I toyed around with the C83 demo when it came out six months ago and picked up the retail version of the game when it came out last week. Here are my impressions of the game thus far, partially influenced by #shinkirou@irc.Rizon.net:
Hopeless Masquerade was intentionally built to be similar to Astra Super Stars. It shares the same gravity system, control schemes and popularity mechanics. Astra and HM are both very simple games, which makes HM appealing to Touhou fans and those completely new to the fighting game genre.
The best way to think of flight in this game is to look at it as three extra ways to jump in an air-dash fighter. Instead of just neutral, forward and back jumps, you have those same three options mirrored below you. After jumping one of six ways, you can dash to maintain that height for some time before returning to the “ground”.
Due to HM’s prevalence of bullets, a graze mechanic exists on dashes and jumps. While dashing, you are immune to almost all projectiles but cannot immediately block after a dash. This is not a new mechanic; it has existed and works well in IaMP, Soku and most shmup-fighters.
The gravity system in addition to grazing makes run away particularly effective while hampering the potency of cross-ups, since you can easily jump down if your opponent tries to jump over you for a cross-up attempt (and vice versa). Cross-ups do exist, particularly for Koishi and Byakuren, but I wouldn’t consider them a focal point of the game or those characters as of yet.
In addition to weak cross-ups, traditional high/low mix-ups flat out do not exist. There is no high/low block; you only have block, push block (hold any button while holding back), and instant block (just guard), which as of now feels completely unnecessary when Push Block is as strong as it is right now. Throws for the most part are not an issue; only ~two characters have them (Koishi and Ichirin, IIRC?), one of them is a hit throw, and the other is teched by mashing any and all buttons. As far as I’m aware, they’re used during combos more than they are as an additional option in pressure/footsies.
Similar to Astra, controlling the bottom of the screen is exceptionally important due to the high presence of DPs and Flash Kicks. There is an overall lack of moves that are safer/more reliable when used above the opponent, and the few characters that do have them so far appear to be the same characters that possess powerful DPs or corner loops (read: they’re Week 1 Top Tier).
With the above in mind: the game is visibly rushed. Koishi’s Rose Vine crashed the game on release (now patched); Kokoro, the boss character, is incomplete and lacks specials and supers; the newer characters “feel” incomplete and are mostly considered* mid/low tier compared to the demo characters; the newer character stages are extremely plain compared to the older ones.
The biggest issue, however, is that Popularity was very poorly implemented, and is arguably the single biggest flaw with the game. Due to the lack of offensive options and extreme potency of run away and push blocking, you would assume Popularity exists to reward offensive fundamentals (in a game that has already removed so much of them), right? Wrong.
Popularity works as follows: whoever has the most popularity at the end of a time-out round wins. Getting the First Hit in a round awards +10% popularity. Getting counter-hits rewards a small amount on its own (around ~2%), and increases popularity gained from limit combos (the equivalent of knockdowns in a game with no floor). Limit combos on their own reward popularity roughly based on hits/damage done, usually around ~8%. Declaring a spell card (equivalent to an SF4 Ultra) adds +5%, and using it is another 5%.
You’ll notice that I did not mention any popularity penalties for turtling or running away. This is intentional, as the current penalties are minuscule to nonexistent. It is extremely easy to run away while moving forward due to the jump mechanics, and the penalty for holding back and staying in the corner doesn’t trigger unless you linger in that state for ~three or more seconds, far longer than the amount of time you’ll typically need to block while cornered and under pressure. The actual penalty, should you get it, is about -1% every two seconds.
Regarding guard crush: you will never see a guard crush in a match with two equally-skilled opponents. Chip on your spirit meter is far too low (typically <10% for a block string), and that is assuming that push block is not used. If it is, you can more or less freely kill any amount of pressure your opponent is applying in addition to giving yourself two angles of escape. I expect to find push block used even more liberally than it is now once more people get used to the game.
All in all, this penalty does not discourage turtling or defensive strategies whatsoever, and until it does the end result is that players will play hyper-defensively while fishing for First Hit pop gain to gain a small lead, and then running away for the rest of the round while occasionally punishing the disadvantaged opponent (the one that has to go for the kill before time runs out). And because popularity carries over between rounds, it could be reasonably said that an entire match is decided should one player acquire and maintain a ~30% popularity lead.
While I don’t consider character balance to be a particularly meaningful discussion on Week 1, I would like to say that Reimu is currently considered the best character in the game as she exploits all of the flaws I have mentioned above. She is one of the strongest zoners in the game, is extremely capable of generating popularity while turtling (arguably better than the character specifically designed around popularity gain: Miko), and has a no-charge Flash Kick that is very hard to punish on block due to its extremely low amount of recovery frames. In #shinkirou, her dominance is entirely undisputed… as of Week 1.
Lastly: this is Nitori, the one new character that is considered Top 3:
Overall, the state of HM is not unexpected. IaMP and SWR were released in very similar states, so this is par for the course for Tasogare Frontier (the developer). It is unabashedly clear that Tasofro made this game strictly for their target audience, so I would not recommend this game for well-vetted fighting game players looking for something deep and meaningful to focus on. This is a casual game at best.
That said, the game’s flaws are not impossible to fix. Should popularity be reevaluated to reward offense, and should guard crush somehow become a real threat, I would feel a little better about telling those curious about fighting games to try it despite the base of the game being somewhat shallow.
I do, sadly, feel that alternative engines have built much stronger shmup-fighting games in the past, and that choosing Astra’s mechanics over something similar to Senko no Ronde, Acceleration of Suguri or Psychic Force was a shot to the foot more than anything else. Suffice to say, I am very surprised that this game received a front-page article on SRK.
TL;DR: This game is literally Hopeless.