default header

Games

[AC] [360] Death Smiles II ~Makai no Merry Christmas~

Moderator: JC Denton

[AC] [360] Death Smiles II ~Makai no Merry Christmas~

Unread postby Recap » 20 Jan 2009 11:52

Revealed through the latest investor's report. Will be Cave's AOU 2009 shooting game.

Image

http://insomnia.ac/archive/games/unknow ... 090119.pdf

Via http://gamenyarth.blog67.fc2.com/
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby icycalm » 20 Jan 2009 19:28

Certainly didn't see that coming. I do like the idea of another new horizontal shooter. Some variety in the arcades is much needed these days. Quite a change for Cave though, huh? Going from "horis really don't work for our style of game" to having three of them in their catalog.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 26 Jan 2009 08:30

It just occurred to me that if Cave really is moving to new hardware, and if DS2 is indeed in high res, that would explain why we didn't get a second shooter in 2008. DS2 would certainly be the perfect game for them to go high res too.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby Recap » 26 Jan 2009 11:09

icycalm wrote:It just occurred to me that if Cave really is moving to new hardware, and if DS2 is indeed in high res


You talk as if that would have been hinted somewhere. Seriously, I don't see any strong enough reason for Cave to move to new hardware, especially for a Death Smiles sequel (DS wasn't exactly their most CPU demanding game). I think Cave is well aware that its graphic style just doesn't work in hi-res. The 360 port of DS lets us know that they could have easily taken that path when they designed their SH-3-based hardware (is there indeed actual evidence of that not supporting hi-res?) And finally, their latest investor's PDF didn't exactly show the shooting segment as the area they're focusing on their attention these days.

Just my speculation, but hey, beat that!
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby icycalm » 26 Jan 2009 12:04

Recap wrote:You talk as if that would have been hinted somewhere.


Nah, I talk like this with every new Cave game since Espgaluda II. I keep hoping, and to an extent expecting, their next game to be high res.

Recap wrote:Seriously, I don't see any strong enough reason for Cave to move to new hardware, especially for a Death Smiles sequel (DS wasn't exactly their most CPU demanding game).


I think I read in an interview on GP's site that DS is more hardware intensive than Futari. But regardless, it's pretty obvious to me that something has to be done about all the (clearly unintentional) stuttering in some/many of their newer games. Futari is nearly unplayable to me for this reason. DFK is reportedly quite bad too. It is clear that, even if he sticks with low res, Ikeda's efforts would benefit from a hardware boost. It doesn't really matter at which game they choose to make the upgrade -- sooner or later they'll have to do it.

As for why I think DS2 would be perfect as a high res game: to me, the original represents the best work they've done in terms of graphics, overall (meaning art + technical achievement), perhaps with the exception of the second Galuda. Sprite work is rough in places, but that can be said of all their recent efforts. Also, it seems to be their most popular game with the "casual" crowd (even Brandon was drooling over it), and they are the ones most interested in graphics. It would make sense to give them even more eye candy in a sequel, and in a format (horizontal) which is better suited for porting.

Recap wrote:I think Cave is well aware that its graphic style just doesn't work in hi-res.


I don't see why it wouldn't. I think if done well it'd be completely stunning.

Recap wrote:The 360 port of DS lets us know that they could have easily taken that path when they designed their SH-3-based hardware (is there indeed actual evidence of that not supporting hi-res?)


lol

Dude, there are times during Futari when you think the game has crashed. You sit there for like an entire second and nothing happens. It's the worse stuttering I've ever seen in an arcade game. Whether the SH-3 board can output in high res is irrelevant. It could never RUN those games at high res.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby Recap » 26 Jan 2009 12:33

icycalm wrote:
Recap wrote:I think Cave is well aware that its graphic style just doesn't work in hi-res.


I don't see why it wouldn't. I think if done well it'd be completely stunning.


Oh, c'mon...

Image

icycalm wrote:I think I read in an interview on GP's site that DS is more hardware intensive than Futari.


If that's true, then I eat my words; Mega Black Label seems to be several times more CPU-demanding than DS.
Last edited by Recap on 26 Jan 2009 12:53, edited 2 times in total.
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby icycalm » 26 Jan 2009 12:37

Recap wrote:Oh, c'mon...


I am not sure what you mean by this, or by the image you linked. If you are somehow suggesting that the SH-3 board could run any modern Cave game at high res you are mad.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby Recap » 26 Jan 2009 12:47

Alright; I edited my previous post.
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby icycalm » 26 Jan 2009 13:17

Oh, ok, now I understand.

I still don't agree though. The example you gave is anyway inadequate. DS is a low res game: it was planned as a low res game from the beginning. Judging Cave's potential for high res games by the high res version of Death Smiles is unfair.

And even then, I am not going to draw any conclusions about high res DS before I actually see it in motion. But like I said, even if it doesn't look very good, that would still not say much for the company's future potential with high res games.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby Recap » 26 Jan 2009 16:12

I'm afraid you won't even get to see it in hi-res, but in an uglier hi-res-to-HD upscaled mode.

