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[AC] [360] [PC] [PS4] Senko no Ronde DUO (Dis-United Order)

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Unread postby icycalm » 10 Oct 2009 14:04

Soundtrack on two discs coming from Sweep:

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http://sweeprecord.biz/?pid=15159472

2,940 yen, but there's no release date.
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Unread postby icycalm » 10 Oct 2009 14:07

Some impressions on the game from the Shmups thread:

SuperPang wrote:I can confirm DUO is full of pure WIN!

It looks much better than the Naomi version. Detailed backgrounds (and lots of em), neat visor reflections, cool new Final BOSS animations. The music is great.

Normal difficulty is quite easy. I got to the first bonus boss type character on my first credit. The game plays superbly. Senko always suited widescreen and its nice to see a HD version built from scratch. Dodging bullets in boss mode is far more realistic.

There are quite a few new gameplay additions. M+S is now a more defensive move and the charge attack is on a fourth button, C. Hitting S+C initiates your partners striker type move. They are all pretty much the same from a set of four selectable on the character screen, as well as Attack, Defence and Speed types. These are the paramiters that determine who your partner is. Partners are a bit of a gimmick but the idea is clearly there to balance the game and it works well.

Two things I didn't figure out yet in case anyone else has played it: 1. What are the differences between alpha and beta character types and 2. What determines how many boss and assist attacks you get? I've upped my boss number to 3 somehow and you seem to be able to charge 5 or 6!


http://shmups.system11.org/viewtopic.ph ... 57#p499957

adversity1 wrote:Finally got around to playing this Sunday. Lots of fun. So many characters and assist characters that the combinations seem almost endless. I took a liking to Henri, who can play a pretty nice hide and go seek game by throwing out a lot of options which block incoming shots as well as reflecting your own shots in slightly random directions. Managed to win once, but lost quite a bit. Should've practiced more on the first game.

I want to check out Gustav as well, whose B.O.S.S. mode seems to be retardedly beastly.

BTW, how do people deal with boss mode when they're up against it? You can only dodge so much obviously. Is it good to save some special attacks so that you can quickly take out parts of B.O.S.S.es? Do they generally have weak points?


http://shmups.system11.org/viewtopic.ph ... 58#p501158

adversity1 wrote:For people living in Japan, Grev has updated their Senko events list at the website:

http://www.grev.co.jp/ronde2/top.html

Lots of free plays and tourneys coming up! One in Tokyo today in a place I was just at but didn't know! Fuxx!

I've been spending more time playing the game and have gotten a lot better. I've mastered most of Henri's attacks including BOSS mode. I find Henri working best for me, ironically when I'm on the offensive (he's supposed to be a defensive character). He's got a really wide special attack with M+S so what I do is throw in some reflect units while in barrier (which projects them further), and this traps the opponent since they can't shoot but you can. Then I rush in with M+S and just harass up close. Henri has to be played with the idea of keeping the opponent in one place, not letting them run around the arena.

But he seems to be a solid mid-tier character. There are others obviously stronger. Fabian for instance is just crazy powerful. His 360+C move, the sort of triangular danmaku combined with his dash S burst ball just makes the field hell for the opponent. Luca B cartridge is also really really strong. Marksman rifle charged up is awesome from far, and her close range sword attack does crazy damage.

I was beating people at Club SEGA today and thinking I was doing ok until I went next door to Hey! where there were just some brutal players on the machines. Pretty much everyone was totally sick. This game is getting good attention here and I'm glad.


http://shmups.system11.org/viewtopic.ph ... 39#p503139
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Unread postby El Chaos » 14 Oct 2009 03:31

The new characters and rounders, along with footage:

http://www.grev.co.jp/ronde2/chara13.html
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Unread postby zinger » 14 Oct 2009 08:30

The release date of the soundtrack was September 30. It's available from Sweep and Amazon at least.
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Unread postby icycalm » 18 Nov 2009 17:32

http://postback.geedorah.com/foros/view ... 8111#p8111

Recap wrote:Anunciada conversión a XB360 en la última edición de Famitsu, dicen desde 2 CH.


Recap wrote:Confirmado:

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La nueva entrega de Estpolis será para DS. Mañana, más.




