I only buy the ships if I have to. Other than that, I use the presets. I think I plan on using the preset ship for the final mission when I get there, because I saw Zaarock do that.Skykid wrote:The laser absolutely runs out of power when detached, it just recharges based on bullets or objects absorbed/destroyed keeping it active for longer. There are certain boss attacks that are too sparse to use it as a shield, or else it will be run dry for when you really need it.
It's pretty useless on the entirety of Twin Claw for example.
You're using default ships or you bought something?xxx1993 wrote:I've been wondering how to do that for a long time now. Anyway, I only have seven stages left. Then I'm done with this game. I managed to defeat Azure Nightmare, but I have a feeling I'm in for a real treat with Gigantic Bite...
DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
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Weak Boson
- Posts: 506
- Joined: Fri Jan 15, 2010 5:35 pm
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
I'm OK with this.Batchee wrote:Holly Dolly Dariusburst CS Ver.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Genuinely idiotic and a complete waste of time. That said it's still better than Freedom.Batchee wrote:Holly Dolly Dariusburst CS Ver.
I *wish* that Taito hadn't opted to use Freedom in the trailer. I have no idea what they were thinking. Many of the comments on reviews and on Steam and other articles about the game have users actually commenting that the music is terrible before having bought the game - even citing it as a reason not to buy - primarily because of that track.
Considering how absolutely spectacular the OST is for this, with so many incredible themes (Azure Nightmare case in-point) it would have been far more sensible to use just about any other track on the trailer than that one. Really bad move commercially.
Yeah, I recommend the presets over anything else really, at least until you clear the mission once. If you want to grind a stage for points then it doesn't matter.xxx1993 wrote:I only buy the ships if I have to. Other than that, I use the presets. I think I plan on using the preset ship for the final mission when I get there, because I saw Zaarock do that.
I only asked because you said you didn't understand how to utilise the burst cannon, and a lot of the stages before and after Azure Nightmare require an understand of a ship's specific weapon. I'm not sure how you did the Legend stages, for example, without knowing how to use the cannon because without detaching for certain areas and bosses you'd need to be an expert and dodge those patterns pretty much naked.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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Steelix100
- Posts: 92
- Joined: Wed Nov 25, 2015 2:21 am
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
For one, I noticed a pattern where almost every fixed equipment stage was much harder than all powerup drop stages. Maybe it's just my fault for doing all the substages, but the difficulty can vary pretty dramatically at times with different stages.Skykid wrote:Really, why? I tend to find the difficulty scales perfectly well. I totally recommend ignoring all the smaller substages and just go straight for the junctions.Steelix100 wrote:Personally I disagree, I find that it suffers from schizophrenic difficulty. But I don't think it's really that bad.Skykid wrote:I just want to do a shoutout for CS mode: it's actually really nicely balanced.
I still agree with this though. Just often times they randomly throw in super-hard/super-easy stages.Skykid wrote:Yeah, that's how it is for me.Durandal wrote:Generally speaking, the farther you go in the map, the harder it gets.
oSkykid wrote:I don't mean literally lost, I mean it's easy to end up meandering into random areas that aren't very fruitful, have a base level repetition, and loads of dead ends.Idk you can just like zoom outSkykid wrote:My only gripe is that getting lost on the chart can be a real headache. It would be better if it was slightly more linear.
I didn't find myself getting "lost" or anything, but I would still prefer a more linear map so that I can remember the stages better.
qftSkykid wrote:Mastering the beam cannon is just a case of either knowing when to expend it for points or to bullet cancel in emergencies, otherwise double tap to detatch it and direct and fix it at certain angles for use as a shield or to incinerate enemy swarms. Legend and Next have different burst mechanics (but ultimately perform the same job). Next is best for learning IMO.
Although I'd just say Next's Fixed Burst is just dramatically better than Legend's overall (that and the homing missiles is why I think Next is literally just a better Legend)
... I''m not OK with this.Weak Boson wrote:I'm OK with this.Batchee wrote:Holly Dolly Dariusburst CS Ver.
