info Mero, thanks for that. I played a bit more this weekend, mostly on Original mode but not long enough to really figure things out in detail. Main things I noticed were that the dynamic difficulty I saw at the location test is limited to Arcade mode. Original is just straight up easier, it doesn't matter whether you are no missing or not. I was no missing all the way to through and the patterns were still easier. Really obvious on the 3rd boss' pentagram attack, it's mindlessly easy now because there are no targeted bullets anymore. With Caladrius I can 1cc pretty much blindfolded, even though the console version still regularly sends me to my grave. Also stage 6 is easier, because while the bits being destructible doesn't help much there are less bits.

Arcade mode is much closer to console normal difficulty as long as you are no missing, but gets easier as you get hit. Some patterns are actually harder, for example the safe spot during the second bosses needle attack in the bottom corner no longer works, so watch out for that.

As for ship speed, I played default Lilith in both modes and she still seems pretty slow and useless. Only real improvement is the slight damage boost that everyone got.

Finally, at the moment there are no online scoreboards, and the game does not accept your banana pass / nime card.
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Re: Caladrius AC Location Test Impressions +Pics

Post by spadgy »

This is all fascinating. I really hope there's a way I can play this game soon!
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Re: Caladrius AC Location Test Impressions +Pics

Post by Mero »

Already posted this elsewhere but I should put it in here too:

Arcade mode 84 million run with custom Alex

Not a no miss run because he loses it early in stage 3, probably costs him a few 100k.
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