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Ultima 393th Post
Silver Customer
| "Re(3):Nejibako and Samurai tests very soon" , posted Wed 27 Apr 06:05
re: the art
The detailed clearn artwork reminds me of Senri Kita.
And yay to new SS being true. Now let's hope some of those other rumours we heard pan out. An update to SS0S would be fine. No need to go overboard and update all the sprites (though it would be nice, but I'd take old sprites + more characters > new sprites + fewer characters).
No doubt the E button will retain most/all of the functions that the D button had before, and A,B,AB,C will get mapped to A,B,C,D now. I would like to see the return of A,B,Ab for slashes and C,D,CD for kicks, but I seriously doubt it.
-- Ultima - The Right arm of Scrub Voltron http://uramble.com/index.html - U's Rambling Page
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Iggy 6399th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Re(10):Nejibako and Samurai tests very" , posted Thu 28 Apr 16:55:
quote: Not obviously. We could dream and hope Playmore actually LEARNT THEIR LESSON this time, considering the amount of people who bitched about the SSZS censorship.
Actually, many people bitched about many zetsumei being gross. You had some really nice ones, like Suija, Enja or Ukyô's, but for many characters it was just doing a normal move over and over until the body collapse. If they had all been character exclusive (or if some hadn't the body explode, for example Nako, Rera, Mina or Gaô could totally have done without it) it would have been better. But yeah, they won't put even the basic "body slashed in two" anymore.
EDIT : also, Nejibako won't be released before summer, and the PS2 port of MOTW has been pushed back to june.
ねんがんの ネ申ゲーをてにいれたぞ!
[this message was edited by Iggy on Thu 28 Apr 17:11] |
shin ramberk 106th Post
Regular Customer
| "Re(6):Re(10):Nejibako and Samurai tests very" , posted Thu 28 Apr 22:23
quote: Not obviously. We could dream and hope Playmore actually LEARNT THEIR LESSON this time, considering the amount of people who bitched about the SSZS censorship. Actually, many people bitched about many zetsumei being gross. You had some really nice ones, like Suija, Enja or Ukyô's, but for many characters it was just doing a normal move over and over until the body collapse. If they had all been character exclusive (or if some hadn't the body explode, for example Nako, Rera, Mina or Gaô could totally have done without it) it would have been better. But yeah, they won't put even the basic "body slashed in two" anymore.
EDIT : also, Nejibako won't be released before summer, and the PS2 port of MOTW has been pushed back to june.
Hey Iggy or anyone else, is there a site with descriptions or movies of all the zetsumei. I was always curious about these. Shame they removed them. No one had to use them.
Go buy the new Warlock series by Marvel. It is good support this title!
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Abster 21th Post
New Customer
| "Re(6):Re(10):Nejibako and Samurai tests very" , posted Thu 28 Apr 23:34
quote: Actually, many people bitched about many zetsumei being gross. You had some really nice ones, like Suija, Enja or Ukyô's, but for many characters it was just doing a normal move over and over until the body collapse. If they had all been character exclusive (or if some hadn't the body explode, for example Nako, Rera, Mina or Gaô could totally have done without it) it would have been better. But yeah, they won't put even the basic "body slashed in two" anymore.
Goddamn soccer moms. Don't they realize dismemberment has been part of Samurai Spirits since the beginning? If they hate it so bad, start bitching at the arcade operators and make them turn down the violence. MVS and such has a violence setting. They can adjust it themselves, they don't need to make SNKP do it for them.
http://img.photobucket.com/albums/v311/Abster316/dedication3.gif [Image Attached]
There's no substitution to dedication
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Iggy 6419th Post
Platinum Carpet V.I.P- Board Master
| "Location test reports + move list" , posted Sat 30 Apr 10:01:
quote: I think it's kinda stupid to jump to "quality conclusions" just because of two pieces of artwork (I don't find it ugly, just "average", which I agree to an extent is very much SNKP fashion). Once we see evidence of rehash in screenshots, THEN we should complain.
I was talking about the art, not the game. And it's going to be rehash.
And yeah, old SS art was kinda ugly, but after SS0 and especially Supisupe's incredible quality, it's already a big letdown...
Either way, I'll say it now while it's still valid : I love Samusupi.
I'm surprised the Imoya effect didn't happen this time (everybody being raving about the game before the betatest). I guess the absence of Yuki, a crappy illustrator, a crappy title and a crapy logo already warned everybody about the quality of the game. Some jokes about the stupid title are good. Samurai Spirits Tenkaichi Budokai. I imagine Haô○ looking at Amakusa's castle like in Kôrin, with a timer : you have only 8 minutes to go there, or the tournament will be over without you. Or something.