Casual shmup player
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Some of the presets tend to be bad, though. I had a hard time getting through Ukofu because of that.Skykid wrote:Genuinely idiotic and a complete waste of time. That said it's still better than Freedom.Batchee wrote:Holly Dolly Dariusburst CS Ver.
I *wish* that Taito hadn't opted to use Freedom in the trailer. I have no idea what they were thinking. Many of the comments on reviews and on Steam and other articles about the game have users actually commenting that the music is terrible before having bought the game - even citing it as a reason not to buy - primarily because of that track.
Considering how absolutely spectacular the OST is for this, with so many incredible themes (Azure Nightmare case in-point) it would have been far more sensible to use just about any other track on the trailer than that one. Really bad move commercially.
Yeah, I recommend the presets over anything else really, at least until you clear the mission once. If you want to grind a stage for points then it doesn't matter.xxx1993 wrote:I only buy the ships if I have to. Other than that, I use the presets. I think I plan on using the preset ship for the final mission when I get there, because I saw Zaarock do that.
I only asked because you said you didn't understand how to utilise the burst cannon, and a lot of the stages before and after Azure Nightmare require an understand of a ship's specific weapon. I'm not sure how you did the Legend stages, for example, without knowing how to use the cannon because without detaching for certain areas and bosses you'd need to be an expert and dodge those patterns pretty much naked.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
What's the best ship in the game that I should grind for?
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
I don't think any are bad. They're all tailored pretty much perfectly to provide a difficulty curve as you progress through CS mode. If you don't learn to use the preset for a certain stage you could be missing out on vital tutorial material, since it's usually a trial by fire in using your weaponry creatively, or lrn 2 dodge requirements thanks to limited shields.xxx1993 wrote: Some of the presets tend to be bad, though. I had a hard time getting through Ukofu because of that.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
*Sees that trophy requires Counter Burst*
Fine, it's time to move on to main starfighters with Burst laser. I wish it had Practice Mode so I can learn how to do Burst Counter without losing lives. I'm worried about all fighters with Burst laser tended to have low score rates...
I'm more of favoring old fashioned style: Raiden style with 1 inch Dodge. I think I'll handle Darius style of Burst lasers somehow.. I don't think the starfighters without Burst could survive against some certain bosses.
Total boss list is 47, right?
Iron, Knight, King, Mud, Hard, Thorn, Hyper, Disaster, Heavy, Assault, Trident, Flameberge, Prison, Claw, Mirage, Phantom, Dual Spin, Brightly, Glassy, Insane, Violent, Golden, Savage, Knives, Bullets, Edge, Ancient Barrage, Slash Shell, Hungry, Heavy, Brute, Helios, Flare, Flame, Force, Solid, Twin, Double, Massive, Blazes, Dreadful, G.T, V, B, Azure, Crimson and lastly Gigantic Bite.
That's alot of recolored versions...
Fine, it's time to move on to main starfighters with Burst laser. I wish it had Practice Mode so I can learn how to do Burst Counter without losing lives. I'm worried about all fighters with Burst laser tended to have low score rates...
I'm more of favoring old fashioned style: Raiden style with 1 inch Dodge. I think I'll handle Darius style of Burst lasers somehow.. I don't think the starfighters without Burst could survive against some certain bosses.
Total boss list is 47, right?
Iron, Knight, King, Mud, Hard, Thorn, Hyper, Disaster, Heavy, Assault, Trident, Flameberge, Prison, Claw, Mirage, Phantom, Dual Spin, Brightly, Glassy, Insane, Violent, Golden, Savage, Knives, Bullets, Edge, Ancient Barrage, Slash Shell, Hungry, Heavy, Brute, Helios, Flare, Flame, Force, Solid, Twin, Double, Massive, Blazes, Dreadful, G.T, V, B, Azure, Crimson and lastly Gigantic Bite.
