Don't think it's been mentioned yet but there's a demo up on the Jpn marketplace - stage 2 only but you can choose between 1st or 2nd loop difficulties (one's way harder than the other so I'm guessing it's the 2nd loop)
It seems fun but I'm to busy with RF2 and RFJ to bother buying it.
I played that demo and it turned me off immediately. Now I understand why people are complaining about bullet cancelling - when done like that it pretty much sucks all the fun out of the genre. I just don't see the point.
Sumez wrote:I played that demo and it turned me off immediately. Now I understand why people are complaining about bullet cancelling - when done like that it pretty much sucks all the fun out of the genre. I just don't see the point.
See, I think this was is actually Bullet Canceling done right. The problem is that there's no scoring depth involved in the canceling to reward letting bullets flood the screen.
Sumez wrote:I played that demo and it turned me off immediately. Now I understand why people are complaining about bullet cancelling - when done like that it pretty much sucks all the fun out of the genre. I just don't see the point.
See, I think this was is actually Bullet Canceling done right. The problem is that there's no scoring depth involved in the canceling to reward letting bullets flood the screen.
You're supposed to be point blanking everything though. I'm still enjoying playing this nearly every day.
Sumez wrote:I played that demo and it turned me off immediately. Now I understand why people are complaining about bullet cancelling - when done like that it pretty much sucks all the fun out of the genre. I just don't see the point.
See, I think this was is actually Bullet Canceling done right. The problem is that there's no scoring depth involved in the canceling to reward letting bullets flood the screen.
You're supposed to be point blanking everything though. I'm still enjoying playing this nearly every day.
I'm aware, I just don't feel it's entirely enough. Different strokes.
Special World wrote:See, I think this was is actually Bullet Canceling done right. The problem is that there's no scoring depth involved in the canceling to reward letting bullets flood the screen.
You're supposed to be point blanking everything though. I'm still enjoying playing this nearly every day.
I'm aware, I just don't feel it's entirely enough. Different strokes.
Kinda the same here. I like the proximity scoring and think it provides a good challenge when played that way (I still have yet to get a 1CC on this game, I don't think it's quite as simple to do as the real high-level players make it, but like mentioned, I've been playing the whole time based on proximity), but I really feel like they missed something with the cancelled bullets. There really should be some reason to "pick up" the cancelled bullets IMO.
I'm loving this game right now. Just nice to be playing a new non-cave shmup for a change and I enjoy the point-blanking/proximity scoring. Fair enough, the scorings not very deep but I'll still be playing this until I 1CC and that's enough to satisfy me. If they add another mode or two as DLC my opinion of this game (and 5PB) will only go up.
As it stands, I reckon its a great first effort from 5pb andI really hope they continue to make STGs as I cannot fault the presentation, models or level design.
I had purposefully ignored most of the details about BS, and as I started playing I tried to collect all the souls I could. I'd let the screen fill up like any good Cave-ite, putting myself in the worst possible situations, and then killing my enemies and soaking up all the gray orbs I could. It was good fun. It was a quality example of risk/reward. Then I learned I was wasting my time. I started just getting proximity shots and playing the game as intended. I tried to tell myself that a 1CC was really only the beginning... that there was more to this game.
Thanks for the positive feedback from the buyer! I hope you're enjoying it!
Last edited by 8 1/2 on Thu Apr 28, 2011 8:27 am, edited 1 time in total.
Based on the videos, I thought the bullet souls would make it hard to follow and distinguish from real bullets and really throw me off. After a few games I'm glad to say that's not the case, and I'm able to concentrate on the dangerous stuff while pushing souls to the back of my mind. So plus there.
The first stage definitely showed some promise in the high-speed sections. Crap flying on screen at warp speed, as I inch up the screen little by little to test how quickly I can destroy them. Seemed like a good idea, but it wasn't really used past the first stage.
I also like the idea behind bonus notifications flying all over the place. It reminds me a lot of the Raiden Fighters series which I LOVE, with "Quick Shot" and "At Once" popping up everywhere. Now if only the messages weren't so ridiculously big in the middle of the screen; they take up a bit too much real estate over the top of more important stuff.
After a few playthoughs, it looks like the only stage I'll need to practice is the last one. Point-blanking really isn't my thing, unless it's mixed with something interesting to spice it up (Ketsui is a good example). I don't see this game keeping my interest for very long.
What's the deal with all the simultaneous shot types in this game? It's like they couldn't decide what to give each ship, so they just gave you everything at the same time. There's at least three different types of shot coming out of your ship all the time. Or is this just a case of More Stuff Exploding All Over The Place = More Stuff Exploding All Over The Place?
If you play these games just to shoot shit, Bullet Soul is fantastic. If you're like me and want a deep scoring system to sink into, you won't get much out of it. I recommend Eschatos, if you haven't gotten it yet.
Its weeks on and I still chuck this in occasionally. The funny thing is I agree with most of the critisizms leveled at the game, yet I still find it very enjoyable proximity based STG that is polished and worthy to sit alongside the rest of the distinguished 360 library.
I reckon the actual feel of the game, the actual ship control, is close to perfect, something that Cave doesn't get right everytime, IMO. I can't explain it, it just feels really solid. The firepower streaming from the various ships is also done well and feels satisfying.
Players have claimed the game is too easy, but the bosses all have one nasty pattern that gets you, they have gauges that drag on forever and bomb spamming them has almost no effect. Couple that with the ever increasing razor edge that is point blank score chasing and this isn't so easy. I thought the Deathsmiles games were easier to clear while trying for score because if you play well you cause a lot of slowdown.
I don't recall any slowdown in Bullet Soul.