And what can I say. I'm not exactly a fan of pre-rendered graphics. Everything I've seen in high res looked bland or soul-less, when not awful. I strongly believe that you do need scanlines and hand-made per-pixel reworking in order to get Pulstar or Cave games' usual beauty.
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby Recap » 02 Feb 2009 11:51

Cave's confirmation on Death Smiles II being shown at AOU 2009. It'll be playable, Inoue will act as the art director and Basiscape for the BGM once again.

Via Game Nyarth.
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby Recap » 06 Feb 2009 12:25

Preliminary site open. A lovely picture and the full name: "Death Smiles II ~Makai no Merry Christmas~":

http://www.cave.co.jp/gameonline/deathsmiles2/

First time ever a Christmas-themed video-game isn't delberatedly released on Christmas time?
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby icycalm » 11 Feb 2009 08:50

adverse wrote:Pretty annoying interview with the main developer of the game up at the AOU blog here:

http://cave-gameshow.cocolog-nifty.com/ ... -7c03.html

The only real info he drops between telling the interview that you'll have to play the game to see what's new is that

1) Elements of the DS1 system are continued in the sequel

2) The game is indeed on new hardware, and this allows it to be a bit different 'CAVE shooting'. No further details.

...


http://www.cave-stg.com/forum/index.php ... 31#msg8231
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby Recap » 11 Feb 2009 11:10

Sounds as if they just said 'hello' to real-time 3D...
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby Recap » 19 Feb 2009 11:33

Image

http://cave-gameshow.cocolog-nifty.com/ ... -786b.html

Vewlix cabs for DSII exhibition at the AOU. That almost implies Type X 2. Hoping it doesn't lead to "real-time 3D" though.
Or if they didn't want players to credit feed, since basic design choices all point to COIN OP.
Recap
Insomnia Staff
 
Joined: 17 Dec 2007 22:18

Unread postby Tain » 20 Feb 2009 17:30

User avatar
Tain
 
Joined: 15 Jul 2007 05:28

Unread postby jiji » 20 Feb 2009 19:26

jiji
 
Joined: 22 Oct 2007 18:39

Unread postby icycalm » 20 Feb 2009 21:45

The end of an era.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby JoshF » 20 Feb 2009 23:04

For all intents and purposes Cave was 3D since Dangun Feveron. The "rendering" just let them do it on cheaper hardware.
User avatar
JoshF
 
Joined: 14 Oct 2007 14:56

Unread postby icycalm » 21 Feb 2009 10:18

Dude, that's nonsense talk. I understand you might not be a fan of their sometimes cheap 2D work, but to say that the graphics of this game are equivalent to those of the first one you have to be half blind.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby Japhei » 23 Feb 2009 19:56

Solid 2D art seems to be making its way out of arcade gaming.

Maybe King Of Fighters XII can reignite the use of sprites. SFIV just did not flow like SFIII did. I am sure Cave is making this on some PC hardware thinking about the easy port afterwards.
Last edited by Japhei on 24 Feb 2009 00:00, edited 1 time in total.
Just a Couple More Shots!
Japhei
 
Joined: 23 Feb 2009 19:46
Location: Tampa

Unread postby recoil » 27 Feb 2010 10:48

http://www.cave.co.jp/gameonline/Xbox360/deathsmiles2x/

A 360 port has been dated for May 27.
User avatar
recoil
 
Joined: 26 Feb 2010 22:35
Location: California, USA

Unread postby icycalm » 27 Feb 2010 13:49

Jesus Christ, they are not kidding with these ports. Next thing you know they'll be porting the cellphone games.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 27 Feb 2010 14:54

http://postback.geedorah.com/foros/view ... 8936#p8936

Recap wrote:Lo sabemos desde el verano [ > ] pero ha sido formalmente anunciada y presentada la conversión / 'remake' para 3-60 en el Xbox Shooting Festa 2010. Apartado gráfico rehecho y adaptado a los 16 : 9. Nuevos 'bosses', 6 personajes iniciales (dos nuevos procedentes de DS), 27 de Mayo en dos ediciones disitintas (un álbum musical para la edición limitada, una tarjeta de descarga de bandas sonoras alternativas compuesta por un buen puñado de músicos externos para los prepedidos). Su nombre: "Death Smiles II X ~Makai no Merry Christmas~":

Image

http://news.dengeki.com/elem/000/000/241/241822/

http://www.famitsu.com/game/news/1232480_1124.html

http://www.cave.co.jp/gameonline/Xbox360/deathsmiles2x/


El 'promo video', para quien no lo quiera descargar del sitio oficial: http://www.youtube.com/watch?v=A0_iQxBWStE
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 29 Nov 2010 19:41

Review of the port:

http://www.cave-stg.com/?p=227

Image

Interesting stuff. And the game looks much better in his screenshots than anywhere else I've seen it, probably because the screens are real screens he shot himself off his monitor. Too bad he's still using a lame blog layout for his reviews.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands


Return to Games