DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by blackoak »

Alright, managed to quickly knock this out. I misread the thing about the harder expert mode when I was skimming it yesterday; he was just talking about the fact that the easier Saya mode can be played on Expert difficulty. So sorry about that if it got anyone's hopes up. :wink: Anyway, here you go!


2/8/2013 Saidaioujou and Cave Shooting Collection Interview
Interview by Famitsu

—How is the Saidaioujou port coming along?
P
Asada: Its about 50-60% done. I just checked on our progress, and it looks like the emulation slowdown is now accurate, so that part should soon be finished. That always takes a lot of time, so its a load off our shoulders.

—Glad to hear its going well. You've shared some pictures with us today of the new mode with Saya. It looks like there's some conversation taking place between her and the operator on the sides of the screen there?

Asada: I think most shooting games have had to put their cutscenes and visually attractive parts on separate screens outside of the main action. In terms of their dramatic presentation, the story in Cave games has always been rather weak because we can only present a little at the beginning and at the end. This time we started with the idea of having the story develop within the game itself, so our scenario staff talked with Ryou Nagi, who designed the characters, and asked him to do artwork matching each stage and scene. Right now there's only faces talking, but we intend to add more visually complex and elaborate scenes as well.

—Do they talk all throughout the stage? There must be a lot of dialogue then!

Asada: They're talking almost the entire time. In the arcade version, there were only about 130 lines in total. This time there's 450 for the Saya mode alone. In this mode you've got 3 characters: Saya, the operator, and the character called Hina... just between the three of them its a lot of dialogue. We've finished all the recording now, and the voice actresses did a great job. I was very impressed myself.

—I noticed their conversations don't stop the game's progression or anything?

Asada: Right, we didn't want to stress players out like that. We wanted above all to avoid having the story interrupt or distract the player. Excluding the stage results screen, it needs to be a seamless experience. So they talk on their own, although we are planning to add several variations to their lines, so each time you play it will be a slightly different experience (without compromising the main story, of course). So in a sense, the new Saya mode is a test run for a new kind of shooting game we'd like to try.

—Right, so this is like a test case for a new model of Cave game.

Asada: That's right. The idea for making a game like this goes all the way back to Deathsmiles. When I joined Cave and we started our X360 development, the first game I participated in was Deathsmiles. It turned out to be a big success. Our initial target for sales was only 10000, but in the end we ended up selling 40000 domestically (50000 if you add the platinum collection version), and another 200,000 units worldwide.

—Wow, I'm surprised to hear it was so popular overseas!

Asada: The world and setting of the game was really well received. It was especially popular in Europe. However, with our second X360 release Mushihimesama Futari, and ever since then, I feel like we returned our sights to the hardcore STG audience. This has been problematic to me for a long time, and I've been thinking up ideas for how to increase the popularity and userbase of STG. Now, finally, with certain personnel and scheduling problems out of the way, we've had a chance to realize some of these ideas. Things like the team scoring mode, the shop, and missions.

—I'd like to ask a bit more in detail about each of those last three things you mentioned. Let's start with the team scoring mode... last time we talked you mentioned this would be a kind of team event?

Asada: That's right. We'll be dividing players into groups, and within a set time they'll compete with other teams for the best cumulative score. Microsoft has helped out on this a lot, and we actually had already begun working on it at our last interview. At first we thought about dividing the teams up based on prefectures, but the populations were too uneven, so instead people will be randomly assigned to a team among 5 to 6 blocks.

—How long will each scoring period last?

Asada: We haven't fully decided yet, but probably around 1-2 weeks. We want to give special prizes to the teams that win, like limited edition gamer icons... things you can only get through these events.

—Will these events be held at regular intervals?

Asada: Yes, as much as possible. Since its team scoring, anyone can contribute, even in a casual way. STG is a genre where the difference in skill is very apparent, so we wanted to do something to ameloriate that. And we'd also like to make a Cave Team. (laughs) Since our team would be so small, we'd multiply our scores by 10, but those teams which beat our scores would get special presents.

—Sounds exciting. (laughs) Next is the shop feature... what can you buy there?

Asada: In the FPS genre, its a common feature that after you clear the game once, you unlock different modes, like invincibility mode, or infinite ammo mode. For the STG genre, I want to create unlockables options like making the hitbox smaller (or larger), or continuous hyper mode... things that would add more options to how you can play the game. I also want to add an illustration gallery mode, which we haven't really had in any of our games so far. Of course, you won't use real money in this shop, only coins which you're rewarded with in-game.

—I see. And what about the missions?

