Showing posts with label touhou. Show all posts
Showing posts with label touhou. Show all posts
Friday, March 24, 2017
Touhou Genso Wanderer (PS4) Review
Touhou Genso Wanderer is a mystery dungeon style game. If you aren't familiar with that, you basically run through multiple floors of a simple randomly generated dungeon to get to the end, fight a boss, and then leave. You have to contend with limited item space, many enemies, traps, and hunger to survive. Leaving resets your level at 1. Dying means returning to base with little to no items.
Fortunately, Genso Wanderer lets you keep your items when you die. You will lose all of your money, though. This makes it easier to do subsequent runs, since you hold on to your main equipment, but also useful items. However, the game seems very liberal with the traps that make your weapons weaker, in an effort to balance things out.
It also does a few other nice things. The main character, Reimu, has four skills you can use while fighting, and each is useful in different situations. There's a ranged one (my most used one), a skill that hits the three panels in front of you, a piercing distance shot, and an AoE that hits the eight panels surrounding you. Each of these skills takes a certain number of Danmaki energy, represented by the red-boxed "P" under your health. You collect a lot of these during your travels, so you can definitely use them when you need them. Might as well, since they don't stay with you when you leave.
Reimu also has partners that can tag along on the dungeon excursions. While they can get into trouble on their own, I found that they are extremely helpful. They also have their own set of skills, but aren't the best judge of when to use them. You get more as you go through the game, each with different abilities and stats. Plus, you can also unlock other characters to play as, but I wasn't good enough to get any.
Instead of having smaller dungeons and more of them, Genso Wanderer has longer ones that change scenery every few levels. The first dungeon changes themes at least five times, and is long enough to have three different shop floors. The first shop area is a yokai town, which houses the kappa house. Donating money to each of the three kappa girls (the amounts are separate, which I don't think the game informed me of) can upgrade their facilities. Thankfully one of them lets you warp to the different shop areas, and as such, was my priority for donations. Especially since the home base doesn't have a shop to sell your extra stuff to. Since you lose the money when you die, might as well spend it on some useful items and upgrading the facilities.
To fuse weapons, armor and items, you need Nico points. These are also dropped by enemies and can be stored at your home base. Fusion is how you transfer skills and upgrades to other pieces of equipment. This is probably my favorite aspect of the game. There are a wide variety of skills, and it's fairly easy to move them to useful pieces of equipment. More slots open up as the item's level increases, and you can see what skills transfer to what types of equipment. Alternatively, you can also use Nico points to create some items. Unlike fusion, item creation is cheap, but needs random drops as ingredients.
The game offers a good length of play, but a lot of it is trudging through the same dungeons over and over until you can complete it. Even the first boss is stupid hard, necessitating several trips. I'd prefer taking less damage, since your health is so low. Equipping a shield didn't seem to help, as the extra damage from dual wielding made enemies die faster, and thus, do less damage. There's also a couple of story arcs, each with their own dungeons. You can also unlock a few extra locations, and some dungeons have up to 99 floors.
As mystery dungeon games go, Touhou Genso Wanderer is pretty good. I prefer more dungeons but smaller, and ramping up to the longer ones, as opposed to what the game offers. I like that you keep your stuff when you die, and the skills are nice and useful. That's about all it does to distinguish itself from others in the genre. I'm still not a huge fan of mystery dungeon games, but I'm sure fans of the genre will like Genso Wanderer. It might seem easier at first, since you keep your inventory, but the later dungeons won't let you take anything in, and go to 99 floors, ensuring there is plenty of challenge for the diehards.
The Good:
A mystery dungeon game that lets you keep all your items when you die! I didn't think I'd see the day...
The Bad:
First boss is pretty cheap, and, in the beginning, the dungeons are too long.
The SaHD:
I was very happy to see the attack range extension so early in the game.
