Author Topic: Akai Katana [Cave, ARCADE, August 19, 2010]  (Read 49145 times)

Jockel

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #150 on: August 19, 2010, 02:31:39 AM »
Is it just me or does the perspective make no sense? :3
You see the background from the top, but the players ship from the side?
If that's intentional, than that's some mad flying skills on display.  :righton:

Offline Lunchbox

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #151 on: August 19, 2010, 03:21:20 AM »
Autobomb!!!!! Isn't it?
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Offline emphatic

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #152 on: August 19, 2010, 03:36:31 AM »
Let's hope for an arrange soundtrack should this be ported to 360. Guitar masturbation is meh. :whyioughtta:

Offline bcass

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #153 on: August 19, 2010, 04:45:25 AM »
Yeah, can't stand all that self-indulgent guitar crap either.  Let's have some proper VGM Cave.

Part of me hopes this flops badly so we can see an end to this tedius PCB > Home Systems cycle.  It might mean an end to low-res from Cave, but at least it would put to bed all this slowdown bullshit we get when it comes to port time.

Offline HVL

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #154 on: August 19, 2010, 04:51:05 AM »
I have to agree too, not very good music.

Offline Lusche

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #155 on: August 19, 2010, 05:12:54 AM »
doesnt anybody think besides me that its strange that if you bomb you're losing all your bomb stock ?
it doesnt matter if you have 1,3 or 4 bombs in stock ... once you bomb all of them are lost ? bug or intended since this wasnt in the loc test ...

Offline Kaneda

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #156 on: August 19, 2010, 05:27:34 AM »
I played it this afternoon and cleared it after four tries. Not especially difficult. I beat both the stg 5 boss and theTLB my first try :/

Better than the loke test but it doesnt feel deep enough to warrant much play time. Its fun killing bosses and big enemies with the laser while in human form but there needs to be more stages or something.

@Lusche - Thats the autobomb that kicks in when youre on your last life.

Offline Tesuman

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #157 on: August 19, 2010, 06:44:48 AM »
Are the endings at all decent, or just one or two screen crops?

Offline Kaneda

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #158 on: August 19, 2010, 07:04:10 AM »
A few still images, like the rest of their games. I honestly wasnt paying attention and skipped to the high score screen so I could go home..

inp

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #159 on: August 19, 2010, 07:23:23 AM »
Not very impressed with it at all. Looks like it should have gone "straight to console".

Offline zlk

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #160 on: August 19, 2010, 09:15:06 AM »
If I had the money, I would buy this game.  I think it looks like a lot of fun.  The first "complete" run is already on nico.  It is a 1-loop video, not sure if the game has some second loop or not.   :righton:

Offline Dale

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #161 on: August 19, 2010, 10:54:09 AM »
I think the stage 4 music is awesome. I also like the enemy placement throughout.

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #162 on: August 19, 2010, 11:53:38 AM »
Game was directed by Tsuneki Ikeda, not Asada. Asada is only listed in the "Special Thanks" section at the end of the credits.

There are 6 programmers in this game, including YAGAWA:

Tsuneki Ikeda
S. Yagawa
Daisuke Koizumi
Toshihiko Sera
Takashi Ichimura
Yuji Inoue


Sera has previously done their in-house ports, and I've not heard of Koizumi before.

Music is by Ryu Uemoto, not Namiki.
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Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #163 on: August 19, 2010, 12:01:57 PM »

Better than the loke test but it doesnt feel deep enough to warrant much play time.

I'd bet there will be code-unlockable extra modes or other elements that will start popping up in a month or so. Every (non-BL) release in the past few years has had some code-unlockable elements.
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inp

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #164 on: August 19, 2010, 12:50:17 PM »
Music is by Ryu Uemoto, not Namiki.

Yeah, it didn't sound like Namiki to me. He would have made a much better soundtrack too.

Offline moozooh

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #165 on: August 19, 2010, 01:05:25 PM »
Had Namiki handled it himself, it would have been another batch of remixes on his 1996?2002 works, including another six variations on DonPachi 1st stage theme and assorted unimaginative loli-detroit-techno. Thanks, but I'd take something original any day.
<dan76> As it is I'll have to endure high res - life's hard.