Asada: The missions are both a way to earn coins, and also a way to train players. You'll be given certain objectives when you start the game, so it will be a good way to learn the scoring tricks. Right now our superplayers are testing and finetuning the slowdown, but after that we're going to talk with them about how to best teach scoring techniques during the missions.

—It looks like you've got a lot of exciting things planned.

Asada: Yeah. If you look at just the number of modes, there's only the new Saya X360 mode, the high-res graphics mode, and the novice mode that are new. But if you look at all the new stuff we're adding overall, its really a lot. It might have the most new content of any X360 port we've done, actually.

—Is there also going to be an opening anime sequence?

Asada: There is. We've been told by some of our core users that such a thing is unnecessary for a STG, and it would be better for us to spend our money and effort elsewhere. And maybe its true that its not necessary for a good STG, but we're hoping that having it there will make it more likely to be displayed at storefronts etc, thereby increasing its exposure. So in that sense an anime intro is important, and I think its part of bringing STGs to that next level of production.

—Yeah, and it will probably be the thing that gets some people into the game itself.

Asada: Actually, our character designer Ryou Nagi had an unofficial booth at Comiket this year. We wrote about it in our blog, and though I say it was unofficial, of course he had permission from us. Many of his fans who didn't know about Saidaioujou came and visited. The game has been known on its merits purely as a danmaku STG, but thinking of ways to increase its appeal to non-STG fans is something we're continually exploring.

—In that case, is the Saya mode set at a difficulty appropriate for beginners?

Asada: Yeah, this mode is geared towards beginners and for casual play, and is comparatively easier. However, if you play Saya mode on the more difficult Expert setting, its another matter. That is for hardcore players. (laughs)

—Yeah, Expert was originally made in place of the usual second loop, right? (laughs)

Asada: If your mindset when creating a game is to make everything easy, it will result in the game no longer being a game. So yeah, Expert mode is an entirely different beast.

—I see you're releasing three different editions of the retail package.

Asada: In addition to the normal edition and the limited edition, there's also a "super limited" edition which contains the original soundtrack. We already released the SDOJ soundtrack with the "Dodonpachi Saidaioujou / Dodonpachi Maximum" cd, but you could only order it by reserving directly from us, so for people who didn't know about it at the time or found out later, it turned out they had to buy it at gouged prices on the secondhand market. So we wanted to do something about that, and that's how the idea for the super limited edition came about. The limited edition comes with the usual arranged cd, but the super limited edition will include that cd, the OST, and an A4 size booklet containing developer interviews and more.

—Let's talk about the Cave Shooting Collection now. When does it come out?

Asada: At the end of March or the beginning of April, it looks like. It will contain superplay DVDs and OSTs for each game.

—What led to the decision to release all your games in a collection like this?

Asada: Releasing 10 games in a set is certainly a first for Cave. One month after we announced the SDOJ port, Microsoft approached us and asked if we would release all our games as a compilation. The contents of the compilation have changed 3 or 4 times over the last six months. At first we talked about just packaging all 10 of the previous retail release, as-is, but that seeemed a bit anti-climactic and boring for a commemorative package like this. Then we came up with the idea of re-releasing all the superplay DVDs which had been out-of-print. We also thought it would be convenient to put all the instruction booklets into one large book.

—Will all the DLC be included too?

Asada: Yes, everything will be included. At nearly 40 individual DLC items, It was a big surprise how much there was... "we put out this many?" (laughs)

—I thought it would only be Mushihimesama's Black Label and other separate game versions, but to get everything at one non-inflated price is quite nice.

Asada: Yes, it covers all content for all of our releases. When you think about it, we really did a lot of stuff for the X360. There's 4 years of Cave development compressed into one release here.

—By the way, Guwange was an XBOX Live Arcade title... will there be a disc version of that included here?

Asada: We wanted to do that, but due to various circumstances it will only be a download code. All the themes, icons, and all other DLC will be included on a separate DLC install disc.

—It must be nearly complete, then?

Asada: All that's left is to press the discs and announce the release date. Please reserve a copy in advance if you're interested. This set contains every game I worked on at Cave, from Deathsmiles to Mushihimesama, so I feel very grateful that we could do this.

—Its kind of like the History of Asada collection.

Asada: I'm very happy its happening. To be honest, with most of our games, I was so exhausted after debugging them that I didn't really want a copy of the finished product. (laughs) But this, I want to take home.

—Will these two items be the last X360 releases you do?

Asada: Probably so. Even if these two sell well, its hard to say if we'll continue to release X360 titles.

—Well, as is customary, please give a final message to Cave's fans.

