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Klatrymadon

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    Shmups, black metal, communism

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  1. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    Is it sussing out the pattern you're struggling with? I could be wrong about this but the ship boss only seems to do his up-close attack if I've cleared out all of the lightning rods on the side he's currently occupying (i.e. giving him a clear path to the middle of the screen/me). So if I've destroyed the middle ones but left the two end ones active, or cleared out my side but not his, he'll do the gale attack instead. If it's the attacks themselves giving you trouble, when he slides up close to you, you want to jump over him in the direction he's just come from, which gets you out of the path of his huge lightning wave and leaves him wide open when he lands. For the wind attack you want to crouch near the middle of the screen - if you've destroyed enough lightning rods you shouldn't take a hit, nor be pushed off the edge. When he's diving around overhead you're not at much risk, so take pot-shots at him whenever you can.
  2. Klatrymadon

    Street Fighter 30th Anniversary Collection - May 2018

    Ah, maybe the 360 Madcatz fightpad and a Brook converter? It definitely has a nice d-pad for fighting games - in fact I'm trying it out now and it seems to be easier to execute certain movements than with the Saturn pad. I imagine that's a pretty expensive option unless you have the fightpad already, though... Ed: 30 matches won, now, after losing over 100. A champion's ratio.
  3. Klatrymadon

    Street Fighter 30th Anniversary Collection - May 2018

    I've always used a Saturn pad for PC games, with one of these: https://www.play-asia.com/pc-joybox-3in1/13/701hv There are probably newer and better versions available, but it works well with this collection and doesn't cause any noticeable input lag, etc. The only problem is I tend to avoid grapplers with it as I can't reliably pull off 360/720 motions with a d-pad.
  4. Klatrymadon

    Street Fighter 30th Anniversary Collection - May 2018

    Same here, really - I'm still very much a beginner and mainly pick up collections like this (and play fighting games generally) to enjoy the incredible spectacle of them, to admire the sprites and listen to the music, etc. I do get sucked into periods of earnestly trying improve as a player, but I find the sheer volume of talk about it, the immense weight of available guidance, somehow makes it all the more daunting*. So I go back to relying on a few pokes and special moves, arsing about and enjoying their worlds again... *for some reason the same doesn't stop me from playing shmups semi-seriously.
  5. Klatrymadon

    Street Fighter 30th Anniversary Collection - May 2018

    Everyone on the PC version requests rematches when they win but never when they lose. I can almost hear them huffing. Beat me eight times in a row but they're fuming because my headless-chicken Cammy spin-drive smashed them.
  6. Klatrymadon

    Street Fighter 30th Anniversary Collection - May 2018

    Yeah! I'm playing on defaults but have tried setting various versions of II to the lowest difficulty and on all but the original I genuinely couldn't tell the difference. :p Ed: read something on Twitter about Super Turbo's earliest version having extremely high difficulty regardless of what you set it to, and that this is the one included in the collection. Is that right?
  7. Klatrymadon

    Street Fighter 30th Anniversary Collection - May 2018

    The SFII series' AI seems to get significantly harder around the HF version, too. I've managed to 1CC World Warrior and 'dash', despite being completely untrained and rubbish, but I've hit a brick wall about six fights into Turbo. I know it's probably just a matter of baiting them into their worst behaviours and making bad moves but I'm not having much luck with that. They're so fast and can seemingly brutally punish anything I do. Online I've won about 20 fights out of 50 (on PC), but I'm having a blast with it. I wish I had more time to practice fighting games and finally advance beyond sub-scrub level, because I'm just now starting to gel with characters in the Alpha games and 3S that I'd never bothered with in the past. I haven't put much time into characters who aren't members of/variants of the original 8, or pushed myself out of the comfort zone of their extremely familiar playstyles, but I'm finding I really get on well with Necro, Q, Sakura, Sodom, Ibuki and Oro. It's like several new games have just opened up before me.
  8. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    Solo Zangetsu clear with no power-ups is in the bag. Think I can put this game down for a bit now. Still in awe that they've crafted stages that accommodate everything from full-party play to solo runs and somehow aren't a complete mess.
  9. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    After you've cleared it a few times, you should definitely try:
  10. Klatrymadon

    Shmups

    How am I only just finding out that 0pn borrowed a bunch of Namiki samples/melodies for an EP? This is great.
  11. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    And then the [spoiler modes] introduce quite a few new attacks (or just intensified attacks) to keep you on your toes, so that by the end of your last run you're fully retrained and whipped back into shape as a player. It's all so perfectly pitched. Although the scoring is as almost irrelevant here as it is in the old CVs, I've been enjoying trying to cut down my clear times. Managed a solo Zangetsu run in 0:55:55 today. I believe someone's already got it down to under half an hour...
  12. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    This has so much longevity that for the first time in years I feel like I've played something too much:
  13. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    All of the bosses in this are great. Nothing too tough, at least on Veteran, but they all have such exciting attack patterns to deal with. With the stage 7 boss in particular you can really see Inti's design sensibilities honed over years of working on Mega Man Zero games shining through. Its attacks are rigid and strict, but with obvious enough telegraphing that you can easily take it down on your first attempt if you're careful. It's incredibly satisfying to learn and react on the spot. I won't spoil anything about it but I'm dabbling in the first unlockable mode at the moment, and am just so impressed with the way the game's difficulty levels are structured and doled out. This could have easily been a fairly flimsy novelty offering with little replay value, but it just keeps revealing more depth the more time I spend with it. It's highly rewarding and there's a lot of (*groan*) content to it.
  14. Klatrymadon

    Koji Igarashi's Bloodstained: Ritual of the Night

    This is pretty great, so far. The level designs, enemy placements etc are well judged, fun to negotiate and very Castlevania (no shit?), and sub-weapons tend to be positioned in the most opportune locations to use them (e.g. Zangetsu's and Miriam's upward attacks being placed before rooms with bats on the ceiling). It's a bit easy compared to Akumajou Densetsu, its closest and strongest influence, but I'm hearing the standard difficulty feels like a training mode for the ones that follow... What might throw people off a bit is that it seems as though bosses are designed with a specific character in mind, and can become much trickier if that character has died. Miriam is able to hit the st2 boss from slightly further away than Zangetsu, which is very useful for its first attack, and has a subweapon which is better suited to destroying its 'shield' than any of Zangetsu's. It's still very doable either way, and I might be wrong about this as a trend, but I wonder if it becomes more prominent with later bosses, and the character options more rigid...
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