Subterranean Animism (Touhou 11)

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
P_HAT
Posts: 1954
Joined: Mon Mar 12, 2007 10:52 am
Location: Ukraine; Yalta
Contact:

Subterranean Animism (Touhou 11)

Post by P_HAT »

http://kourindou.exblog.jp/7850454/

Oh crap, looks like system from MoF :?
Kaspal
Posts: 820
Joined: Tue Mar 01, 2005 2:53 pm
Location: Bogota, Colombia

Post by Kaspal »

i like it... lets just give the demo a whirl... i think i might like the full version.
User avatar
BulletMagnet
Posts: 14193
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Re: Subterranean Animism (Touhou 11)

Post by BulletMagnet »

P_HAT wrote:Oh crap, looks like system from MoF :?
If that's true, then that's a bad start for me, since I didn't particularly like MoF...in any event, according to the chatter on the Shrinemaiden forum, there's some sort of partner/helper system at work here...maybe someone could translate the text on that page (or in future announcements) to clarify a bit.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

THE GRAZE COUNTER IS BACK!
Which means Touhou 11 is very likely better than Touhou 10.

Also, releasing a new game without fixing at least a couple of Very Serious Bugs™ in MoF is uncool. :(

[EDIT]
ZUN wrote:On the technical side, I’ve added the option of changing window sizes. If your computer is good enough, your window can be about twice as large as normal. In addition, you can also adjust input sensitivity and a host of other options.
That's certainly nice!
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
lgb
Posts: 2179
Joined: Thu Oct 18, 2007 2:12 pm

Post by lgb »

Oh boy...

Maybe this time civil war breaks out.
User avatar
shoe-sama
Banned User
Posts: 2723
Joined: Mon Jan 01, 2007 1:15 am
Location: gobble gobble

Post by shoe-sama »

lol touhou
<Sidwell> TSS is manlier than a jet figher made of biceps.
stanski
Posts: 219
Joined: Fri Jun 22, 2007 8:56 pm
Contact:

Post by stanski »

This game sounds like they might throw in big fuzzy animals to rape the 12 year old girls so that touhou fanboys have more wacking off material.
Image
User avatar
Domino
Posts: 1346
Joined: Sat Feb 16, 2008 11:35 pm
Location: Florida

Post by Domino »

Question: Which website you go to purchase the game on release? Actually which websites you go (in English) to purchase Doujin shmups in general (trying not to derail the thread, sorry for the n00b question)?
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

Paletweb seems to be de-facto for many doujin games including Touhou. There's also Himeya.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
Enhasa
Posts: 898
Joined: Sun Jul 29, 2007 5:13 am

Post by Enhasa »

No matter what the actual game is like, don't tell me this doesn't have the greatest name ever, hahaha.
"I think happiness is just being able to loaf without stress."

http://speeddemosarchive.com/
User avatar
henry dark
Posts: 442
Joined: Sat Mar 31, 2007 12:26 am
Location: VFD

Post by henry dark »

Good lord this guy is tapped for ideas.
320x240
Posts: 655
Joined: Fri Nov 16, 2007 12:07 pm
Location: France

Post by 320x240 »

henry dark wrote:Good lord this guy is tapped for ideas.
There's something to be said about constantly refining an idea. I don't know if this is the case here though.
It is powerup of laser.
User avatar
Enhasa
Posts: 898
Joined: Sun Jul 29, 2007 5:13 am

Post by Enhasa »

To be fair, he already has one game that's more innovative than anything most devs will ever produce in their lifetimes. Also, he is more of a slave to Touhou fandom at this point. Western indie devs feel more like they are making games for themselves, while the Japanese attitude is more like they have to make games that the people want.
"I think happiness is just being able to loaf without stress."

http://speeddemosarchive.com/
User avatar
Super Laydock
Posts: 3094
Joined: Tue Jan 25, 2005 10:24 pm
Location: Latis / Netherlands

Post by Super Laydock »

Image

Dunno what to think about this, but those double and crossed "bullet beams" look pretty awesome anyway. Also like the Gargoyle style enemies in this pic.
Barroom hero!
Bathroom hero!
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

What I would like to see:

1. More interesting in-level bullet- and enemy patterns. MoF pretty much didn't have "randomly" appearing enemies, all of them came in easy to remember patterns. Now to do the same with their shooting, and it will be perfect.