(Review code for Touhou Genso Wanderer was provided by the publisher)
Tuesday, March 21, 2017
Touhou Double Focus (PS4) Review
Contrary to its same-day released brethren (or is it sistren?), Touhou Double Focus is an action/adventure metroidvania game staring Aya (the reporter Tengu and my personal arch-nemesis in the fighting game) and Momiji (a wolf spirit). In it, you can freely switch between both characters, each with their own attacks and skills. Momiji has a close range sword and a defensive shield while Aya is ranged and relies on mobility to avoid attacks.
The X Button is always set to jump, but the other three face buttons can be set to any of the skills you have unlocked for the character, and three different sets of those that you can swap between. This is pretty neat, so you can make a normal set, a boss set and an exploration set, or any other configurations. The only part I don't like is you have to set the passive skills on these to actually get any benefit from them. I might be able to adjust to something like that, but the game doesn't even tell you that's how it works. I mean, why would I equip a passive skill in an active slot? That doesn't make much sense. It would have been nice to get a passive slot or something (how about on the X Button since it already has an active use?)
Each attack or skill you use takes stamina, which is the bar below your health. Some of these have a charge time (like the heal), which is both good (harder to accidentally use) and bad (might want to use them quickly). While it is unfortunate that you can't spam attacks, at least stamina refills pretty quickly to make it less of an issue. I only really had problems after blocking a boss' attack, since that will drain stamina something fierce.
Speaking of bosses, they are a huge pain in the butt when you first encounter them. The health system is already a bit wonky, and the bosses point that out with authority. Hit detection is spotty, both for getting hit and for platforms and jumping. Not a good combination. Hits can do a lot of damage, especially early on, and there is little to no invincibility time after getting hit. An even worse combination. Bosses hit even harder, and tend to cover very large areas with their attacks. It's all about pattern recognition and patience. Or just retrying constantly until you succeed.
Oh, and while there are two characters, the health bars are separate, but connected. Damage drains towards the center, but going over won't kill that character or switch you to the other. Instead, you take double damage. Again, the game doesn't tell you this, you just have to find it out on your own after dying super quickly and wondering why.
As you move around the map, you get a few exploration skills that help open up new areas. I appreciate that they are fairly unique (you don't get a double jump, but something else that lets you go up high), but I have a problem with the default ones the characters get. Aya can hover in place in the air and Momiji can run up walls. Sounds great, right? Yeah, except- surprise, surprise- the game doesn't tell you that. I got to a point where I couldn't go any further and was confused as to what to do. I was stuck. Turns out that I could run up the wall, but I had no idea that was even a function in the game. If you are wondering why I never ran into a wall to accidentally trigger it, it's because Aya is so much better at normal fights and traversing the areas. Momiji gets her turn to shine in the boss fights though, as blocking is vital to success.
A really cool idea the game has is letting you create your own warp portals. There are several books that let you create a warp portal in just about any spot you choose. Trouble is, they can't be reused or reset, and you don't know how many you have to work with initially. Still, I tried to be somewhat conservative with them and I never ran out. I ended up with several left over after finding all the items in the game. You can also designate which one you will warp to, and holding up while standing at the portal will always return you to the home base. A nice system, even if not perfect.
Double Focus only takes a few hours to beat. Of course, it will take you a bit more than the game clock says, simply because you will die a fair amount, which sets you back to the last time you saved at the home base. There's also a speedrun mode, and a trophy claiming you can beat the game in under an hour. You also get three difficulty settings. Note that Easy isn't easy at all.
Touhou Double Focus is at its most fun when you are making your way through the rooms, finding items along the way. Unfortunately, it can get annoying very fast, which mars the overall experience. It's also a bit short. Touhou fans will likely be the most happy with the game, since they would know most of the characters. Metroidvania fans might find a quick diversion, but it's definitely not the best offering in the genre on the PS4 or Vita.
The Good:
Good customization of the skills, being able to set your own warp points.
The Bad:
Taking damage and of course, the boss fights (did I mention that enough?)