Offline Lusche

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #166 on: August 19, 2010, 02:49:54 PM »
@Lusche - Thats the autobomb that kicks in when youre on your last life.

ah didnt know that ... its more like a 'this is your last chance' than being helpfull ...
but if the game had the autobomb feature from dfk 1.5 it would be too easy

but the game is pretty short ? 25min for a full run :(

Offline dan76

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #167 on: August 19, 2010, 03:48:30 PM »
Call me shallow, but I'd probably play this game for graphics alone - I think it looks gorgeous. Also, good news that the auto bomb is only on the last life etc. On the youtube vid there seems to be a fair amount of slowdown, which I also like... The only thing I'm not sure about is the transforming/reflecting bullets thang.

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Offline MX7

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #168 on: August 20, 2010, 02:05:46 AM »


but the game is pretty short ? 25min for a full run :(

UH OH

Offline SuperPang

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #169 on: August 20, 2010, 06:24:42 AM »


Offline emphatic

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #170 on: August 20, 2010, 06:47:14 AM »
OMG! You bought it!?  :o

Offline moozooh

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #171 on: August 20, 2010, 06:59:52 AM »
Damn nice art without underage girls or melon breasts for once! :righton:
<dan76> As it is I'll have to endure high res - life's hard.

Offline markedkiller78

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #172 on: August 20, 2010, 07:44:38 AM »
CV1000-D. Is that the same revision as DFK BL?

Damn nice art without underage girls or melon breasts for once! :righton:

I like big pig / young boobs.

Offline SuperPang

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #173 on: August 20, 2010, 08:14:52 AM »
So I played a few credits. It hasn't blown me away yet but I am enjoying it more with each game as I figure stuff out, although I'm still a long way from understanding the scoring fully so forgive me if I get anything wrong. ;)

The system seems to be that you shoot enemies for energy, tap shot to absorb Progear style, hold shot to have it circle your option. You can then manoeuvre the energy orbs over bullets to increase them in size (feels a bit like Deathsmiles suicide bullets). If you leave them too long they shrink.

D button turns you into your character. The energy can be used offensively as a laser by holding the fire button (no shield), or defensively by tapping it. This repels the bullets and destroying enemies here gives you gold.

Thats as much as I've figured out. :rolleyes:

It's one of Caves easier games to play through and much like DFK, is all about the scoring rather than the survival. Its as generous with the energy shield as DFK is with hypers. I think autobomb on your last life is a good compromise too.

Presentation is lovely, graphics are some of the best seen on the hardware. Music is a step back to dodgy rawk.

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #174 on: August 20, 2010, 09:57:08 AM »
Thanks for the impressions. The PCB looks like a regular CV1000-D configuration, so I was quite wrong about it being upgraded hardware. I am very impressed with what they pulled out of the board (graphically) in this game.
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Offline moozooh

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #175 on: August 20, 2010, 10:00:30 AM »
Agreed, the game looks gorgeous and actually well-directed in terms of design (at least if you don't mind playing with perspective).

Also, since there doesn't seem to be a whole lot of bullets unlike most other recent titles, it doesn't slow down too much either!
<dan76> As it is I'll have to endure high res - life's hard.

Offline brentsg

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #176 on: August 20, 2010, 10:38:58 AM »
Seems terribly short from the videos.  There have to be at least 1-2 locked stages.  I don't think Cave would have something new like this in development for a year only to deliver a 25 minute game.

Offline Tesuman

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #177 on: August 20, 2010, 07:57:26 PM »
ESProgearSmiles-jigokutatsu...?

Offline Icarus

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #178 on: August 21, 2010, 04:05:33 AM »
That poster looks amazing, best art since Ibara's I reckon.
Now to wait until one becomes available somewhere. :P

Offline SuperPang

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #179 on: August 21, 2010, 09:01:13 AM »
Really enjoying it now.

There are a couple of things I either forgot to mention or didn't notice (although someone probably beat me to it anyway.)

Every life lost extends the ninja gauge a bit. The red lasers slowly deplete a life rather than killing you.

You can hold gold around your ship and increase it by touching bullets or enemies, just as with the energy. Here lies the danmaku, and the fun factor. It's pretty satisfying negotiating a load of bullets for insane gold increase. Your score soon shoots up when you find the sweet spots.

Ships are rather twitchy when you're tapping fire or pressing C. The significant speed reduction when lasering ties in with when you're defenceless and going for gold which works really well.

Holding your option over bosses/midbosses releases extra energy. Bloody risky though.