The game may look like it's been in development for few to several years before getting finalized sometime this year. At the time the game was in prototype phase, there are mistakes spotted like the flashing messages on top of the screen throughout the game for instance. Those messages were asynchronous in terms of the way they flash if you ask me and that's not how things flow in fighting games nowadays for the arcades. The messages are supposed to change/flash every second at the same time no matter where you are in during the game.
The amount of characters isn't quite large but the interface may remind you of various fighting games. The same may probably go for the announcer. The game uses a different game engine and in terms of presentation, it goes towards the Street Fighter IV route.
As the game is made in some Chinese-speaking country, expect things to be in native Chinese although the announcer is using English throughout the game similar to KOF MI series like from the way the characters' names and the game title are being pronounced. Right now, I don't know where the game is exactly made in.
For the arcade system, I don't know the brand and the system specs although it is based on the Lenovo Thinkcentre computer system that powers this embedded arcade system. Not even the name of the hardware is revealed on the bootup screen that I don't know it either. It uses Windows Embedded Standard 2009 just like the Ringedge series and Ringwide arcade systems. At least, I saw the video of the machine booting up in action and stuff like that but it might seem that the video from Mikado game center's YouTube channel was about the game update. Apparently, the game was recently finalized and they mentioned things like Nesica X Live and All.NET P-Ras Multi along with Windows 10 when it comes to technical concerns. To upgrade the arcade machines to Windows 10 IOT through the forced Automatic OS Upgrade from Windows Embedded Standard 7 or 8 is asking for serious cussing and bashing from the arcade staffs. Not to mention the upgrades of the OS build-by-build. The only maintenances of the machines allowed are game-updates, necessary OS patches, driver updates, etc. This game on the other hand doesn't have the player card feature thingy which is the feature you'll see when you start the game. When starting the game while it's online, you have the option to start it with or without the card, this is way before the Nesica X Live and All.NET P-Ras Multi services existed. The earlier generation cards would be like VF.NET cards, E-Amusement Passes, Nesys cards, etc.
There's a chance that the arcade system this game is running on will have additional support for two more years before Windows Embedded Standard 2009 is out of life support. I guess that future updates will feature additional characters and stages but a guess like that doesn't seem to be turned into a rumor if false.
For consumer system release, I can probably guess that the graphics will be like one-era behind to the Playstation 4 and Xbox One as games that use DirectX11 technologies can be on par with those consoles already.
Pages
Saturday, August 26, 2017
Saturday, August 19, 2017
Senko No Ronde 2
I don't know if this is the sequel or not from what I saw of some earlier gameplay videos of the game in action. It seems that the game still looks like Senko No Ronde Duo from the look of the assets although the voice acting, HUD and Character Select screen are changed which are quite new as needed for the Playstation 4 and Steam releases. However, it doesn't seem to be the same for the in-game graphics like they're one era behind or something. Like what game is this, the remastered version of Senko No Ronde Duo? There must be new graphical assets or something along with new gameplay features.
The first Senko No Ronde already had mixed opinions from the critics due to how complex the gameplay is and especially for the amount of content the game may have and I don't know if this upcoming reboot of Senko No Ronde Duo will do things better for the global release.
The first Senko No Ronde already had mixed opinions from the critics due to how complex the gameplay is and especially for the amount of content the game may have and I don't know if this upcoming reboot of Senko No Ronde Duo will do things better for the global release.
Strikers 1945 for Switch
Strikers 1945 II and III were ported to IOS and Android and I already showed the gameplay videos of myself playing Strikers 1945 III in Master difficulty. It was incredibly difficult and I even consumed some of the in-game currency for extra bombs to survive. Normally, you get three bomb-attacks to begin with but if you run out, you will have to pay in-game currency for extra ones unless you get additional bomb items from the enemies. Obviously, the gameplay videos of Strikers 1945 III from my YouTube channel were incredible to look at although my Android tablet is already on life-support with some hardware defects or whatnot.