The SaHD:
I would be very happy to see a refined and expanded sequel, since the game does have some good ideas and promise.
(Review code for Touhou Double Focus was provided by the publisher)
Friday, September 30, 2016
Touhou: Scarlet Curiosity (PS4) Review
Touhou: Scarlet Curiosity takes the characters from the popular PC-only Touhou shmups, and this time puts them into an action RPG. Only two of the characters are playable, but more make appearances during the course of the story.
You can choose which of the two ladies to use. Thankfully my new favorite Sakuya the time manipulating maid is one of the two. Her boss Remilia is the other. They both have separate equipment and learn different skills. Both characters have separate save files, too, with multiple slots for each. Their story dialogue is different, but they appear to follow identical paths through the game.
The game itself is pretty simple, you run around the 3D environments attacking enemies. There is a default attack string and three skills, one of which is a spell. Under your HP are little diamonds that represent your skill points (in groupings of 100). Each skill takes a certain amount to use, and the points will refill fairly quickly over time. The large diamond to the side of the HP is the magic meter. It doesn't fill automatically, but by doing damage. Using a spell will pause enemy movement and make you invincible while it is happening, as well as doing a hefty chunk of damage to any targets caught in the attack range. As you level up, you unlock more skills, and you can change them just about anytime. I routinely used skills that were better for groups, but switched to my stronger ones when facing bosses.
The flow of the game is pretty consistent throughout. After some story, you can select your next destination on the world map. There may be times that you can choose to do one or the other location first, but the game is pretty linear. It isn't until the end of the game before you can return to any of the previous locations. Also when you beat the game a bonus dungeon opens up. It even takes a few dungeons before you get a store, which seems like an odd choice.
The dungeons can get pretty long and sometimes have multiple paths to get through them. There are treasure chests to find and pots to break, and plenty of enemies to fight. Strangely, only half of the areas or less have mini-maps. I see no reason why they all can't have them, so it would be easier to make sure you explored every nook and cranny. I felt the enemies are a little too good at blending in to the scenery, and sometimes the environment restricts your sight. Enemy attacks are pretty basic, but true to the series' shmup roots, many enemies have bullet spreads that you can try to dodge. Bosses have very bullet hell-like patterns, and plenty of cheap hits. The only real option you have to avoid damage is jumping, since there is no block or other defensive move.
Your characters can each equip one weapon, one piece of armor and one accessory. The equipment slots go in this order, but they strangely don't label them. There are several different pieces of each, and the stats of each are random within certain ranges. Therefore, even though you get multiple of the same pieces, they are different from each other. They also have equipment at different rarities.
Since you can jump, they also throw in some platforming in the dungeons. There are ledges to jump up, and even pits to cross. Unfortunately, near the end of the game, the platforming gets really obnoxious. There are a few parts where you have small platforms to jump around, and some enemies that are more than happy to knock you back and off the platform. Or, there are crazy trap-filled platforms to run through. Thankfully, there aren't as many as they could have had, but they still all result in character death.
Dying in Scarlet Curiosity takes a percentage of your money (ugh) and puts you back a bit before the pit you fell in. The only times I died in the game were because of the pits. There were a few close calls on two or three of the bosses, but other than that I had no difficulties making my way through the game. While you go around the different levels, there are plenty of pots to smash. A lot of these have healing pick ups, making it easy to keep your HP high enough to mash your way through the game.
Touhou: Scarlet Curiosity is a decently fun game. It took about 8-10 hours to complete, but this felt like it lasted just a bit too long for what the game is. It's not too hard, save for a few tricky platforming parts. The game is probably best for Touhou fans, since it is a pretty average game otherwise.
The Good:
A competent action RPG. Two playable characters is also a plus.
The Bad:
Game felt like it went on just a bit too long, Too many pits for cheap deaths.
The SaHD:
Even though I've only played two Touhou side games, I already have a hated rival: Utsuho the tengu girl.