That's alot of recolored versions...
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
While a practice mode would be nice, all the AC/EX routes are only three stages. If the boss is first or second, then it's fairly easy to practice.
CS and Chronicle also have stages that make practicing bosses easier, but you have to dig for them.
Counter timing takes some practice to get, and a lot of practice to master, but it's worth it for the visually appealing effects and the visceral satisfaction of blowing giant fish robots up with an enormous fuckoff yellow beams/explosions.
Also, the two highest scoring ships BY FAR are Assault and Gaiden. They both use countering. The two ships without counters--Origin and Second--are the two lowest-scoring.
CS and Chronicle also have stages that make practicing bosses easier, but you have to dig for them.
Counter timing takes some practice to get, and a lot of practice to master, but it's worth it for the visually appealing effects and the visceral satisfaction of blowing giant fish robots up with an enormous fuckoff yellow beams/explosions.
Also, the two highest scoring ships BY FAR are Assault and Gaiden. They both use countering. The two ships without counters--Origin and Second--are the two lowest-scoring.
<trap15> I only pick high quality games
<trap15> I'm just pulling shit out of my ass tbh

<trap15> I'm just pulling shit out of my ass tbh

Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
All I wanna do is get this game done ASAP. I already made it up to Gigantic Bite, and he puts up quite a good challenge. Right now I'm grinding as much points as possible, so can you please tell me what's the best stage to grind points? It can't be a boss stage, it's too short. I want a stage that's short and easy. But what if I have to do the longer ones?Skykid wrote:I don't think any are bad. They're all tailored pretty much perfectly to provide a difficulty curve as you progress through CS mode. If you don't learn to use the preset for a certain stage you could be missing out on vital tutorial material, since it's usually a trial by fire in using your weaponry creatively, or lrn 2 dodge requirements thanks to limited shields.xxx1993 wrote: Some of the presets tend to be bad, though. I had a hard time getting through Ukofu because of that.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Why do you want to get it done so fast? Just play it as it's intended and enjoy it.
@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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Steelix100
- Posts: 92
- Joined: Wed Nov 25, 2015 2:21 am
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Nah, nah, nah, THIS is how you're SUPPOSED to fight G.T.V with the Fixed Burst.CStarFlare wrote:I think they mean mastering the detach and aim mechanism for certain ships - the beam can be positioned to basically be an impenetrable wall that blocks bullets (and things like meteor showers). You can basically hide behind it and be safe from anything that's not a solid object that it can't destroy, or a non-yellow laser.
See how Zaarock handles the start of GTV.
EDIT: Your beam never really runs out when it's detached (I'm not sure if it doesn't run out of power, or if it just gets a lot back for everything it touches), but it doesn't give the extra score multiplier that a normal burst beam does so it's not really suitable for scoring in most situations.
(I'm just so happy to finally get that achievement)
Casual shmup player
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Well, I'm already at the final boss. And now I wanna grind as much points as possible to beat it. I also made a deadline for myself, to beat this game before the end of the year. At the very least, can you please tell me what's the best stage that isn't a boss-only stage to grind in?trap15 wrote:Why do you want to get it done so fast? Just play it as it's intended and enjoy it.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Nice, I guess I should start using ships other than Genesis because I can't beat GT yet.Steelix100 wrote: (I'm just so happy to finally get that achievement)


[Cabinet 007]
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
So you're basically following Zaarock's fastest route to ending and spending currency on shields to cheese through everything. Amazing way to waste a game.xxx1993 wrote:Well, I'm already at the final boss. And now I wanna grind as much points as possible to beat it.trap15 wrote:Why do you want to get it done so fast? Just play it as it's intended and enjoy it.