Best news ever.
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Unread postby icycalm » 10 Dec 2009 15:28

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Unread postby El Chaos » 31 Dec 2009 00:00

Just wanted to comment that G.rev's YouTube channel has been updated with tutorials for Version 2.00. This is the playlist for them, it's a lot of vids:

http://www.youtube.com/user/GREVchannel ... 75DBB33CA0
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Unread postby El Chaos » 28 Jan 2010 00:53

http://postback.geedorah.com/foros/view ... 8538#p8538

Recap wrote:Vídeo promocional de la versión 360 en Youtube:

http://www.youtube.com/watch?v=X7H3uAF5Rjs

(el de versión original está aquí: http://www.grev.co.jp/ronde2/about.html )



Y arte de la cubierta en Amazon:

http://www.amazon.co.jp/exec/obidos/ASI ... ref=nosim/



Vía Re: Tawagoto: http://blog.livedoor.jp/od3/
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Unread postby icycalm » 29 Oct 2010 15:55

Cuilan wrote:The Senko DUO port sold relatively well, but the problem was that the game was delayed, was really buggy on release, and G.rev took a huge gamble with including such a complex story mode. There's really no excuse for how buggy the DUO port was, especially considering the delay, but it got fixed eventually. Thought it must have cost them some potential sales. And then there was the story mode, which was nice, but also a very expensive endeavor. All that voice-work, artwork, writing the story, and putting it all together into the game must not have been cheap. My guess is that G.rev was hoping that a complex story mode would attract a broader audience (much like the gameplay changes between Rev.X and DUO), but it didn't turn out that way, and 95% of Senko's current fanbase doesn't care THAT much about the story. They even built expansion support into the story mode and advertised it as a feature, which shows that they were expecting the story mode to be rather popular. G.rev made mistakes and took huge/unnecessary risks.


http://shmups.system11.org/viewtopic.ph ... 74#p624374
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[PC] [PS4] Senko no Ronde 2: Reassembly from DUO

Unread postby recoil » 27 Apr 2017 04:57

https://www.famitsu.com/news/201704/27131851.html
http://senkonoronde2.degicagames.com/

It looks like this is getting a PC and PS4 release this summer under the name Senko no Ronde 2: Reassembly from DUO. From the Famitsu article, it seems to be an update of DUO. I'm looking forward to it and will definitely pick it up once it drops.
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Unread postby icycalm » 19 May 2017 04:56

http://store.steampowered.com/app/57416 ... o_Ronde_2/

September 6.

It's not going to be a straight-up port, hence the 2 in the title.

http://shmups.system11.org/viewtopic.ph ... 7#p1252547

Zaarock wrote:The logo and character art make it look like artists are different this time around. Hopefully old portraits are still kept in as an option, the look of Rev.X&DUO was pretty cool


http://shmups.system11.org/viewtopic.ph ... 4#p1255844

Zaarock wrote:Some gameplay changes looking at the livestream. Upon damaging your opponent they spray out charge-items which are a major source of recovering your gauge. I guess this is to encourage moving around and getting up close but don't see how that would work with a couple characters unless they get changed a lot (Sakurako?). Also looked like there are alternate versions of assists? There was a frontal version of the circular barrier assist, might be shield + assist.

Not a fan of the new character art or UI but this could be the best version gameplay balance wise and that's great.


http://shmups.system11.org/viewtopic.ph ... 5#p1255905

Cuilan wrote:Alright, after looking at the screenshots and new gameplay videos, it definitely looks like DUO. Not a fan of the new interface and artwork though, and it sounds like the VAs are completely different. Now I'm really curious as to why they didn't just do a straight port of DUO instead. I'm going to pick it up no matter what of course, though I do hope they add some meaningful content not found in DUO. Something like all-new characters, new music tracks/arrangements, new stages, new paths in story mode, new game modes, etc. I also hope they'll take this opportunity to address some lingering character balance issues, Sakurako being the character who is most in dire need of some changes. It would also be nice if they changed the assists a bit so that there's actually a good reason to pick something other than the "four corners". Not a gameplay issue, but the main menus could use a redesign, the ones in DUO were rather ugly compared to the ones in Rev.X imho.

While typing this up, I just came to the realization that the illustrated scenes in story mode might also be redrawn in this new style.

Cuilan's new design is ok I guess. Not as good as his previous ones.

Zaarock wrote:Some gameplay changes looking at the livestream. Upon damaging your opponent they spray out charge-items which are a major source of recovering your gauge. I guess this is to encourage moving around and getting up close but don't see how that would work with a couple characters unless they get changed a lot (Sakurako?). Also looked like there are alternate versions of assists? There was a frontal version of the circular barrier assist, might be shield + assist.

Not a fan of the new character art or UI but this could be the best version gameplay balance wise and that's great.


I didn't see the livestream, but those charge items are from DUO's score attack mode. Though in score attack, all they did was add points to your score.

Using them to recharge the gauge seems like the only potentially good change in the game so far.
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