Post by Muramasa on Jun 10, 2009 1:28:50 GMT -8
For some silly reason, I like to force myself to write reviews of games I've played a billion times. I'm not sure if I can say anything meaningful, but if I can write something interesting about a subject that nobody cares about, I think I can say that my skills in writing has improved.
And so, I'll talk about something that I know for sure that I only really care about: fighting games!
The game I'll be talking about today is Big Bang Beat. Of the many doujin games I've played, it's probably one of the funnest in this author's opinion. Made by NRF and released in 2007, it was based off of a hentai game created by Alicesoft, Big Bang Age. That makes about two fightings games based off of hentais that I know of, but I always wonder if any hentai games were originally other genres:
Designer 1:...and in this segment, you can take this pistol, and shove it up the rectum of the enemy.
Designer 2:Heh, it would be pretty boss if that was an 18 year old girl who looked like a 12 year old.
D1:...
D2:What?
D1:You...are a GENIUS! And a sicko, but a sick genius.
Be that as it may, BBB is a pretty entertaining. It has a feel and aesthetic similar to the King of Fighters series, while having systems reminiscent of Guilty Gear. The combat is faster paced, with an emphasis on dial-a-combos, but not too focused on it like Melty Blood, or the Marvel/Capcom Vs. series.
I feel that this game has a nice balance between having a quick pace with lots of combo options balanced by the need to control and plan your actions. This comes from the universal stamina bar that exists in the game. Whenever a player performs a special move, it takes a bit from this stamina gauge. When the gauge is depleted, special moves cannot be performed. It can be refilled by "powering up" but that takes time, so the player has to carefully watch how they expend energy, and spamming the same special move is much more difficult. Also, none of the characters have projectile that traverses the entire field, so most fights are pretty up-close and personal. If playing Marvel Vs Capcom is like watching cat fight, and Street Fighter 2 is like watching boxing, this game would be akin to watching two dudes, who kinda know they are doing, duking it out in bar. It would be fun to watch, and well as unpredictable in a good way given the right circumstances.
Also, the general look is pretty nice. Sure, there are plenty of fighting game arch-types in the game, but at least they are visually recognizable, without being overly gaudy. (I'm looking at you, Million Knights Vermillion)
Of course, like any game, it has it's share of problems. The game has a dash button that's rather integral to the combo system. Basically, when pressed in the middle of the move, it cancels that move and leads into a dash that can be canceled into any other move, at the cost of a super bar. It basically allows you extends your combo. Unfortunately, super moves themselves are mapped to the same button, so an attempt to do a super move may lead to one uselessly hoping in front of an opponent. This downfall is rather similar to Arcana Hearts, where Arcana moves are also linked to it's dash button. (though that was fixed in the Arcana Hearts 2)
Also, as of version 1.06 charging is nearly useless. There are other ways to regain stamina, but still, having a worthless function is sorta annoying.
So, in the end, yeah, I have fun with this game. Good in most ways, could use a bit of tweaking, and I'm interested to see what they do with the sequel.
And so, I'll talk about something that I know for sure that I only really care about: fighting games!
The game I'll be talking about today is Big Bang Beat. Of the many doujin games I've played, it's probably one of the funnest in this author's opinion. Made by NRF and released in 2007, it was based off of a hentai game created by Alicesoft, Big Bang Age. That makes about two fightings games based off of hentais that I know of, but I always wonder if any hentai games were originally other genres:
Designer 1:...and in this segment, you can take this pistol, and shove it up the rectum of the enemy.
Designer 2:Heh, it would be pretty boss if that was an 18 year old girl who looked like a 12 year old.
D1:...
D2:What?
D1:You...are a GENIUS! And a sicko, but a sick genius.
Be that as it may, BBB is a pretty entertaining. It has a feel and aesthetic similar to the King of Fighters series, while having systems reminiscent of Guilty Gear. The combat is faster paced, with an emphasis on dial-a-combos, but not too focused on it like Melty Blood, or the Marvel/Capcom Vs. series.
I feel that this game has a nice balance between having a quick pace with lots of combo options balanced by the need to control and plan your actions. This comes from the universal stamina bar that exists in the game. Whenever a player performs a special move, it takes a bit from this stamina gauge. When the gauge is depleted, special moves cannot be performed. It can be refilled by "powering up" but that takes time, so the player has to carefully watch how they expend energy, and spamming the same special move is much more difficult. Also, none of the characters have projectile that traverses the entire field, so most fights are pretty up-close and personal. If playing Marvel Vs Capcom is like watching cat fight, and Street Fighter 2 is like watching boxing, this game would be akin to watching two dudes, who kinda know they are doing, duking it out in bar. It would be fun to watch, and well as unpredictable in a good way given the right circumstances.
Also, the general look is pretty nice. Sure, there are plenty of fighting game arch-types in the game, but at least they are visually recognizable, without being overly gaudy. (I'm looking at you, Million Knights Vermillion)
Of course, like any game, it has it's share of problems. The game has a dash button that's rather integral to the combo system. Basically, when pressed in the middle of the move, it cancels that move and leads into a dash that can be canceled into any other move, at the cost of a super bar. It basically allows you extends your combo. Unfortunately, super moves themselves are mapped to the same button, so an attempt to do a super move may lead to one uselessly hoping in front of an opponent. This downfall is rather similar to Arcana Hearts, where Arcana moves are also linked to it's dash button. (though that was fixed in the Arcana Hearts 2)
Also, as of version 1.06 charging is nearly useless. There are other ways to regain stamina, but still, having a worthless function is sorta annoying.
So, in the end, yeah, I have fun with this game. Good in most ways, could use a bit of tweaking, and I'm interested to see what they do with the sequel.