EDIT : Source >>411 (seems more reliable than the dreammatch guy) 24 characters from SS0, Wanfu (with a new weapon, a mace with a big metal ball), 396, and 2 new characters, Andrieu (??? André? he has one of these rifle with a blade on the bottom whose name escape me for now. Baillonette?) and Sôroku (Looks like like Gaira in SS0, or Wanfu's pause in SSS). Other characters ahead. The sprites are Supisupe with some color tweaks. Several new moves. The backgrounds are 3D, and the difference with the sprite is only slightly less ugly than in Nowave. Ha! The battles had to stop when the machine broke. 1P only now.
MOVES
Around 10 CHARACTERS WOULD BE HIDDEN !? Even if you count Yumeji, Poppy, and the 4 bosses... that's quite a lot. Mamahaha ? If Imoya is indeed making it, then the balance is going to be terrible.
The modes : ken = the same mode as usual. Apparently, there is no meditation or mu no kyôchi. You can make a hiôgi when you have little energy left, and a bukitobashi when the ken gauge is max. Ikari = AB = very strong slash, which has super armor (even if you're hit, it doesn't stops the move). No hiôgi or buki tobashi. More attack and protection. This is so bad it's almost funny.
One good detail : the jumps are lower, and the speed has been adjusted, it feels more smooth. Also, Gaira seems to be bald.
Kuroko and Hikyaku (bombs and life up) are back. You can choose if you want Hikyaku or not. The scenario seems to be the one in that Supisupe kanzenban (Kuroko, etc).
I'll go back to Romamin, and won't bother with this game until some says Yuki is actually doing it.
ねんがんの ネ申ゲーをてにいれたぞ!
[this message was edited by Iggy on Sat 30 Apr 20:25] |
Iggy 6420th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Location test reports + move list" , posted Sun 1 May 04:56:
What I can say on Sôroku : he has a wife, a little girl and a dog. Also, the SSS sprite of Wanfu has clearly been used as a base for most of his moves (since their weapon is so close, and Wanfu has a new one now). Another style of copipe.
As for Andrew (thanks Nate), he is a hadô-shôryû character, with a ranbu, moves that connect to each other, lot of reach, etc. many say he comes from another game. And more generally, several bukitobashi have been said to connect with a middle slash. Imoyaaaa !
quote: And 10 hidden chara's?
The guy says "10", but I clearly see 12 squares on the select screen. On one hand, nothing say all those squares ought to be filled with anything. On the other, 12 characters to unlock would be something that will sell some AW cards. Or maybe they will be default, but they haven't been finished for the test.
quote: Amakusa Gaoh Zankuro Mizuki Yumeji
Those are a given. But the others would need to have new sprites... I would favor Nicotine and Chamcham over Asura and Shiki, but 0 effort characters like Poppy or rasetsu Galford (you just have to change his head and give him his throws) seem more reasonnable. The question being "who would want to unlock Rasetsu Galford".
ねんがんの ネ申ゲーをてにいれたぞ!
[this message was edited by Iggy on Sun 1 May 05:32] |
beto 861th Post
Red Carpet Regular Member++
| "New Report (in english)" , posted Sun 1 May 11:50
http://chris-and.nihongonauts.com/index.php?p=34
quote: Last night I stumbled across news of a new Samurai Showdown / Samurai Spirits game from SNK Playmore on the Atomiswave arcade board. After clarifying this on the official SNKP site I also discovered that a location test is going to be held this weekend in Club Sega, Shinjuku. This morning I went to check it out.
Saturday 10:30 am
The basement floor of Club Sega was quiet in general, but there was a big crowd gathered in one corner. The game itself was running on two back to back arcade cabinets that were in parallel with a wall, and a large screen was also linked up so that it was easy to get a good view of the game.
A crowd of between 20 and 30 people were sat on the floor in front of the screen, while other people chose to stand and watch. The queue to play the game lead into the stairwell, up to the first (ground) floor, and out of an emergency exit onto the street.
Most of the people there were holding photocopied move lists for the game, so I watched the game for a while and waited for the next batch of photocopies to arrive.
Initial Impressions
Before I start, it is worth emphasising that this is game is very much a work in progress. I have no idea how complete it is, so many things could be changed between now and when the game is finally released. Also, photography was prohibited, and I have no screenshots of the game.
