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Akai Katana Shin Review

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    Akai Katana Shin Review

    A demo is up on the Japanese marketplace for this. Gold users have had it for a while, Silver users got it today.

    Elixir over on the Shmups forum pretty much summed this up - It's like playing Progear with a kakusei mode. And dear god I LOVE IT.

    The demo gives you Shin mode (XB360 mode) only, with a choice of all 3 ships and the first two stages of the game.

    I've been researching this and the more I read about it, the more worried I was that the scoring system would be a convoluted mess. I'm glad to say it's like all Cave games, and very easy to follow once you get into the swing of things.

    You've got two modes. I'll call them plane mode, and person mode.

    You start in plane mode, and need to use both your lock shot and your auto shot to build up two gauges.

    Energy gauge - Displayed at the top of the screen. This is filled by using your lock shot on enemies. This dictates how long you can go into person mode for.
    Orb gauge - Displayed as a circle around your character. This is filled by using your auto shot on enemies. This dictates how many orbs appear when you go into person mode.

    You want to fill both gauges up as much as possible.

    Once you've filled these gauges sufficiently, go into person mode with the press of a button.

    In person mode, your energy counts down, but this is the main scoring mode. This will completely deplete if you get hit.

    You will see orbs infront of your character depending on how much you filled your orb gauge. Use your lock shot to fire all of these off, and aim to hit as much as possible.

    Any orbs that hit will turn into katanas and fly back to your character. Switch back to plane mode to fire the katanas off. Now this is where the score comes in.

    These katanas will **** stuff up. Big time. Anything they touch will drop coins with a proximity effect. Point blank as much of these coins as you can, as the closer you pick them up, the more value they're worth. This right here is your main source of score.

    So a recap.
    • Fill both gauges in plane mode, as high as you want to.
    • Go into person mode.
    • Hold shot to fire orbs, turning them into katanas.
    • Switch back to plane mode to fire the katanas, picking up as many coins as possible in the process, as close as you can.


    It works really, really well and I'm already getting seriously hooked on it. Will be purchasing as soon as I can

    #2
    thanks for the impressions - i have the ltd version of this on preorder; not long now!

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      #3
      That's really helpful Silvergun, cheers. Will download the demo tonight.

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        #4
        Only had a really quick crack of this but I love the boss music, 'tis ace. Will probably wait for the finished game now, but would agree that the Progear comparisons seem completely valid!

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          #5
          Oh DAMN!!!!

          I cancelled my pre-order for this the other week thanks to needing new tyres on teh motor & don't know when I'll be able to buy it but feel I'll be missing out now

          Seems like there are loads of new shooters that I've missed out on recently thanks to housey/car stuff.

          Oh well just hope one of you decide to pass it on at some point

          Neil

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            #6
            It's surprisingly different to the arcade game, which has no katana firing and instead has you building up energy, going into Ninja mode and leeching gold which orbits your ship and grows when it touches bullets. The counter resets when you leave Ninja mode. You can also repel bullets with auto shot in arcade Ninja mode. The later levels of Shin should be more of a challenge without this. I still think I prefer Arcade but this could well change that when I play it proper. Firing those katanas does feel like a Progear bomb innit.

            I agree that these evermore complex systems are daunting at first but Cave really know what they're doing. Yagawa in particular is always finding new hooks. He did most of the programming in AK. I'd be interested to find out if he did shin mode too.

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              #7
              The Progear comparisons are making me seriously think about picking up a Jpn 360 again just for this game

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                #8
                Had a go of the demo yesterday. Are the levels really that short, or have they been trimmed for the demo. If they are normal, you'll zip through this in about 10 minutes surely?

                Doesn't matter anyway to me, never going to play it as its region coded!

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                  #9
                  most levels in cave games only last a few minutes - Ketsui/dodonpachi's etc
                  Last edited by dvdx2; 13-05-2011, 08:29.

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                    #10
                    Originally posted by dvdx2 View Post
                    most levels in cave games only last a few minutes - Ketsui/dodonpachi's etc
                    Indeed but it's never really about the length it's all about the scores & multiplyers & NOT dying lol

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                      #11
                      Originally posted by Soundwave View Post
                      Indeed but it's never really about the length it's all about the scores & multiplyers & NOT dying lol
                      i wasnt complaining!

                      the length is perfect

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                        #12
                        That's a question I have for the other Cave heads here, actually.

                        Does the hit/combo counter have any functionality in Shin mode? Does it add a score multiplier to the gold coins that you pick up, or is it just for show?

                        I can hit about 170mil at the end of the demo, but if maintaining a higher combo counter actually serves purpose to score then there's room for improvement right there

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                          #13
                          Originally posted by dvdx2 View Post
                          i wasnt complaining!

                          the length is perfect
                          Sorry I know you weren't didn't mean it to come across like you were

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                            #14
                            Really enjoyed a quick blast with the demo last night. Still getting used to the system but on the odd occasion I made it count it was supremely satisfying. Can't wait for the full release.

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                              #15
                              Originally posted by englishbob View Post
                              Are the levels really that short, or have they been trimmed for the demo.
                              The first level is noticeably shorter than the others.

                              The bullet repelling in the arcade game adds a lot of slowdown so Shin will feel a little shorter anyway. Remember there is an extra 6th stage though.

                              Cave developed the 5 stage arcade game in 3 months

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