Arcade and EX modes are going to eat you for breakfast.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
So that's why. Formula's Shooting range is too short but Laser beam can act as the defense wall so you can shoot closely to speed up damage. Lesson learned. I decided I will practice with this Formula. But I fail to remember which certain starfighter I used where I activated that Burst laser then entered into the range of the boss's Burst laser to counter hard... Because all starfighters appearance look almost same.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Hmm, the music changed in CS mode and Warning sign appeared over some levels. One mission was 18 stages! It was tons of fun though, the most non-stop wave after wave.
Anyway, has anyone else encountered these levels? Will it spread to other stages if not addressed? I noticed that after I cleared the 18 stage mission that the old level (which I still haven't completed) became available again; hope it stays this way. Is this the "end" of the game? If so, I don't want to complete it until the end.
Played CS mode all night, I'll read the responses when I wake up, goodnight. (-_-) zzz
Anyway, has anyone else encountered these levels? Will it spread to other stages if not addressed? I noticed that after I cleared the 18 stage mission that the old level (which I still haven't completed) became available again; hope it stays this way. Is this the "end" of the game? If so, I don't want to complete it until the end.
Played CS mode all night, I'll read the responses when I wake up, goodnight. (-_-) zzz


[Cabinet 007]
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Well, now that I beat the CS Mode, I'll do the AC Modes sometime later. I need a break.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
I remember that 18-zone mission, that one was fun. Warning missions appear when you reach certain areas in the map; they don't spread or anything like that. After you've cleared both the warning mission and the base mission you can switch between the two freely by pressing Tab (on PC) while hovering over the mission. I don't know the PS4 controls but there's a prompt telling you the button when it's available.Aleksei wrote:Hmm, the music changed in CS mode and Warning sign appeared over some levels. One mission was 18 stages! It was tons of fun though, the most non-stop wave after wave.
Anyway, has anyone else encountered these levels? Will it spread to other stages if not addressed? I noticed that after I cleared the 18 stage mission that the old level (which I still haven't completed) became available again; hope it stays this way. Is this the "end" of the game? If so, I don't want to complete it until the end.
Played CS mode all night, I'll read the responses when I wake up, goodnight. (-_-) zzz
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Steelix100
- Posts: 92
- Joined: Wed Nov 25, 2015 2:21 am
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Afaik I know that happens whenever you beat certain levels or certain levels' alternate routes. It'd be funny if it spreaded, but I've left some unchecked for weeks and they haven't moved. If you haven't noticed, you can actually access both levels at any time by pressing RB (or a button on the keyboard idk since I don't play with keyboard), but you need to beat BOTH levels first.Aleksei wrote:Hmm, the music changed in CS mode and Warning sign appeared over some levels. One mission was 18 stages! It was tons of fun though, the most non-stop wave after wave.
Anyway, has anyone else encountered these levels? Will it spread to other stages if not addressed? I noticed that after I cleared the 18 stage mission that the old level (which I still haven't completed) became available again; hope it stays this way. Is this the "end" of the game? If so, I don't want to complete it until the end.
Played CS mode all night, I'll read the responses when I wake up, goodnight. (-_-) zzz
Casual shmup player
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
You didn't "beat" the game if you didn't use presets. Custom isn't much different from credit feeding.xxx1993 wrote:Well, I'm already at the final boss. And now I wanna grind as much points as possible to beat it. I also made a deadline for myself, to beat this game before the end of the year. At the very least, can you please tell me what's the best stage that isn't a boss-only stage to grind in?trap15 wrote:Why do you want to get it done so fast? Just play it as it's intended and enjoy it.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
You didn't beat it, you just bought enough shields not to die in it.xxx1993 wrote:Well, now that I beat the CS Mode, I'll do the AC Modes sometime later. I need a break.
I'll look forward to hearing how AC and EX are destroying you because there's no shop, no murukamo, and no way to coast through without using any skill.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Besides that there is some slight truth to what he is saying. I just feel CS mode is too RPG grindy. I remember why for the most part I stop playing RPGs. Then again I haven't played the game for almost three weeks. Might be $40 wasted on me but I still didn't regret buying it.Skykid wrote:I'll look forward to hearing how AC and EX are destroying you because there's no shop, no murukamo, and no way to coast through without using any skill.