2a. Less forgiving life and bomb replenishing mechanics: 8 potential extends is way more than one needs to clear a game, 4-5 (of which no more than two should be granted in form of standalone items) would be just fine.
OR
2b. Some good way to spend the extra lives in order to score. PCB comes to mind, where lives are a primary source of bombs and max power bullet cancels used for cherry+ pumping and border manipulation. I don't have much hope for this with MoF's power system, though. :\

3. An Easy mode that is fun to score in, a Normal mode that is challenging, a Hard mode that is actually hard, a Lunatic mode that is really really hard. Particularly, I would like to see a harder final/extra boss (MoF's were a joke for the most part, on any difficulty), or some form of TLB.

4. An engaging, risk-rewarding scoring system close to that of PCB or IN, rather than EoSD or MoF. Chaining was fun for one game, no need for it any more. Relying on bombing for bullet-canceling as a primary element of high scoring is also stupid. I see the graze counter is back, though, so I guess there is hope for something good.

5. Less bugs than MoF had upon release. I can't believe it takes less time/effort/whatever to make a new game than to do a couple meager fixes to the current.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
FIL
Posts: 1025
Joined: Sat Dec 15, 2007 3:13 am
Contact:

Post by FIL »

I believe those enemies are actually the usual large fairies but with updated, that is to say tightened up, graphics.
User avatar
Shion
Posts: 228
Joined: Wed Sep 05, 2007 8:28 pm
Location: Netherlands

Post by Shion »

I didn't like Touhou 10, so I'm not holding my breath for this. Stupid bomb/powerup system :/
At least grazing is back :)
User avatar
Twiddle
Posts: 5012
Joined: Sat Feb 18, 2006 11:28 pm
Contact:

Post by Twiddle »

Enhasa wrote:To be fair, he already has one game that's more innovative than anything most devs will ever produce in their lifetimes. Also, he is more of a slave to Touhou fandom at this point. Western indie devs feel more like they are making games for themselves, while the Japanese attitude is more like they have to make games that the people want.
Which makes it a bit amusing that he once said that he aimed to make only the games he enjoyed.
so long and tanks for all the spacefish
unban shw
<Megalixir> now that i know garegga is faggot central i can disregard it entirely
<Megalixir> i'm stuck in a hobby with gays
User avatar
Etrian
Posts: 414
Joined: Sat Mar 29, 2008 1:44 pm

Post by Etrian »

Ugh.. ZUN really needs to make games NOT like Touhou 10.. seriously, the ability to bomb your way through stuff wastefully and do it "for score" is so.. oh, I don't know.. Ibara-esque, it makes me cringe. I liked his previous games, where scoring wasn't such a mess.
Image
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

Time to post impressions on the demo.
moozooh wrote:1. More interesting in-level bullet- and enemy patterns. MoF pretty much didn't have "randomly" appearing enemies, all of them came in easy to remember patterns. Now to do the same with their shooting, and it will be perfect.
Seems like the patterns are considerably more complex and variative than MoF's, which is a plus.
moozooh wrote:2a. Less forgiving life and bomb replenishing mechanics: 8 potential extends is way more than one needs to clear a game, 4-5 (of which no more than two should be granted in form of standalone items) would be just fine.
OR
2b. Some good way to spend the extra lives in order to score. PCB comes to mind, where lives are a primary source of bombs and max power bullet cancels used for cherry+ pumping and border manipulation. I don't have much hope for this with MoF's power system, though. :\
I don't have a deep understanding of the scoresystem yet, but it seems there is no way to die in order to increase score, quite the opposite (we'll have to no-miss it again).

However! The extend giving mechanism has indeed been changed for the better (arguably). There are no more 1up items (at least as far as I've seen), and point items don't grant extends like in th07-08. Instead, bosses and midbosses give you extend fragments (like bomb fragments in Raizing games) if you don't timeout their patterns; 5 fragments = extend get. Seems like a good idea.
moozooh wrote:3. An Easy mode that is fun to score in, a Normal mode that is challenging, a Hard mode that is actually hard, a Lunatic mode that is really really hard. Particularly, I would like to see a harder final/extra boss (MoF's were a joke for the most part, on any difficulty), or some form of TLB.
The game did become harder! On Hard mode, I wasn't able to no-miss/no-bomb the first stage like I do in MoF, and the second gives me a real trouble already! Lunatic is just so crazy it really is on par with many notorious arcade titles. The bombs are now different depending on the character type, and deal different amount of damage over different amount of time.
moozooh wrote:4. An engaging, risk-rewarding scoring system close to that of PCB or IN, rather than EoSD or MoF. Chaining was fun for one game, no need for it any more. Relying on bombing for bullet-canceling as a primary element of high scoring is also stupid. I see the graze counter is back, though, so I guess there is hope for something good.
Ok, there is now both chaining and grazing. Or rather, graze chaining, akin to Shikigami no Shiro series: there is a tension counter that fluctuates depending on the danger you put yourself in. If you graze a certain amount of bullets continuously, it goes all the way up to 1.00+, where you get more points for stuff and suck the freefalling items in automatically. This is definitely useful at high difficulties because the amount of stuff shot at you won't leave you much room to fly to the top of the screen and back. Point item value multiplication is still done via "faith" items, although the counter doesn't decrease over time anymore. Grazing doesn't give points per se, nor does it counter the spellcard countdown, which is disappointing.

