mastermx wrote:Skykid wrote:
I'm sure Dai is easier than Cho though, no?
I grappled with this question for a few minutes before writing this. And tbh, that is a really tough question. I think difficulty is always very subjective. I haven't played Cho nearly as much as i have played Dai. If Cho was released as an arcade release I think I would have played it just as much. I felt that for me, as soon as I understood the mechanics of the double jump, it got much easier for me. Keep in mind, that though I enjoy the makaimura series, I suck at these games. I would need to play Cho much more to really see how hard it gets.
They are both so difficult, that the idea of deciding which one is harder is actually quite funny. I enjoy Dai so much, because it feels so responsive, and you can shoot upwards as well as downwards. I found the reason i found cho difficult for me, was because I wasn't using double jumps properly. They were there to help, but I abused it. In the makaimura games, it feels very much like a fighting game. Jumping is very dangerous because you can't change your trajectory. It's like jumping at someone in street fighter and eating a shoryuken to the face. You need to be certain of your arc where you'll land, and what you will do on recovery. When looking at people as well as myself play these games. I always find that the biggest reason for deaths is wrongly placed/timed jumps. Only jump when you must.
Of course, and in Cho you can't change your trajectory, just the course of your trajectory. Once.
The double jump really makes the game interesting IMO. Of course the problem with Cho is that it's plagued by slowdown, which you do get over during the course of learning it, and it literally decides to fuck with your soul on 2-7. I can't express enough how much of a completely ridiculous bunch of fuckery trying to get through that stage and kill the boss with the Goddess Bracelet is. You need to experience it for yourself.
Dai is way more responsive and quick, but from watching guys finish it my living room I saw it as a more streamlined, neater affair. They knew all the right chests and dealt with less on-the-fly nonsense that Cho's mode7 rotating and forced weapon exchanges.
I should also mention that the Red Arremers in Cho are possibly the most abusive and cagey enemies I've encountered in any game. With some weapons they're literally impossible, and with decent weapons you need to coax them to fly head on toward you, somehow making sure you fall just short of the pendulum swing approach to get one good hit in - and repeat. I strive never to give up the crossbow.