The original Strikers 1945 for Nintendo Switch is another decent conversion from what I saw although it misses the transparent boxes in the Scramble screen and the sound effects are different than the arcade version.
Another game besides this released on Switch is Gunbarich, from Psikyo. It appears that the external company, Zerodiv, has the assets to various Psikyo arcade games and it seems that Gunbarich has nicer decoration of the HUD and wallpaper than Strikers 1945 on Switch that you can't tell where the center portion of the game is in terms of layers. Obviously, the center layer is the arcade game layer, outside of it is where decoration takes place with new HUD and other information.
The original Strikers 1945 for Nintendo Switch is another decent conversion from what I saw although it misses the transparent boxes in the Scramble screen and the sound effects are different than the arcade version.
Another game besides this released on Switch is Gunbarich, from Psikyo. It appears that the external company, Zerodiv, has the assets to various Psikyo arcade games and it seems that Gunbarich has nicer decoration of the HUD and wallpaper than Strikers 1945 on Switch that you can't tell where the center portion of the game is in terms of layers. Obviously, the center layer is the arcade game layer, outside of it is where decoration takes place with new HUD and other information.
Raycrisis on IOS and Android
It had been years since Raystorm was released on IOS and Android and Raycrisis is the final addition to the series for mobile. Before the IOS and Android releases of Raycrisis, the mobile versions of Rayforce and Raystorm were updated again with widescreen support, bluetooth controller support and the arranged music for Stage 1 which may seem to be a strange and incomplete move for me. The same can go for Raycrisis in which one of the stages will have its track arranged although the original version is still there if you ask me.
Most of the gameplay videos of Raycrisis aim for the true ending so to find the ones with bad ending and good endings may be rare whether it's the arcade version or the Playstation/PC version. The mobile version is based on the arcade version minus the 2-player support similar to other shmup games ported from arcades.
The future plan will be to buy the game for my Android tablet from Google Play Store as my Ipod Touch had its screen damaged even worse. Maybe I used it while it was being charged and no wonder it took up so much power than ever. However, I don't know if Raycrisis is going to work well on my Android tablet as this is released this year but my guess is that it uses the same porting engine as Rayforce and Raystorm as indicated from the similar interface and walllpaper.
One thing to keep in mind is that the ending is different between the arcade and the Playstation/PC versions and the true ending leads to the beginning of Rayforce as Raycrisis is the prequel.
Most of the gameplay videos of Raycrisis aim for the true ending so to find the ones with bad ending and good endings may be rare whether it's the arcade version or the Playstation/PC version. The mobile version is based on the arcade version minus the 2-player support similar to other shmup games ported from arcades.
The future plan will be to buy the game for my Android tablet from Google Play Store as my Ipod Touch had its screen damaged even worse. Maybe I used it while it was being charged and no wonder it took up so much power than ever. However, I don't know if Raycrisis is going to work well on my Android tablet as this is released this year but my guess is that it uses the same porting engine as Rayforce and Raystorm as indicated from the similar interface and walllpaper.
One thing to keep in mind is that the ending is different between the arcade and the Playstation/PC versions and the true ending leads to the beginning of Rayforce as Raycrisis is the prequel.
Nex Machina
From the creators of Resogun, Nex Machina uses the same voxel concept but the gameplay is akin of Smash TV and Robotron, the classic arcade games I have never played before. I might have seen review videos from Classic Game Room that have Robotron but not Smash TV although the concept may seem to be similar or something. The legendary game designer, Eugine Jarvis, had teamed up with Housemarque to work on the new arcade-style game.
There may be rumors about the arcade release in which Housemarque will have to team up with Raw Thrills and some of the rumors are in the form of the arcade cabinet concept. The game may feature Co-Op like always and the behavior seems to be better than the Local Co-Op in Resogun. The Online Co-Op in Resogun is already a better idea than Local Co-Op although Nex Machina can have both Local and Online Co-Ops just fine.