The biggest shock was that now dying hurts score even more than in MoF, and this is something to think about, considering it is now much harder to survive. Overall, I'd say STA is on par with EoSD in terms of difficulty, and probably harder than IN if played for score. Which is… a good sign, I guess.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
P_HAT
Posts: 1954
Joined: Mon Mar 12, 2007 10:52 am
Location: Ukraine; Yalta
Contact:

Post by P_HAT »

The Art is fail.
The Game is hard.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

Cleared Hard mode. It was actually hard! I no-missed up to stage 3 boss's 2nd spellcard, but after that it became just too demanding, this is definitely the way Touhou games should be like, difficulty-wise. Lunatic is basically unplayable, just as I wanted it to be, lol.

Replay here. I used some neat strats only accessible to Marisa-B (which will likely remain my character of choice for this game).

As for the characters.

Reimu and Marisa again, their mobility characteristics are pretty much identical to what they had in MoF.

• Reimu-A: powerful, has an ability to wrap around the screen if you double-tap against a wall without shooting. It may help survival, but not much (see stage 3). The bomb is rather long but doesn't deal any damage.
• Reimu-B: her shot and her bomb suck. Her ability is to suck all items up at any part of the screen if you let go of shot. Which also sucks since you have tension meter just for that purpose already. Useless.
• Reimu-C: Youmu-style option which shoots in both directions at power 2.0 and higher. Special ability is 2x moving speed when neither shot nor focus are held. Nice bomb. Incredibly versatile overall, will likely become pros' choice.

• Marisa-A: decent shot with 2x power gauge (0.0—8.0 instead of the usual 0.0—4.0), which also means twice the bomb carrying capacity. The bomb is powerful but very short, which decreases its usability.
• Marisa-B: can change option formation a-la Garegga. This provides incredible versatility (see replay above). The bomb is average.
• Marisa-C: the christmas tree shot. The bomb is interesting: it's almost entirely analogous to PCB's supernatural border (except this time you get like 15 seconds until it vanishes). You activate it and it turns into a one-hit shield. Might be useful for situations where you think you can hold up and don't want to spam bombs. Otherwise, she's crap.

Also, claiming a high score thread once the full game is released!
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
Mischief Maker
Posts: 4803
Joined: Thu May 08, 2008 3:44 am

Post by Mischief Maker »

I take it this demo is not yet available to the general public?
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

It was sold on CDs at Reitaisai-whatever (selling demos? Wtf). The usual piracy places already have it.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
P_HAT
Posts: 1954
Joined: Mon Mar 12, 2007 10:52 am
Location: Ukraine; Yalta
Contact:

Post by P_HAT »

moozooh wrote:It was sold on CDs at Reitaisai-whatever (selling demos? Wtf). The usual piracy places already have it.
For like 100-300yen.
You pay for materials.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

That's understandable — what I don't understand is why ZUN didn't just let everyone download it from the site like any other demo so far. It's still not up there, fyi.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
P_HAT
Posts: 1954
Joined: Mon Mar 12, 2007 10:52 am
Location: Ukraine; Yalta
Contact:

Post by P_HAT »

moozooh wrote:That's understandable — what I don't understand is why ZUN didn't just let everyone download it from the site like any other demo so far. It's still not up there, fyi.
Same was with MoF.
I think it's like "i show to my real fans, what i love them! OMFG, i need some beer!"
pentarou
Posts: 64
Joined: Wed Jul 20, 2005 2:41 am
Contact:

Post by pentarou »

moozooh wrote:That's understandable — what I don't understand is why ZUN didn't just let everyone download it from the site like any other demo so far. It's still not up there, fyi.
Traditionally (for touhou) it takes a few weeks to a month before the demo is released on the internet, and usually the online release comes with bugfixes. So if you don't want to search for the demo you could just wait until it is officially posted.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

Oh, bugfixes would be nice. So far he's managed to overlook a debug feature left in the STA demo: go into any corner of the screen and press against it diagonally.

I wish he was more attentive for that kind of stuff, MoF is still bug-ridden. :|
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
Mischief Maker
Posts: 4803
Joined: Thu May 08, 2008 3:44 am

Post by Mischief Maker »

So is this slated for a fall release?
Post Reply