Author Topic: Akai Katana [Cave, ARCADE, August 19, 2010]  (Read 54364 times)

Offline brentsg

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #90 on: July 23, 2010, 06:32:03 PM »
The overall design and the bullet patterns look fun.

Offline skykid

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #91 on: July 24, 2010, 07:08:33 AM »

Man, I just filled the cup over this. It's exactly what I wanted Cave to do next.

I saw it in dreams.
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Offline rtw

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #92 on: July 24, 2010, 07:19:32 AM »
From the videos it doesn't look like 15k, can anyone going to the location test try to determine resolution... please :) ?
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Offline SuperPang

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #93 on: July 24, 2010, 07:39:31 AM »
It said 15k on the flyer and I think they're Egret II's. Looks low res to me.

EOJ has a point that the rendered graphics for the big planes etc look like a step up though. Although its hard to tell exactly how pretty it is from a Youtube video.

Offline dorakyura

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #94 on: July 24, 2010, 11:24:40 AM »
http://www.youtube.com/watch?v=PDYfDCcbny8

Yet another youtube movie. Low quality, shaky and lots of heads, but shows two players and a bit more of stage 3 (unfortunately the remaining player dies before the third boss can summon anything).

Offline emphatic

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #95 on: July 24, 2010, 11:58:02 AM »
Nice video. I just wonder if it's harder than it looks, considering there's not yet a video of anyone completing the third stage. Doesn't look that hard IMHO.

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #96 on: July 24, 2010, 02:58:19 PM »
Just about every Location test version of a Cave game has been harder than its final release, too.
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Offline brentsg

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #97 on: July 24, 2010, 05:36:26 PM »
It would be so cool if the 360 ports included the location test versions and such.

Offline HVL

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #98 on: July 24, 2010, 05:44:40 PM »
It would be so cool if the 360 ports included the location test versions and such.

Yeah, it'd be a really cool gimmick but I think it's pretty safe to say it's not happening, ever.

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #99 on: July 24, 2010, 05:49:34 PM »
M2 gave us Futari 1.01, that's about as much as we can hope for in a port. Cave wasn't so generous with DSII - it would have been a lot of fun to try out vers 1.0 and 2.0 in that game.
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Offline Kewing

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #100 on: July 24, 2010, 06:15:01 PM »
Wow wow wow, those look lovely. It was high time Cave released something like this. Scoring system looks quite complicated, but I like the galuda-esque approach (tho I'm not fond of the suicide bullets there, I hope it won't be much of an impact). Do I see a little DFK there, with the red laser cancelling? I don't know, but it looks like it may be mandatory for some places (stage 2 boss). Also gotta love the battleship summons in the boss battles; they are right down impressive.
Also, like it's been mentioned, there seems to be a lot of guitar in the background; maybe I wasn't too farfecthed and Hosoe's back? Or maybe Kamikura and Kudo are given a more prominent role in this one?

(Very minor detail, but I like they started using different colors for bullets again)

Offline GaijinPunch

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #101 on: July 24, 2010, 08:29:37 PM »
I would assume that most loke-test versions (in complete form anyway) are somewhat haphazardly taken care of.  When it all comes down to it the source code is no more than a collection of various routines and graphics.  Some of those graphics and routines would be overwritten, some would be substituted, some simply altered.  So, unless you're aiming to offer the loke-test version at a later date, it's an awful lot of crap to keep up with.  I think any programmer would agree it's awful practice to completely overwrite an older version of something, but maintaining an awful lot of code gets shitty cumbersome.

Back off that tangent, I've not made it down to Hey!.  That water balloon fight did hell on my ankles, so I got some well-deserved sleep this weekend.  I excercise a lot but never sprint (never for my life...especially when I'm just running from water).  W/ hindisght I should've been a total vaj and worn red & ridden my bike everywhere.
« Last Edit: July 27, 2010, 07:39:46 AM by GaijinPunch »

Offline dorakyura

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #102 on: July 25, 2010, 05:12:24 AM »
Quote
Guessing that they use some kind of version control system (svn, hg, git) going back from the final version to the loke test one shouldn't be that big of a problem, though. Of course this implies that the company doing the port would need access to the source of the loke version snapshot, too.

Even w/ such systems, it's added work... not to mention far less rigorous bug testing.
« Last Edit: July 27, 2010, 07:40:55 AM by GaijinPunch »

Offline SuperPang

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #103 on: July 25, 2010, 06:31:49 AM »
it would have been a lot of fun to try out vers 1.0 and 2.0 in that game.
I think the constant crashing would get annoying =D

Offline Kaneda

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #104 on: July 25, 2010, 07:40:56 AM »
I gave it a try this weekend and thought it kind of sucked.