Firstly, the game is not visually impressive. Apart from the new characters, all sprites seem to be recycled from previous games in the series. No big surprise there then. However, the presentation and backgrounds are also weak. The character select screen looks muddled and rushed. You select a character from a kind of grid that can by cycled endlessly. Once done you then select various system options, intercut with some really shoddy ‘fusuma’ graphics. These really do look bad.
There only seemed to be a handful of stages available, and none of these impressed me. In fact, I would say that most of them simply look poor. Nothing that was available seemed to have any originality either. One stage overlooks a harbor filled with boats, while another takes place in a street. I can’t really go into much more detail as they were very bland indeed. Not only that, but I was wondering why this game was running on the Atomiswave, as I swear the NEO GEO could do a better job than what was on show here.
Characters
So far not so good. However, the character roster was quite good with a total of 28 available to play, and hints that there would be more available in the final game.
Andrew - New character. One of his moves is called Statue of Liberty, so it would appear that he is American. Looks like a cross between Charlotte(!) and Kagami from the Last Blade games. Brandishes a rifle with bayonet attached.
Sugoroku - New character. Dressed in ‘Matsuri’ clothing and carries what appears to be a large bell for a weapon. Imagine a smaller version of Wan Fu from Samurai Shodown 2.
Wan Fu - Old character revived. Wan Fu’s sprite is new, which is a shame as this incarnation actually looks worse than the one in Samurai Shodown 2. His weapon has changed once again: This time it is a large metal ball on the end of a pole. Fighting style doesn’t seem to have changed significantly.
The rest are all old, so I will just list them.
Sankuro Mina Yunfei Yoshitora Haohmaru Nakoruru Rimururu Hanzo Galford Ukyo Genjuro Kyoushiro Basara Shizumaru Gaira Jubei Charlotte Tam Tam Kagetsu Sougetsu Rasetsumaru Rera Enja Suija Kusaregedo
Gameplay Impressions
After watching quite a few matches and picking up a copy of the move list, I headed for the stairs to queue for a game. One hour or more later, I got to play it. My opponent, who had already played a few rounds earlier, was using Genjuro: already a popular choice as he was clearly easy to use and strong with it. I could have just picked Genjuro myself, but went for Ukyo as I hadn’t seen him in action up until that point, and because I am reasonably familiar with him.
The system uses five buttons. A - weak slash B- medium slash C - strong slash D - kick E - various. Used when throwing, when dodging etc.
After selecting a character you then choose one of two game systems. I didn’t get a good chance to study the difference between the two, but basically speaking they affect the ‘desperation move’ system.
Then you choose whether you want items or not. Remember Samurai Shodown 2? If so, you will remember the guy that runs past in the background, throwing out bombs and chickens. In this game, you can specify whether you want him to appear or not. He throws a mixture of food, bombs, and additional weapons that you can pick up and throw at the opponent. One example is a small hammer. There was also a potion of some kind that lowered the opponent’s defence. I went without the item system. I think the challenger gets the final word on whether items are in use or not.
The game itself felt like Samurai V/Samurai V Special mixed with Samurai 2. They are clearly trying to throw in more elements from Samurai 2 while keeping the complex systems of the more recent games.
I ended up losing the first two rounds, so it was game over pretty quickly. In hindsight I should have just chosen Genjuro myself and whored the same moves that the opponent used against me.
Overall
Last night I was pretty excited about the news of a new Samurai Spirits game that I never even knew existed. However, after experiencing it, my excitement has all but evaporated.
Firstly, there is nothing remotely fresh about this game. Sure, it is the first Samurai Spirits game to run on the Atomiswave hardware, but if no one told you that you would be forgiven for thinking this was running on the old MVS. I honestly believe that Samurai Spirits 2 and 3 look better than this. What is the point of running it on new hardware if you aren’t going to make use of it? It will probably end up running on-line, as most other Atomiswave games do, but when comparing this with NEO GEO Battle Coliseum and Rumble Fish 2 you may wonder if the programmers are having a laugh.
At the end of the day though, gameplay matters a whole lot more than eye candy, but this game doesn’t seem to offer anything new other than a couple of new characters. Implementing systems for Samurai Shodown 2 may bring back nostalgia for long-time fans of the series, but if I want to play that I will fire it up on my NEO GEO AES: no need to pay 100 Yen for the pleasure.
If they can maintain even character balance over a large roster, then this should make for some good competitive fighting action, but having said that, you can get that with Samurai Spirits Zero Special.
Final Word
At this point in time Samurai Spirits Tenka is nothing more than Samurai Spirits Zero Special Part II. Hopefully a lot of this is going to change between now and the release date, but I doubt that it will. If it doesn’t, you should know exactly what to expect.