Like Resogun, the design is quite interesting. In Resogun, the surrounding areas caught in the blast get scattered away whether you boost, use Overdrive, get hit by the enemy or destroy the enemy. In Nex Machina, the same causes the area to produce the pixellated shockwave. The way the area produces the shockwave is that parts of the area get turned into cubes before returning back to normal. Even some of the different weapons you use cause the pixellated shockwave as well.
When destroying stuffs in Nex Machina, things get broken into voxels but unlike Resogun, they don't produce glows and particles when destroyed. There may be projectiles in some stages that actually cause real explosions in Nex Machina but that's pretty much that. When you lose a life, you are scattered into pieces with trails of glows. They cause particles when they collide with a wall or something. The same effect occurs when the boss is defeated. Unlike Resogun, what you'll see after defeating the boss is a bunch of tiny cubes acting as the sea objects. In Resogun, after defeating the boss, the whole place is being blasted where the ship escapes.
My point is that there should be explosions when the machines in Nex Machina get destroyed but instead, the machines are taken for deranged toys. Also, the game may be difficult with trial and error type gameplay in which every time you lose a life, the current phase you're in restarts.
Lastly, the soundtrack has a similar style to Resogun but it has three composers this time. Some of the songs already had given me the good and interesting impression. Not to mention that the game's soundtrack is available on ITunes and I already paid for the main vocalized theme. Indeed, you can either buy one track, or the entire album in the ITunes music store.
There may be rumors about the arcade release in which Housemarque will have to team up with Raw Thrills and some of the rumors are in the form of the arcade cabinet concept. The game may feature Co-Op like always and the behavior seems to be better than the Local Co-Op in Resogun. The Online Co-Op in Resogun is already a better idea than Local Co-Op although Nex Machina can have both Local and Online Co-Ops just fine.
Like Resogun, the design is quite interesting. In Resogun, the surrounding areas caught in the blast get scattered away whether you boost, use Overdrive, get hit by the enemy or destroy the enemy. In Nex Machina, the same causes the area to produce the pixellated shockwave. The way the area produces the shockwave is that parts of the area get turned into cubes before returning back to normal. Even some of the different weapons you use cause the pixellated shockwave as well.
When destroying stuffs in Nex Machina, things get broken into voxels but unlike Resogun, they don't produce glows and particles when destroyed. There may be projectiles in some stages that actually cause real explosions in Nex Machina but that's pretty much that. When you lose a life, you are scattered into pieces with trails of glows. They cause particles when they collide with a wall or something. The same effect occurs when the boss is defeated. Unlike Resogun, what you'll see after defeating the boss is a bunch of tiny cubes acting as the sea objects. In Resogun, after defeating the boss, the whole place is being blasted where the ship escapes.
My point is that there should be explosions when the machines in Nex Machina get destroyed but instead, the machines are taken for deranged toys. Also, the game may be difficult with trial and error type gameplay in which every time you lose a life, the current phase you're in restarts.
Lastly, the soundtrack has a similar style to Resogun but it has three composers this time. Some of the songs already had given me the good and interesting impression. Not to mention that the game's soundtrack is available on ITunes and I already paid for the main vocalized theme. Indeed, you can either buy one track, or the entire album in the ITunes music store.
Friday, August 18, 2017
Dangun Feveron for Playstation 4
After the release of Battle Garegga on Playstation 4 last year, M2 had additional games announced such as Dangun Feveron, Ketsui and Sorcer Striker. The necessity of releasing Ketsui on Playstation 4 is kind of high for me as the modern release of it on Xbox 360 and Playstation 3 doesn't seem to be quite enough as the Xbox series consoles were struggling in Japan and Xbox One took on a worse turn there. The Playstation 3 was slowly catching up like it's a good thing although the sales of the Playstation 3 release were quite low compared to the Xbox 360 release. There were interesting momentum and reasons to buy the Xbox 360 as of that time like tons of arcade-style games release on that system with the Playstation 3 taking turns next with tons of fighting games released for it as originated from the arcades.
