Moderator: JC Denton
by icycalm » 12 Jun 2010 23:52
by icycalm » 22 Jul 2010 22:29
Recap wrote:Captura en alta resolución aquí: http://xboxlivemedia.ign.com/xboxlive/i ... 595666.jpg
16 : 9 makes 2-D games look so... empty... Anyway, how long to find out it's going to be ruined by analog control-only crap.
Glad to see they didn't call it 'Contra', nevertheless.
by icycalm » 22 Jul 2010 22:30
Recap wrote:Una captura más que viene a confirmar sobreescalado para los 'sprites' y... demasiados polígonos:
...Y un estilo para las escenas interlúdicas del que mejor será no hablar:
by icycalm » 22 Jul 2010 22:32
http://www.gamespot.com/ps3/action/hard ... mages.html
Y aquí seguimos esperando capturas a su resolución nativa de los medios occidentales.
A ver si se anuncia en Japón.
by icycalm » 30 Sep 2010 18:32
by icycalm » 17 Feb 2011 00:23
Parece que tiene exclusividad temporal con el XBLA americano. Supongo que una vez caduque, lo veremos en Japón en ambos sistemas.
Enlace: Foro de Neo GAF.
by icycalm » 17 Feb 2011 00:23
Recap wrote:Ya en el XBLA nipón a 1200 puntos:
Es claramente un desarrollo concebido y comercializado para Occidente, a pesar de su origen.
by JoshF » 22 Feb 2011 16:45
by JoshF » 22 Feb 2011 22:01
Dash + vault is done by dashing towards a box or something hitting B and you'll leap over it.
Dash + Dodge is done by dashing towards a bullet and hitting B
Dash + Ambush attack is when you dodge an enemy then you fire at them from behind.
The super tackle is performed by dashing and pressing B (again), mostly it's good for sandbags and other breakable objects enemies like to take cover behind. It destroys the cover and the shrapnel makes short work of everyone.
Bullet reflect is as simple as standing still and pressing B. This is handy for all regular green bullets and works great on the snipers. Key word here is STANDING however. In the situations where you would most likely need it (in the air, on the ceiling, against the wall) you can't use it.
Unfortunately since dashing into something dangerous takes two blocks of health instead of one I haven't found much use for them.
ASW needs to release some videos of high-level play at work.
by icycalm » 23 Feb 2011 10:40
by zinger » 23 Feb 2011 12:02
by icycalm » 23 Feb 2011 13:39
Sniper Honeyviper wrote:I played the demo.
It's almost as if Arc purposefully tried to fulfill everyone's expectations that it would be "guilty gear + contra," there's even alternate colors and double-tap running. What there isn't is anything resembling actual level design, and it suffers from all the same problems as every 2D Arc game (floatiness, floppiness, everything is a cardboard cutout). Taking the lifebar into account, you essentially have nine lives, and health recoveries are plentiful, at least in the first stage. It doesn't help that all the enemies look like Blazblue's Arakune, or that your un-powered weapon is the most pitiful peashooter ever.
The first boss has the exact same attack pattern as Alien Hominid's. That should tell you all you need to know.
I am ever more convinced that no one knows what the fuck to do with Contra/Castlevania/Metroid anymore.
Sniper Honeyviper wrote:trust me, it's not. even contra 4, which at least had some killer sprite art, is more worthy of the name than this confused, ill-advised mess.
if you're really desperate for a downloadable contra on a home console, try rebirth. it might be an uninspired retread but at least it's still got the rock-solid classic konami feel.
Deets wrote:Played this some more co-op yesterday.
I like the movement options that the guilty gear controls afford you. You can tap the dash button while crouching to do a bizarre sliding air-dash along the ground, and being able to combine double jumps with air dashes does allow for some interesting boss attack patterns. Ultimately, though? The levels are way too fucking long. Each stage is roughly 12-16 minutes long if you're playing cautiously, and have an insane amount of dead space between the bosses, which are distinctly not brilliant in any way. Stage 2 has 3 bosses, all of which kind of suck, and all separated by at least 6 minutes of okay-ish level design. The last boss of those 3 was one of the worst designed I have ever seen, a mech that appears in various corners of a 3-screen wide arena, forcing you to constantly run from one edge to the other in the hope that he'll actually be there. Sometimes you just hear him spamming attacks on you from offscreen. Then you get to the area he was shooting at you from, and he's vanished, teleported tot he opposite side of the arena. This is to say nothing of his awful attack patterns. Bad, bad, bad.
Stage 3 was better, but I had to pass the controller off to another friend in order to catch the train home. Will report more when we inevitably plow through this thing.
by JoshF » 24 Feb 2011 02:47
by JoshF » 24 Feb 2011 05:40
kommander_hzk @1000MEGASHOCK I think Hard Corps: Uprising is inarguably one of the best Contra game ever made.
icycalm wrote:Also, is this really the first genuinely good original XBLA game?
by icycalm » 25 Feb 2011 01:14