If anyone has any questions, I will try and answer them via the, ‘Comments’ system below. Bear in mind that I saw a lot of the characters in action, but not all.
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beto 863th Post
Red Carpet Regular Member++
| "And yet another report" , posted Mon 2 May 00:28:
Report from RBjakeSpecial (from neo-geo.com):
quote: I just got back from the loc-test! I'm not a huge Sam sho fan so I won't be able to go into as much depth as I should.
There was a long line to play (about 13 people) and it took a half an hour to get through. I only played once, watched for about 20 minutes and then filled out a survey and left.
The game feels a lot like Sam Sho 5. Fans of 5 will feel right at home and probably adore this game.
Ok, Graphics and Presentation-
Beautiful. The character portraits are very nice. They look like ink drawings. The life bars and super gage look fantastic (I was so worried it would end up like Kof Neo wave's bars of shittyness.) The backgrounds are 3d and done very well. The animations in the background are pretty weak, only 3-4 frames.
The character grahpics are great. Much clearer than it's MVS counterpart and the animation looks slightly improved. The 2d characters look really good on the 3d background (again, unlike kof neo wave) The characters also don't look very pixalated. Visually it's beautfiul.
I saw 5-6 stages. There was a halloween european street with a castle in the background. There were a ton of pumpkins everywhere, pretty cool.
There was a tribal level, a few japanese festival levels, and a few others. I was really impressed with the color pallette they used. Everything fits together and looks good.
Gameplay-
The buttons were layed out like this:
xxx x x
the top 3 were weak, medium hard slash. The bottom left was called Item, and the bottom right was the movement/dash sort of button.
A big change to the game play was the option to have the dude throwing items onto the playing field or not.
The items I saw were: A bomb, a poison potion that decreases your defense, a hammer, and life stuff.
You can pick up the items and throw them at your opponent!!!
There were all sorts of button combonations and stuff, but I didn't spend enough time to figure them out.
The game system looked just like SSV. (maybe it's different, I couldn't tell)
Overall the game is awesome. I think fans of SSV are going to really enjoy the game. One bad thing though... NO BLOOD
Well, thats all I remember from the test. Sorry it's not more in-depth, sam sho isn't my favorite game.
[this message was edited by beto on Mon 2 May 00:33] |
Iggy 6421th Post
Platinum Carpet V.I.P- Board Master
| "unbalance tweaks" , posted Mon 2 May 00:40:
"What can we change to Supisupe to make it better... I know ! Let's strengthen Yoshitora and Genjûrô!"
So, the middle Nadeshiko is faster and has more range than in Supisupe, Shirayuri is like in SS0, Botan has absolutely no lag, Asagao is faster and Yûgao became a throw that deals twice the damage of a normal bôgyô kuzushi, and can be comboed after a middle slash. Like a KOF throw. Oh, and the 7th sword is faster and reaches farther. But to balance it, some move deals nearly zero damage. And here we are ! balanced character ! next !
Genjûrô ! Let's give him a new move, sakaburino mai (421 slash) that connects after a middle slash and allow any follow up, including the bukitobashi ! And since there is no more rolling wake up, and his b slashes are perfectly cancellable, you can sanrensatsu all day.
And to balance things up, let's make Nako, Rimu and Mina totally worthless by giving them shit damage (strong slash = 10% of the bar), protection, and either way the throw are weaker so they can't breack their opponent's guard. But at least those are character that can't connect their bukitobashi to any move, so stop complaining about it !
That's really a job with a lot of Imoya quality.
I'm mean. There was at least one weak character that became strong : Galford. Now he's as broken as Yoshitora and Genjurô...
┏┳┳┓ STOP ┏┳┳┓ ┏┫┃┃┃ IMOYA ┃┃┃┣┓ ┃┃┃┃┣┓ NOW ! ┏┫┃┃┃ ┃ ┃ ┃┃┏━━━┓┃┃ ┃ ┃STOP! ┣┫ ・∀・ ┣┫ クソゲー┃ ┗━━━━┛┗┳━┳┛┗━━━━┛ ┏┻┓┃ ┏━┛ ┣┻┓ ┗━━━┫ ┗━┓ . ┗━━━┛
ねんがんの ネ申ゲーをてにいれたぞ!
[this message was edited by Iggy on Mon 2 May 00:47] |
Iggy 6422th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):unbalance tweaks" , posted Mon 2 May 01:09:
quote: I remember the first loke test reports for SSZS were pretty negative, some people said the balance was worse than in the regular SSZ, etc...