They have a month to tweak some things but I don't think I'll be playing it much when it comes out. It looks badass, at least.

Offline Ravid

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #105 on: July 25, 2010, 09:16:34 AM »
So (and this is obviously pure speculation at this point) it looks like survival gameplay consists of going into ninja mode and building up a bunch of orbiting green things so that when the green meter depletes, the green things instantly recharge it and you go back into ninja mode.

I really hope there's more to it than that; this game seems to have some really cool patterns which I'd actually like to dodge.

It could have a kind of ESPGaluda II thing going on if they a) severely reduced the rate at which the green meter recharges (like to 1/3 of what it is now) and b) made it harder to push the bullets right off screen with the reflect power.

Ah well, enough speculation. I look forward to seeing some videos of the final version being played properly.

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #106 on: July 25, 2010, 03:04:09 PM »
Thanks for the impressions, Kaneda. If it feels at all like Futari Arrange, I don't think I'm going to like it.
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Offline dorakyura

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #107 on: July 25, 2010, 04:49:34 PM »
Two more youtube vids:

http://www.youtube.com/watch?v=Ua3_nsVw8Lw
http://www.youtube.com/watch?v=ReXMV4WWCvQ

The first one tries to give an impression of the soundtrack (audio only). The second one shows stage 3 in decent quality and the guy actually lives long enough to have the boss summon something :-)

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #108 on: July 25, 2010, 06:31:45 PM »
I do see slowdown in that stage 3 vid, usually when you have a lot of items rotating your ship.
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Offline Kaneda

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #109 on: July 25, 2010, 06:32:58 PM »
Thanks for the impressions, Kaneda. If it feels at all like Futari Arrange, I don't think I'm going to like it.

Yea it feels a ton like Futari Arrange, mixed with some Galuda II if you screw yourself over leaving bullets on the screen. Very hectic, but not much fun.

Offline EOJ

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #110 on: July 25, 2010, 06:35:56 PM »
Also looks like some hit/chain system tossed in. Bleh. I think Asada said this was his first arcade game he was involved in. If so, maybe he should stick to making the crappy home port arrange modes.
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Offline Tesuman

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #111 on: July 25, 2010, 11:40:08 PM »
The Tokyo Tower in the opening is cute.

I guess the "circling tanks" had to be used again, which help justify the strange perspective.

Offline HVL

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #112 on: July 26, 2010, 01:44:19 AM »
Also looks like some hit/chain system tossed in. Bleh. I think Asada said this was his first arcade game he was involved in. If so, maybe he should stick to making the crappy home port arrange modes.

Yeah, the game is graphically awesome but the gameplay seems pretty damn underwhelming. It screams Futari Arrange all over the place. Also, since the release date is supposed to be in less than a month, I don't think we can expect any major improvements over the loke test version.

Offline Chi_Ryu

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #113 on: July 26, 2010, 08:48:11 AM »
Also, since the release date is supposed to be in less than a month, I don't think we can expect any major improvements over the loke test version.

Agreed - until the (almost certain, given Cave's past form) 1.5 and Black Label releases, that is.
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Offline Monouchi

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #114 on: July 26, 2010, 10:41:39 AM »
Only me that thinks it looks fun?  :P
Im drooling after collecting those rotating boxes, as many as I can!

Offline SuperPang

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #115 on: July 26, 2010, 12:37:54 PM »
After watching the videos properly I'm inclined to agree that theres a bit too much reflecting and not enough dodging going on. I hope they get the excitement factor right for the finished version because I love the design and I might be able to get the cash together (at the expense of everything else on my wishlist). I await more impressions.  :-\

Offline markedkiller78

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #116 on: July 26, 2010, 01:03:58 PM »
It does look a little too, undodgeable> hit barrier.

Still, the overall art direction looks promising and cave have yet to deliver a poor arcade score mechanic IMO.

I'll remain optimistic for the console release :)

Offline Tesuman

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #117 on: July 26, 2010, 08:04:37 PM »
Also, since the release date is supposed to be in less than a month, I don't think we can expect any major improvements over the loke test version.

Agreed - until the (almost certain, given Cave's past form) 1.5 and Black Label releases, that is.

Beat me to it.   *laughs*

Offline Tesuman

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #118 on: July 27, 2010, 12:45:07 PM »
Say, what does it say in the bombs?

(Haven't seen the third one yet)


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Offline Fu-ZAN

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Re: Akai Katana [Cave, ARCADE, August 19, 2010]
« Reply #119 on: July 27, 2010, 06:26:28 PM »
I'm surprised by the bad impressions given by the people who played it so far. Isn't there a notebook in the game center where players can write the pros and the cons ? If so, maybe Cave can still arrange a few things for the final version.