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stryc9 wrote:the bosses all have one nasty pattern that gets you, they have gauges that drag on forever and bomb spamming them has almost no effect. Couple that with the ever increasing razor edge that is point blank score chasing and this isn't so easy.
Actually the bosses bore you to death. First they take forever to kill, then switch it up with a sneaky pattern in the end that catches you off guard (as you're drowsy).
stryc9 wrote:the bosses all have one nasty pattern that gets you, they have gauges that drag on forever and bomb spamming them has almost no effect. Couple that with the ever increasing razor edge that is point blank score chasing and this isn't so easy.
Actually the bosses bore you to death. First they take forever to kill, then switch it up with a sneaky pattern in the end that catches you off guard (as you're drowsy).
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So glad I played the demo before purchasing. Doubt there'll be a purchase from me now, not even when it gets thrown onto GoD for £15 (probably in less than 12 months time due to dire retail sales, as per Shooting Love 200X). I was quite enjoying it until the boss battle. Such a stupid, stupid idea having the boss battle take so long. Killed the game dead for me. It also screams "XBLA". There's no way this thing should have made it to retail. Biggest pleasant surprise is how it doesn't really resemble any Cave game at all. Bonus points for not out-right cribbing Cave, but whoever decided the boss fights needed to take that long needs a good slap.
bcass wrote:So glad I played the demo before purchasing. Doubt there'll be a purchase from me now, not even when it gets thrown onto GoD for £15 (probably in less than 12 months time due to dire retail sales, as per Shooting Love 200X). I was quite enjoying it until the boss battle. Such a stupid, stupid idea having the boss battle take so long. Killed the game dead for me. It also screams "XBLA". There's no way this thing should have made it to retail. Biggest pleasant surprise is how it doesn't really resemble any Cave game at all. Bonus points for not out-right cribbing Cave, but whoever decided the boss fights needed to take that long needs a good slap.
re: GoD: I wouldn't spend that sort of money on anything that wasn't in a case with a manual.
So the Boss battles killed it for you, fair enough. they certainly aren't the highlight but the solid stage design is as good as any other top shelf shooter IMO and that must go some way to balancing things out.
Anyway, as it always goes, you either like it or you don't I guess. It may seem like I'm valiantly defending my purchase here but the truth is the game isn't fantastic, but Bullet Soul is above average and not as mediocre as some users are suggesting.
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stryc9 wrote:Its weeks on and I still chuck this in occasionally. The funny thing is I agree with most of the critisizms leveled at the game, yet I still find it very enjoyable proximity based STG that is polished and worthy to sit alongside the rest of the distinguished 360 library.
I reckon the actual feel of the game, the actual ship control, is close to perfect, something that Cave doesn't get right everytime, IMO. I can't explain it, it just feels really solid. The firepower streaming from the various ships is also done well and feels satisfying.
Players have claimed the game is too easy, but the bosses all have one nasty pattern that gets you, they have gauges that drag on forever and bomb spamming them has almost no effect. Couple that with the ever increasing razor edge that is point blank score chasing and this isn't so easy. I thought the Deathsmiles games were easier to clear while trying for score because if you play well you cause a lot of slowdown.
I don't recall any slowdown in Bullet Soul.
Finally d/l'ed this cool Bullet Soul demo to see how it plays. BS strongly reminds me of those early 1990s Toaplan based arcade shmup PCB titles like Batsugun & Dogyuun back in the day (but with the look and feel of a modern-day shmup vibe). Very slick arcade-spec 60fps presentation indeed. The demo even has tate option. How cool is that? So there're six different ways altogether of playing both 1st loop & 2nd loop of Stage 2 as featured in the demo itself. I'll have to see how it looks in 480i format running through an Ultracade UVC on an arcade monitor setup with the obligatory scan lines and all.
Will 5pb decide to re-release Bullet Soul as a proper arcade Jamma PCB kit (it'd be very fitting if that were done)? Color me impressed.
stryc9 wrote:Its weeks on and I still chuck this in occasionally. The funny thing is I agree with most of the critisizms leveled at the game, yet I still find it very enjoyable proximity based STG that is polished and worthy to sit alongside the rest of the distinguished 360 library.
I reckon the actual feel of the game, the actual ship control, is close to perfect, something that Cave doesn't get right everytime, IMO. I can't explain it, it just feels really solid. The firepower streaming from the various ships is also done well and feels satisfying.
Players have claimed the game is too easy, but the bosses all have one nasty pattern that gets you, they have gauges that drag on forever and bomb spamming them has almost no effect. Couple that with the ever increasing razor edge that is point blank score chasing and this isn't so easy. I thought the Deathsmiles games were easier to clear while trying for score because if you play well you cause a lot of slowdown.
I don't recall any slowdown in Bullet Soul.
Finally d/l'ed this cool Bullet Soul demo to see how it plays. BS strongly reminds me of those early 1990s Toaplan based arcade shmup PCB titles like Batsugun & Dogyuun back in the day (but with the look and feel of a modern-day shmup vibe). Very slick arcade-spec 60fps presentation indeed. The demo even has tate option. How cool is that? So there're six different ways altogether of playing both 1st loop & 2nd loop of Stage 2 as featured in the demo itself. I'll have to see how it looks in 480i format running through an Ultracade UVC on an arcade monitor setup with the obligatory scan lines and all.
Will 5pb decide to re-release Bullet Soul as a proper arcade Jamma PCB kit (it'd be very fitting if that were done)? Color me impressed.
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yeah man, it's a really cool game. Awesome graphics, pretty good music, tight controls. If only they had put more thought into the actual gameplay mechanics it could have been something really special. It's just too damn easy for survival. Which only leaves playing for score, and there's not a lot to go for in that respect.