I don't. At least, not on the forums I go to. I remember fairly good things about the test from the start, with Mizuki's box being unselectable, but the biggest issues of SS0 being fixed, and no character appearing überstrong on the first day, only the usual suspects (Rasetsumaru, Suija, Genj, etc). There was a lot of complains about the toning down of the mu no kyôchi, then up, then down, then the changes done to Mizuki when she bacame playable, etc.
On the other hand, I remember a lot of negative things said about KOF 2003 during the test that were still valid in the final product...
Also, remember Supisupe's rom was adjusted nearly every NIGHT. The guys of Yuki were crazy, but they wanted to make a good game. Needless to say the rom of Ken Samu hasn't been changed between the first and second day. Normal, since the beta test will only last 2 days. Imoya doesn't need weeks of beta test to make a balanced fighter, like those puny Yuki ! Imoya considers beta tests as advertisement, no more.
┏┳┳┓ STOP ┏┳┳┓ ┏┫┃┃┃ IMOYA ┃┃┃┣┓ ┃┃┃┃┣┓ NOW ! ┏┫┃┃┃ ┃ ┃ ┃┃┏━━━┓┃┃ ┃ ┃STOP! ┣┫ ・∀・ ┣┫ クソゲー┃ ┗━━━━┛┗┳━┳┛┗━━━━┛ ┏┻┓┃ ┏━┛ ┣┻┓ ┗━━━┫ ┗━┓ . ┗━━━┛
ねんがんの ネ申ゲーをてにいれたぞ!
[this message was edited by Iggy on Mon 2 May 01:12] |
EddyT 476th Post
Gold Customer
| "Re(3):unbalance tweaks" , posted Mon 2 May 01:37:
quote: I remember the first loke test reports for SSZS were pretty negative, some people said the balance was worse than in the regular SSZ, etc... I don't. At least, not on the forums I go to. I remember fairly good things about the test from the start, with Mizuki's box being unselectable, but the biggest issues of SS0 being fixed, and no character appearing überstrong on the first day, only the usual suspects (Rasetsumaru, Suija, Genj, etc). There was a lot of complains about the toning down of the mu no kyôchi, then up, then down, then the changes done to Mizuki when she bacame playable, etc.
On the other hand, I remember a lot of negative things said about KOF 2003 during the test that were still valid in the final product...
Also, remember Supisupe's rom was adjusted nearly every NIGHT. The guys of Yuki were crazy, but they wanted to make a good game. Needless to say the rom of Ken Samu hasn't been changed between the first and second day. Normal, since the beta test will only last 2 days. Imoya doesn't need weeks of beta test to make a balanced fighter, like those puny Yuki ! Imoya considers beta tests as advertisement, no more.
┏┳┳┓ STOP ┏┳┳┓ ┏┫┃┃┃ IMOYA ┃┃┃┣┓ ┃┃┃┃┣┓ NOW ! ┏┫┃┃┃ ┃ ┃ ┃┃┏━━━┓┃┃ ┃ ┃STOP! ┣┫ ・∀・ ┣┫ クソゲー┃ ┗━━━━┛┗┳━┳┛┗━━━━┛ ┏┻┓┃ ┏━┛ ┣┻┓ ┗━━━┫ ┗━┓ . ┗━━━┛
So Yuki made SS Zero and SS Zero Special? I thought it was just SSZ.
I don't like the sound of this "Imoya"... what did they make?
[this message was edited by EddyT on Mon 2 May 01:39] |
aderack 116th Post
Regular Customer
| "Re(7):Nejibako and Samurai tests very soon" , posted Mon 2 May 06:56
quote: NeoWave was made (on Sammy´s request) by Noise Factory. Damn :\ oh well! Maybe they'll bounce back.
Yeah, it was Noise. Keep in mind they did this at the same time as Max Impact, Metal Slug 5, and Metal Slug Advance. They had a kind of a full slate, and it's clear that one game got most of their attention.
NGBC, I'm assuming, is by the guys who used to be in the SNK NeoGeo division. I say this because it's kind of a sequel to SVC Chaos, only without the Capcom characters. Also because development on the next KOF is supposed to be delayed in part because of work on this game. Were Noise handling it, then I don't see why it would affect the Playmore team.
I don't know what Noise is up to now, aside from a Max Impact sequel. Maybe they're doing Twinkle Star Sprites? Would make sense to me.
EricJonRösselWaugh YOU CANNOT STOP ME WITH JUST A PARAMECIUM!
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