Asada: I think SDOJ will be the last game that I work together with Ikeda and Ichimura to create. So there's a lot of pressure on us to finish this port, and its a ton of work... but there's also something sad about it. Either way, we are working hard to ensure we have no regrets about this release, and I think it will show the joy of STG. Please look forward to it!
Last edited by blackoak on Fri Dec 13, 2013 12:02 am, edited 7 times in total.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Frenetic »

dang blackoak you are such a great treasure to the shmups scene

thank you thank you thank you
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Hagane »

Thanks for the translation blackoak.

I seriously hope you can turn off all the extra voice acting. It seems they are adding tons of stuff to attract casuals, which is good as long as it doesn't interfere with normal play. Didn't know Deathsmiles was so successful. 240,000 units worldwide is a ton for an STG.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by trap15 »

*flips table* Screw you Asada, you've ruined CAVE. You don't need stupid gimmicky anime shit to tell a story. Just look at Taito STG for storytelling STG. I'll probably buy this anyways, but it's pretty unlikely that I'll be playing this arrange mode.

On a more positive note, Ikeda not making any more games? Maybe we'll get some more Yagawa then?...
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Trevor spencer »

trap15 wrote: Ikeda not making any more games? .
A sad day indeed
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by trap15 »

Sad to IKD fans, maybe. Quite a great day for some of us :lol:
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by chempop »

I also want to add an illustration gallery mode, which we haven't really had in any of our games so far. Of course, you won't use real money in this shop, only coins which you're rewarded with in-game.
This is nice to hear. I liked the store in Mars Matrix, and while it's somewhat of a superficial illusion of progress I think it's a good feature. I miss the art galleries too which the PS2 ports had but 360 ports were sorely lacking.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by bcass »

So DS sold 200,000 units outside Japan, most of which were to Europe, dwarfing domestic sales. I bet Cave are kicking themselves that they didn't self publish for that one. That must easily be their best ever selling title, by quite some margin. They're barking up the wrong alley though if they think it sold so well because of the story...
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by chum »

Cave have been trying to appeal to the lowest common denominator for a while, no news there. Like it or hate it, all the fluff is positive for them (as far as I know) and the "hardcore" crowd are content as long as the game plays well, so...

I still fucking hate Cave though since they refuse to make games appealing :(
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Tyjet »

The shop feature sounds great. Good thing that it uses "in game" money not real money.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

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trap15 wrote:Sad to IKD fans, maybe. Quite a great day for some of us :lol:
Are you assuming Yagawa will replace him? Keep dreaming sweet prince. :wink:
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by trap15 »

That's what I'm hoping. I know it won't happen, but I'll be glad to see something different either way.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Hagane »

They'll stick to making more Deathsmiles.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by monouchi »

Wheres the 16:9 tate mode. :(
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by dan76 »

Thanks blackoak.

Asada is a dumb ass. Who the hell wants to play with constant talking in the background? Also, why cheer IKD not making games anymore - wtf?

Bleh to all these different modes... still looking forward to this though. Hopefully arcade/360 mode should be accurate.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by emphatic »

Thanks a lot for the translation!
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Squire Grooktook »

trap15 wrote:*flips table* Screw you Asada, you've ruined CAVE. You don't need stupid gimmicky anime shit to tell a story. Just look at Taito STG for storytelling STG.
Taito basically needs 2 words to make players shed manly tears.

"MISSION COMPLETE"

That is all.
Last edited by Squire Grooktook on Sat Feb 09, 2013 10:03 pm, edited 1 time in total.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Weak Boson »

Thank you for the translation!

Personally I quite like what I hear. They're actually making a console game. I'm sure we'd have all been fine with them just slapping it on a disc, but things like variations in story, missions and extra options to dick about with will all let more people get more out of this game. That's a good thing.

"The last game developed by Ikeda and Shimura"? I wonder what this means.

And the team scoring? That would be super fun. I would love a an EU release so much! In fact:
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by KAI »

Asada is such a fag, I hope he dies.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Muchi Muchi Spork »

Asada never has good ideas. Ikeda never has bad ones. I wouldn't even follow gaming at all anymore if it wasn't for Ikeda. Don't care if I'm "a Cave fanboy". Woopideedoo.

He did say "I think" so it doesn't sound official. /hoping
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by -S.L- »

Weak Boson wrote:Thank you for the translation!

Personally I quite like what I hear. They're actually making a console game. I'm sure we'd have all been fine with them just slapping it on a disc, but things like variations in story, missions and extra options to dick about with will all let more people get more out of this game. That's a good thing.
I play the game now on for two months almost every day, trust me, nobody would ever care of what's going on on the side with the "story", there is not one second off in this game, it's 100% focussing on the game, so the story thing is absolutly useless. I think.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Special World »

None of this sounds bad to me except that Ikeda won't be making any more games. Dunno what all the Asada hate's for, but I guess I don't know too much about in general.

