Lots of videos up on Nico already as expected,
figured I should upload something to spread the word of the game.
[media=youtube]ZtsQc6lM2Zs[/media]
Finally started getting the hang of the game myself now that I know how the deck creation affects the game in this installment, have yet to experiment how attacks differ depending on their placement in the deck though.
This video shows everything I feared about the game :
jabs are terrible, they should have a better vertical hitbox.
there ain’t no such thing as pressure in this game. Corollary : it’s absolutely impossible to land a single hit on someone who simply decided to block.
this game is all about building popularity and then fleeing until the end of the round.
popularity carrying on to the next round leads to a very unfair advantage and undeserved victories.
I hate the floaty physics.
Conclusion : this game won’t be the new SWR. It will be worse.
With my experiences with the game I can already agree with all of these
pretty much from the get go, pretty glaring problems, that.
I still like how the game feels though and I’m enjoying myself
on the merit of the game being so different.
And quite frankly, I’m the kind of shallow bastard who can stomach anything as long as the music is great
(heck, the music was the only reason I got into the Touhou games to begin with).
Funny thing, I tried the “get popularity then run away tactic”, and I almost lost the first round, I had 50%+ popularity, then because my friend tried to continue attacking me for more popularity, and my run-away, I got 21% and he got 19%. So yeah, running away is not AS effective as you think it may be. Though I’ll admit it needs to balance the popularity more.
Jabs are indeed terrible, but it seems to focus more on confirming on different attacks and finishing the combo than always trying to get the Dial-A jab combos.
The thing is that it CAN’T be worse than SWR because SWR was more notorious for it’s super unfair random elements that always determined a lot of games on luck with weather and spell cards rather than losing by skill (which still has that into it, just it’s easier for people to complain on the luck factor than anything on it, I mean SWR is still a fun game, but not as good competitively as IaMP)
I’m glad I’m not the only one who thinks this. Also, are there even high/low moves in this game? I can’t for the life of me tell. Also, why is it moving up or down is like a jump action? Personally, I feel it should be like a Fatal Fury plane system. Can’t really explain why, but constantly being dragged to an imaginary middle line kinda pisses me off. Makes me feel like I don’t really have a whole lot of control over my character. And dashing could be better.
Other htan popularity, I actually find the game pretty fun, kind of like Psychic Force. Do wish movement was abit more smooth. Theirs a really fun game here that just needs some fixes to be better.
Because turtling in this game is not so much running away as it’s more playing at zero risk until the end of the round. Keep throwing projectiles here and there, fly around, just don’t do anything that would imply not being able to block a combo starter.
I will agree they do need to fix the popularity mechanic a bit. I’m sure they’ll fix it up a bit for balance if the japanese fanbase have concerns over it as well (they’ll more than likely won’t hear the Western fanbase at all)
It doesn’t, but it’s about just as bad. If you don’t manage to kill your opponent, health means absolutely nothing and you could have a 90% life lead and still lose. It has the same basic conditions as negative penalty, but instead of putting you at a higher risk of dying, it’ll just make you lose.
My theory with the Touhou fandom is that everything is purposely underdeveloped. There’s this huge cast of characters with mythological inspirations, their own musical theme, a big list of unique attacks with cool names and 3 lines of dialogue with no character development. Makes you want to know more about them, hence the fanwork.
Same goes with the music : melodies are good but played in MIDI format, like an early rough work screaming to be remixed.