Another problem is that games like Battle Garegga and Sorcer Striker were not quite easy to get for the Sega Saturn although the console succeeded in Japan at the time. Not to mention that Dangun Feveron NEVER got a console port until the Playstation 4 release and it seems that the Playstation 4 has been getting tons of arcade-style games and especially for those originated from the arcades.
As part of M2 Shooting Trigger project, the Playstation 4 release will have the similar M2 gadget interface design although the skin surely looks better than the one from Battle Garegga. Additional game modes will enhance the gameplay even further like Battle Garegga as well as the additional remix soundtracks, one for a club-style remix and the other is a retro-style which brings you back to the 1980s-90s arcade games. Another interesting thing is that the neon glow on the interface lights up to the music as if you're in the club. Not to mention that the M2-gadget interface isn't affected by the game's slowdown which is a smart programming from M2. It's nearly 20 years ever since the game not having a console release.
Another problem is that games like Battle Garegga and Sorcer Striker were not quite easy to get for the Sega Saturn although the console succeeded in Japan at the time. Not to mention that Dangun Feveron NEVER got a console port until the Playstation 4 release and it seems that the Playstation 4 has been getting tons of arcade-style games and especially for those originated from the arcades.
As part of M2 Shooting Trigger project, the Playstation 4 release will have the similar M2 gadget interface design although the skin surely looks better than the one from Battle Garegga. Additional game modes will enhance the gameplay even further like Battle Garegga as well as the additional remix soundtracks, one for a club-style remix and the other is a retro-style which brings you back to the 1980s-90s arcade games. Another interesting thing is that the neon glow on the interface lights up to the music as if you're in the club. Not to mention that the M2-gadget interface isn't affected by the game's slowdown which is a smart programming from M2. It's nearly 20 years ever since the game not having a console release.
Monday, August 14, 2017
Blazblue Central Fiction Ver 2.0
As announced from this year's EVO, the update would have Jubei as the playable character in Version 2.0 onwards along with the new stage and new intro music. If my guess was right about the game's trailer's end part after the introduction of Jubei, that music turns out to be the new arcade opening of Blazblue Central Fiction. The new opening features characters that are not shown in the previous opening. Not to mention that the intro is redone as well and so is the title screen. Other changes include the different HUD along with the balancing changes.
As this has TWO arcade versions, there are things to take note of:
For Nesica X Live 2 version, when you start the game, you have the option to go for Online Match or Local Network Match. If there's a player in the encounter list, you can choose to deal with that or search for another player through List Refresh option. If there's no one in the list, you can safely go for the Single Player Mode.
As this has TWO arcade versions, there are things to take note of:
- The Nesica X Live 2 version has online matches similar to Tekken 7 arcade version in addition to local network matches where machines running this game can be linked around the game center. Online matches connect the current machine to the machine from another video arcades.
- The Nesica X Live 2 version has machine grouping similar to today's modern Namco arcade games including Tekken 7.
- Some of the modes are ABSENT in Nesica X Live 2 version.
- You get to customize the system voice in Nesica X Live 2 version similar to the console versions of the game provided that you have the Nesica card and account.
- The title screen will have the Nesica X Live 2 logo at the bottom right if the game is on Nesica X Live 2 service.
- Machines can be linked locally regardless of which Nesica X Live service the game is running on.
- When you lose the match, you have the option to retry or quit. However, retrying the match requires an additional credit and there's no Character Select option. This applies to Nesica X Live 2 version unlike the original Nesica X Live version where the game goes back to whichever mode the winning player was in or the game goes straight to Game Over screen depending on the operator settings.
- The network icon is smaller in Nesica X Live 2 version and the HUD message that displays player name/shop name changes every time during the match.
For Nesica X Live 2 version, when you start the game, you have the option to go for Online Match or Local Network Match. If there's a player in the encounter list, you can choose to deal with that or search for another player through List Refresh option. If there's no one in the list, you can safely go for the Single Player Mode.
Subscribe to:
Posts (Atom)