I'm sure Yagawa won't be big boss or anything, but I wouldn't be surprised if he got a larger role in future games. So that could be cool, at least.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Giest118 »

-S.L- wrote: I play the game now on for two months almost every day, trust me, nobody would ever care of what's going on on the side with the "story", there is not one second off in this game, it's 100% focussing on the game, so the story thing is absolutly useless. I think.
I would say it depends on whether the Arrange mode makes the game easier to compensate.

I won't care either way if the arcade mode is simultaneously untouched and badass.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by EmperorIng »

Squire Grooktook wrote: Taito basically needs 2 words to make players shed manly tears.
"MISSION COMPLETE"
That is all.
I'll argue that the Ray games have the best non-joke plots in all of shmup-dom.

/offtopic

Good to see that some folks at Cave are smart enough to see that they need to expand their userbase to stay in the game.

I think the art-style is just the hook to get people into the game, but once they're in, you can't scare them away with the usual Cave style (which is apparently why Deathsmiles did so well).
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by BPzeBanshee »

bcass wrote:So DS sold 200,000 units outside Japan, most of which were to Europe, dwarfing domestic sales. I bet Cave are kicking themselves that they didn't self publish for that one. That must easily be their best ever selling title, by quite some margin. They're barking up the wrong alley though if they think it sold so well because of the story...
I had a feeling Deathsmiles did well but didn't think it was that good. To date it's been the only shmup I've seen hit retail stores in my homecity in Darwin, and while I've heard other forum members say they've seen other PAL Cave releases in Adelaide I've not seen it here myself, ergo there must be a certain level of market penetration that Deathsmiles had that the rest didn't.

I'm not liking some of the stuff that Asada is mentioning. A shop for reducing bullet hitbox size and shit? Isn't that what broke the DOJ iOS port? Hopefully they at least know to make such modifications disqualify you from highscores.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Squire Grooktook »

EmperorIng wrote:
Squire Grooktook wrote: Taito basically needs 2 words to make players shed manly tears.
"MISSION COMPLETE"
That is all.
I'll argue that the Ray games have the best non-joke plots in all of shmup-dom.

/offtopic.
Yeah. To bring it back on topic, I think there's several ways story can be handled effectively in shmups.

You can do it like R-Type Final, bring an intriguing atmosphere, and litter the game with all sorts of lore (logs, beastiary entries, ship data), which the player will ultimately feel compelled to track down and piece together the big picture.

You can do it like Rayforce, and have basically a mute sprite puppet show, which ultimately tells a story through it's art, music, and set pieces.

Or you can do it like Dodonpachi/Raystorm, having it seem pretty standard and unremarkable right up till the end and hit you with a HUGE FUCKING TWIST out of nowhere that makes you feel bad about everything you just did.

And of course you can always fall back on cut scene's like Radiant Silvergun.

I think having non stop talking throughout the whole game could work, just as long as the voice acting and dialogue is good. And of course assuming it's handled with some restraint and isn't just constant gibber gabber in your ear as you play.

Just my 2 cents.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by trap15 »

Squire Grooktook wrote:You can do it like Rayforce, and have basically a mute sprite puppet show, which ultimately tells a story through it's art, music, and set pieces.
Personally I think this is the best way to do it. Lots of Taito STG do it like this, and it really does impact the player.

Toss on an invulnerability cheat and play through Gun Frontier. You'll be moved to tears. Also epic wild-west showdown for a last boss? Fucking amazing.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by adversity1 »

I think SDOJ will be the last game that is developed by Ikeda and Shimura.
Correction:

Shimura=Ichimura.
By the grammar I believe he's inferring that this will be the last time he works with Ikeda and Ichimura.

Revised:
I think SDOJ will be the last game that I work together with Ikeda and Ichimura to create.
Ah, one more: Nagira = Ryou Nagi, see here: http://ja.wikipedia.org/wiki/%E5%87%AA%E8%89%AF
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by pestro87 »

The only thing that I can think of that's positive about the story/novice/anime mode is that maybe it will actually be possible to clear inbachi now :/
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)

Post by Formless God »

Since the VA was nowhere nearly as ear-raping as Galuda 2 and Mushi I guess I could live with it. The lines sometimes match the pace of the boss fight and the music which I thought was neat. 400+ sounds pretty overkill though.
In the FPS genre, its a common feature that after you clear the game once, you unlock different modes, like no enemy mode
Thinking of ways to increase its appeal to non-STG fans is something we're continually exploring
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