Is it me or the stages feel lifeless/stale compare to the other Darius games?
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
You can approach it how you want to. You don't need to grind, it's pointless, you'll accrue points by just playing regularly and the presets are better than any other options because the challenge is balanced to teach you how to use various ships and weaponry. You do not need to play all the substages unless you're a completist or just bored. I would suggest hitting the junctures and looking at Zaarocks 29 juncture clear video if you want a more streamlined experience.Domino wrote:Besides that there is some slight truth to what he is saying. I just feel CS mode is too RPG grindy.Skykid wrote:I'll look forward to hearing how AC and EX are destroying you because there's no shop, no murukamo, and no way to coast through without using any skill.
Personally I've come to the conclusion that CS is very good to keep dipping into. I usually try to play for an hour or so when I get the chance.
Stage design is certainly less detailed and varied than predecessors, but the game's personality comes from its music, bosses and mechanics. It's certainly the most cinematic Darius I've played.Is it me or the stages feel lifeless/stale compare to the other Darius games?
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
It's just you. The real problems with Dariusburst are things like the Fixed Burst being crazy overpowered, silver orbs, the stupid bullet cancelling, things like that.Domino wrote:Is it me or the stages feel lifeless/stale compare to the other Darius games?
Rage Pro, Rage Fury, Rage MAXX!
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Steelix100
- Posts: 92
- Joined: Wed Nov 25, 2015 2:21 am
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
Skykid wrote:You didn't beat it, you just bought enough shields not to die in it.xxx1993 wrote:Well, now that I beat the CS Mode, I'll do the AC Modes sometime later. I need a break.
I'll look forward to hearing how AC and EX are destroying you because there's no shop, no murukamo, and no way to coast through without using any skill.

......
Casual shmup player
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mamboFoxtrot
- Posts: 745
- Joined: Tue Jul 29, 2014 3:44 am
- Location: Florida, Estados Unidos
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
It's fun to use but yeah, that thing's pretty nuts. Maybe it wasn't such a good idea to have it be recharged by every bullet or enemy it destroys. Though, for a number of stages (namely anything with walls) and a few bosses I think Assault's Burst is a hell of a lot more useful.Despatche wrote:the Fixed Burst being crazy overpowered
The zako swimming like schools of fish and the synching with the background music are both pretty cool, but it is a bit monotonous in design at times. My Darius experience is limited to Gaiden and G-Darius, so I'm also used to these games having colorful backgrounds, and not just spacespacemeteorspace and sometimes the inside of a grey and beige machine base thing. Zone B seems like it's underwater, but even that stage has really desaturated colors.Domino wrote:Is it me or the stages feel lifeless/stale compare to the other Darius games?
I'd say you're crazy for thinking this game's more cinematic than G-Darius or even Darius Gaiden, but then I think you said you've played this on an actual cab with dual-screen setup and rumbling seats etc, while I'm just squinting my eyes at a 17" laptop screen and wearing headphones, so that might have something to do with it...Skiykid wrote:It's certainly the most cinematic Darius I've played.
Though, I do think G-Darius has not just better background eyecandy, but also better boss animations and intros.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
There's some interesting stuff going on with the "school of fish" formations the enemies do in the stages, but not enough to make them really stand out to me as great on their own. I don't find the gameplay in any Darius title's stages to be particularly noteworthy, though, and in Dariusburst you've at least got the burst mechanic to play around with during the stages, so I don't see this as a real loss. In my opinion the backgrounds are the biggest letdown in DBAC compared to previous Darius titles; they feel noticeably plainer to me than the backgrounds from, say, G.Darius, and all the boss backgrounds (except Mud Wheel and its variants?) are clouds in various colors, feeling somewhat disconnected from the stages preceding them. The game makes up for this, though, with its amazing music and how it flows from the stages to the bosses, and even between stages in some cases. Route ADH (ORV in EX mode) is the prime example of this - I don't think I'll ever tire of the way the music flows through the entirety of that route absolutely seamlessly and syncs with the enemies' (and presumably your) actions. Zone G, if I remember correctly, is another good example of this.Skykid wrote:Stage design is certainly less detailed and varied than predecessors, but the game's personality comes from its music, bosses and mechanics. It's certainly the most cinematic Darius I've played.Is it me or the stages feel lifeless/stale compare to the other Darius games?
