Touhou Hisouten ~Scarlet Weather Rhapsody~ (sequel to Immaterial and Missing Power?)

Tasogano Frontier after a long two months of silence, confirms on his Blog that the Trial will be released in the Summer Comiket, in other words, in this month (August 18? i guess).

EDIT: August 17, confirmed.

good news, thanks for the update! can’t wait :3

Is scarlet weather an innuendo?

Ew.

http://www.tasofro.net/touhou2/index.html

BUMP this thread! new site up!
comiket is tomorrow, meaning the demo gets released tomorrow! GET HYYYYYYYYYYPE

Hope that this shit will run on my horrible PC >_<

Very nice…can’t wait. I’m hoping that the fact that a demo is going to be out soon translates that they’re planning to put out the full version of the game by the Winter Comiket later this year, if not some how earlier.

Also, according to the blog, the game now is designated as “TH10.5”, not “9.8” as it was formerly dubbed, meaning that the game now takes place after the events of TH10. What does this mean for the rest of us? More than likely, we can expect to see at least 1 character from TH10 join the cast as a playable.

http://tasofro.net/touhou2/index.html
http://tasofro.net/touhou2/img/sc00.jpg
http://tasofro.net/touhou2/img/sc01.jpg

I’m not feeling the randomized elements of this game, i.e. weather system and spellcard system. I guess we’ll see how it goes, this game is headed towards the direction Smash took right now.

interesting,seems reminiscent of EFZ is this made by the same grpup?

It is.

Eh, I see it a bit differently. Compared to last time (in IaMP), which often could turn out some what formulaic at high level play, this new system could stand to give the game that bit of variety and spontaneity that I felt was one of the only things I didn’t like about IaMP.

Granted, we also don’t know quite everything yet, either. Especially when it comes to how exactly this weather system, spell card system…hell, we still got that new-fangled “grazing” (dash/air dash mechanism) system works either.

So, in short, I still think it’s a bit too early to write this game off as “heading in the Smash” direction, in light of how we still have a lot that we stand to learn from this game. But I’m sure if too many people balk at such a change after playing the demo, Tasofro will hear about it, and probably will change some things before official release.

I’m still mad that they took out the Bombs…if we don’t have that, what are we going to have as good defensive options, now, pray tell?

Yeah I don’t like the lack of bombs, but I believe that the new spirit orb system makes IaMP-style rushdown very difficult to sustain. Since each airdash takes one orb you won’t be able to get the long rushdown sequences you could do in IaMP.

Some one posted these pictures over at Shrine Maiden, so I’m just helping to spread the goodness around.

http://smg.photobucket.com/albums/v409/dct/SWR%20demo/

Diagonal Final Spark? Alice’s Dolls seem to now have a better beam-related super? Game’s looking pretty nice, I would think…

After playing SWR a bit

…This game confuses me in unusual ways.

what’s the button layout on a stick? atm i use
ABC
DEF
E and F being the macros (it seems you really need them cuz they don’t work when i press 2 buttons manually)

I have no clue wtf I am doing in this game.

#SWR’s been breaking down the system and even putting some on a wiki

Don’t forget that one projectile attack = one orb, so you’re pretty much limited to five, and I believe you don’t regenerate orbs when they are getting hit or in blockstun.
The deck building system in this game is less complicated to me now that I’ve played around with it, but there’s still stupid amounts of meta in this game.
I’m not quite feeling the dial a combo mash A four times, but ironically I feel combos in general have gotten harder with their timing compared to IaMP.
Also, give me back my freaking air dash in the air with D.
Screw flying.

Have some shittiness

I hate it when a new game comes out and everyone makes combo vids for it because nobody actually plays it against each other. The #IaMP coders are busy hacking the IaMP netplay for SWR, though.

EDIT: Fucked up the combo starting at 0:16. Juggle meter is only at 96% so you can finish with a j.6A into 421B for quick grounding, j.2**, j,2[C], j.236[C], whatever.

Also, upon playing Reimu some more she basically plays like the same in IaMP, but her HJC rushdown is far less serious now.

EDIT 2: Reimu j.6A loops don’t work right on Aya dead in the corner. Odd.

[media=youtube]Og7wQ7Q9yQs[/media]
[media=youtube]qnsTd1QXqjU[/media]
[media=youtube]EzuCMVSKmFU[/media]
[media=youtube]Tgi0pHbxqJY[/media]

More shittiness.
Aya’s average damage seems kinda high, although Marisa’s is higher.