(Review code for Touhou: Scarlet Curiosity was provided by the publisher)
Friday, September 9, 2016
Touhou Genso Rondo: Bullet Ballet (PS4) Review
Touhou Genso Rondo: Bullet Ballet combines the disparate genres of bullet-hell shmup and fighting games. It's actually not as strange as it would seem, as this has been done before, if anyone besides me remembers Wartech on the Xbox 360. Basically, it's a one on one fight where you each launch hails of bullets at each other until one person stands victorious. The characters in the game are people from the various Touhou games, which have the distinction of being well-known shmups that I somehow haven't played yet.
After booting up the game, I jumped into the story mode, since why not? That's usually where you start. Turns out, this was a bad idea. I got a very basic idea of the controls, but was slowly being outclassed by the computer. Since it was the first opponent, I realized it was just going to get harder. So, I quit out and found the tutorial option. This was a good move, even if the tutorial people are a bit too chatty.
Each character has a main shot, sub shot and charge shot, and even melee attacks if you get close enough. The main shot is, well, your main attack, mostly aimed at the opponent and the sub shot is usually more focused on covering an area, rather than a direct attack. You can dash, and even slow your movement to make it easier to dodge between shots. Shooting any of the three shots while dashing or using slow movement will change the shot, giving you access to 9 different types of shot attacks. I wish the dashing was only active if you held the button down instead of just activating it, so it would be easier to use its shot variations. I didn't see any option to change it. If you narrowly avoid an opponent's shot (called grazing), you build up charge. Once a charge segment is filled, you can use a charge shot at the cost of some of the charge meter. However, you can also use this meter for other things, like spells.
Spells cost at least one charge segment and a bomb stock (denoted by the "B"s under your charge meter at the top of the screen. If you activate a spell, it places you at the top of the screen, and your firing patterns change drastically. Instead of normal-looking shots, you now have firing patterns like a shmup boss, filling the screen with bullets. You aren't invincible in the mode. There is a ring around your character that depletes when you are hit. If it runs out before time does, you exit the mode prematurely. The opponent can also use one of their bomb stock for an actual shmup bomb, which will clear out some of the bullets, making their lives easier. It's really cool, but ultimately not very useful against the computer. Upon activation, they tear into with their shots, while expertly dodging pretty much all of yours. It would work against an actual person, since they rarely have mathematically precise movement, and are actually prone to freaking out when a screen full of bullets comes at them.
After learning the basics, I then set about trying out all the characters, seeing who fits my style, and what enemies would be a problem. I started to get the hang of the game after a few matches, and started doing much better. Strangely, one thing I found that helped was spamming the main shot button instead of holding it down. I don't know why that made them actually hit the opponent more often, but it made a big difference. Even so, the CPU is a tough opponent, and I didn't see a way to tone them back so I could eke out some easy wins in the story mode, or any other mode for that matter. As a computer, they are very proficient in the pinpoint-accurate dodges necessary to avoid damage when they want to. They also have full access to the 9 shot types and chaining together shots with frame-perfect accuracy. Thankfully, they don't do it all the time, so you can actually win matches.
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| A small sampling of what you face when an opponent activates a spell. |
Touhou Genso Rondo is very unique and a fun game. The merging of shmup and fighting game is pulled off very well, and there is a lot of depth to the fighting. After playing it for a while I really started to get the hang of the game, and the modes offered are good. The computer can be a real pain, since their accuracy and dodging ability is as good as they want it to be, with sadly no way I could see to adjust it. Shmup fans should get a kick out of the game, and fighting game players should give it a whirl, too. You might be surprised how fun (and difficult) the game can be!
The Good:
A well-made combination of shmup gameplay with fighting game mechanics.
The Bad:
If the computer wants to avoid what you throw at them, there isn't much you can do to stop them.
The SaHD:
For whatever reason, I was best with Sakuya. It also helps that time-stopping maids with knives are cool.
(Review code for Touhou Genso Rondo was provided by the publisher)
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