The music and the bossfights (and the aspect ratio...) really sell that "cinematic," larger-than-life feeling, which to me is the most important quality of Darius, from the original's triple-screen setup to G.Darius's screen-filling beam dueling. In DBAC they really seem to have focused on these (the music and bosses) to deliver that feeling since, after all, that's what Darius is best known for, and I think they succeeded at this. There are areas where I think it could be better, such as the backgrounds (which I've already mentioned) and the boss intros, which pale in comparison to previous titles (especially G.Darius) but overall I think it's great. This is, of course, talking about AC mode, Original and EX; in Chronicle and CS modes the music and gameplay aren't as meticulously choreographed, as you might expect from the modes' sheer number of stages. These modes rely more on the fun-ness gameplay mechanics; they're fun in their own right, but Original and EX are the true selling point of DBAC/DBCS.
I definitely agree with this, G.Darius stunningly handled the series' transition to 3D and it really shows in the bosses. I really love the sense of scale in that game's bosses, with how many of them don't even fit on the screen and have to shift around to use all their attacks (though this is also partially due to the fact that G.Darius only uses a single screen), and then you get to counter this with your own massive laser beams. It's a real shame that MAME has problems playing the music or else I'd probably spend a lot more time with that game. I've heard that the PC port does work on Windows 7 (dunno about Windows 8/10) with some setup, but either way a new port made for modern OSes and possibly even remastered graphics would be absolutely amazing.mamboFoxtrot wrote:Though, I do think G-Darius has not just better background eyecandy, but also better boss animations and intros.
Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
I'm glad the backgrounds are mostly plain. I can focus better on blowing stuff up and trying (and failing miserably) to get higher scores.
I'm going through all the substages with presets and it's PAINFUL, but every time I take one down I feel great. The substages are, IMO, much more difficult in general than the main stages in CS mode, but I'm also (still) not terribly far. Also, I believe you need to complete all of the substages to unlock the SUPER SECRET mission, right? Judging by Steam LBs, though, nobody seems to care about using presets for substages (or people are just really bad at them, I guess). Does anyone have an image of the whole CS mode map? I'd love to see how Not Far At All I Am in this. Ultimately hoping all this CS mode w/presets will make me better at AC when I finally get to it!Skykid wrote:You do not need to play all the substages unless you're a completist or just bored.
<trap15> I only pick high quality games
<trap15> I'm just pulling shit out of my ass tbh

<trap15> I'm just pulling shit out of my ass tbh

Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)
▲ When I started CS I was doing everything methodically including substages, probably for around 25 stages or so. But I found it all a little too repetitive.
After looking at route options and sticking to junctures it changed a lot - I find Juncture stages offer more variety and smarter design ideas. I'm assuming that CS mode was fashioned as Junctures first and then substages were like filler - so comprise lesser design elements.
When I finish CS I may go back for all the substages and stuff I missed, and depending on patience I might toy with Assault, Gaiden and Murukamo to smash through them.
After looking at route options and sticking to junctures it changed a lot - I find Juncture stages offer more variety and smarter design ideas. I'm assuming that CS mode was fashioned as Junctures first and then substages were like filler - so comprise lesser design elements.
When I finish CS I may go back for all the substages and stuff I missed, and depending on patience I might toy with Assault, Gaiden and Murukamo to smash through them.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts