Sorry, missed your post due to the girls that showed up earlier, crying crystal unicorn tears about the price. CAVE games have stayed viable for years; I doubt Smelly Bunnies or whatever it was they preferred over this game will be as successful, lol. Yes, the Shot Off is essential is controlled scoring. There are a number of scenarios in which continuing to shoot enemies would be counter-productive. For example, if a large enemy is about to die, but your gauge is not in the ideal position to best capitalize on the kill, you shut down firing until the optimal time. Note: Be aware that the UI is a bit confusing, but you want "Shot Off" to be clicked "On". To your first question, the STG list that Zeth linked is the resource we all use for the import Xbox 360 version and EOJ kept it current, so it's still the go-to list. Gimme a sec and I'll provide a couple examples to support it. Him and Ednan know their business too, so be sure to browse their posts.
Have run through Original once so far, and thoroughly enjoyed it. Whilst I don't agree with the IAP to change the game, I was still happy enough to shell out for another awesome cave port. Though, they need to do something about some of those achievements. I'd 'earned' 3 before actually starting stage one, and finished with 17 by the end of my first playthough...
Thanks Ednan and dj for the infos. I was indeed waiting for the discussions about the price to cool off and let the useful stuff come. I was trying to unlock the modes in Normal. But i'll do as khamous if I ever want to see god mode someday, and do everything through novice first. In the meantime, i was trying Raystorm
Game Impressions At a high level, all CAVE games are the same. That's right, burn me at the stake now for blasphemy, but I said it. They have found a number of very compelling features and they generally iterate on that feature set, in some way, with each new game they produce. This is not a disparaging comment, but instead, falls into the "if it ain't broke, don't fix it" mentality. They are experts at their craft and while they do offer interesting new experiments from time to time, they generally stick to their oh so awesome recipe. This is why every other Bullet Hell game is always judged relative to their fine work. Bug Panic is an obvious exception to this rule and there are others, but what we're discussing here are Bullet Hell shooters, for which they are best known. Assuming you agree that they have a successful formula, let's think about what any new CAVE release offers (not their ports, but their original releases). If it is a new Intellectual Property (IP), they repurpose some of their tried and true combo mechanics, weapons, and scoring, but paired with a new theme, story, and look. Sometimes, there are a couple refreshing new mechanics or innovations, which is great. If some subset of those are successful, they may be added to the formula and show up in future titles. If not, we never see them again. New features aside, the primary change realized in each new title is accomplished via tuning. This process involves determining the malleability of certain core features and adjusting the associated "knobs" to create a new experience for the player. Off the top of my head, I can think of no developer that does it better. While the core design doesn't stray a great deal from previous titles, we all feel like we're playing a completely different game and we love it. That's the secret sawse. What if instead of a new IP, they are releasing a sequel to an existing property? The above is true, but many of those things need not change a great deal, such as graphics, theme, characters, etc. They may pivot toward a different audience or further explore previous ideas that worked, but they do so in a way that does not derail the license. (Well...for the most part; I'm looking at you DFK...). If you're still with me, let's get to the point; what exactly is Bug Princess 2 Black Label? It's an incremental "version" of a single, proven title and it requires even less mucking about than the aforementioned sequel. A Black Label version is a refinement of what people have already come to know and love in a particular game. It's a chance to further explore the systems already in place, a chance to try seemingly subtle changes in the formula, and to address the needs of players that bought the original. After all, the best STG players in the world don't all work at CAVE; they have an opportunity to learn from players exactly what worked, what didn't, and to address known exploits. So the question is, how successful we're they with their latest release on iOS? My answer is "very goddamn successful"; BP2 Black Label is a phenomenal effort. The Designers at CAVE make tuning seem effortless - so nuanced and so delicate, but with such a meaningful impact! Every mode, every difficulty, every scoring mechanic analyzed in detail and then tuned to perfection. It really does feel like you are playing a new game, because even the most subtle of changes ripple throughout the rest of the game, like a pebble in a pond. The reason for this is that the disparate systems are intertwined so tightly, that a small change in one touches every other system. It's truly brilliant. Take for example the gem shedding mechanic that was added. On paper, it may not sound like a drastic change, but it is. Basically, certain enemies "bleed" gems. Just a score boost...not a big deal, right? Wrong. In fact, when you hit max-multi, they bleed bigger high-point gems. Okay, just a couple things to keep in mind, but now combine that with the fact that point-blanking provides gems of a higher quality, as you know. Do you stick close to an enemy and watch free money fly by and of the bottom of the screen or do you reroute for the cash grab? Where's your tried and true, down to the millisecond pattern that you've come to know and love on the previous version of the game? Not only do you have to learn to respond tactically to low-level decision-making challenges, but now you have to assess whether the high-level strategy you've been perfecting for the last two years is now garbage! But in a good way, of course. We like those decisions. We thrive upon those decisions! That is why we are Bullet Hell fanatics! Now, with this same mindset, take a close look at the changelist again. Hmm, the new God Mode, a seemingly innocuous decision to increase the multiplier cap to 30k. Big deal. Oh snap, if I have that maxed and I know how to get the best gems shedding, I'm looking at one-metric-ton of gems worth 30,000 points EACH! Wait, that value carries over from stage to stage?!? Ooh, gotta be careful to kill the right enemies with the right weapon when the gauge is flashing, though, otherwise I'm burning free points. This whole shedding thing seems very powerful, it must come at a cost...hey, what's this "Rank" they mention? Yeah, that's right, you want to realize the full potential of this system, you need to relearn shot speeds, because they increase at an alarming rate. That's okay, you know the patterns, right? Wrong, they changed most of the bullet curtains in this version. That's okay, I have my bombs as a backup, if I get in trouble. Huh? My bombs figure into my clear bonus? Whaddya mean I get zero clear bonus if I finish with no bombs?!? Wait, what new God Mode Boss? Killing her DOUBLES my clear bonus!!! But the bonus is so high already! You see where I'm going with this? NEWSFLASH: This is a whole new game. If the things I discussed above hold no interest for you, then stay the hell away from this purchase and this thread. Save your precious milk money. If instead, this excites every bone in your body and you are already mapping this new information to your experience with 1.5 and dreaming up ways to ****ing crush this, then you are a Bullet Hell Fanatic and you need this game. See you on the leaderboards, because I'm heading back there now...
Djflippy, that was beautiful! Hats down. Very good explaining on the iterative aspect of the game. Problem is, though, that haters won't see the point anyway. Again, congrats, sir.
Thanks, Fimb. Now you've inspired me to write a Haiku haters gonna hate they return to modern war fare thee well, cheers mate
A very well thought out post. This really gives me a flavor of the game and may change my mind about buying it. I'm also waiting for someone on youtube or here to post some videos of the new ipad version. Got a question, are the bullet patterns more like dodonpachi which is more of a true bullet hell shooter? Thanks for your tremendous post. I award you Touch Arcade's post of the month.
Much appreciated; very nice to hear. For those that are considering it, I should mention a couple things. While I only played Boss Rush once, at first blush, it seems dreadful to me. This is one instance where I appreciate their effort, but it seems like a failed experiment to me. I also echo the concerns expressed earlier (Zeth maybe or Ednan) that the scoring gap between novice versus the higher difficulties should be much greater. Sort of a bit early to tell, for me, but it seems like that suffers a bit. As to the bullet patterns, I've completed all of the modes, but not on all difficulties, so I can't yet comment on that. I did note, however, that the God Mode patterns differed from those of the other two modes. Well, I believe so, it's late here. LOL I'll mention it at a later time on this thread, if I discover something interesting. Thanks again.
Thanks for the help I have more questions for whoever can answer me (yes I'm v new to cave shooters, but I've always enjoyed shmups in every difficulty). - About the scoring: say I have say i got to the cap (9999 or 30k) and I want to use it, what I want to do is what? Have fire off so I can stop firing and wait for it to deplete? Thing is, I have shots always on, so when I cap and try to use it, I switch to laser, which destroys shittons of enemies, generates tons of gems that when I pick them up (switching back to spread) refills my bar, so I kinda have to lose them in order to use it? Also I've seen that in the 9999 context, when I use it on an enemy, it gets reduced to around 6.7k, why? - About the bosses: why is it that the counters start counting down no matter what I do on a boss? what's the point of this? I find it hilarious that every gaming community has the CoD equivalent that they hate
I haven't paid much attention until then, but i would say the music is the same as BP2, or in any case nothing as obvious as the difference between esp2 and esp2 BL. This said, it may only be because I haven't listened to the music without playing, and because I really don't like BP osts that much. DJflippy, beautiful piece of writing. I hope it'll help people understand the why of this release, whether they are suceptible of enjoying it or not.
Post of the year so far, I'd say. I am a little confused about your question. Are you asking if this is more of a "true" bullet hell than BP2 1.5? I've never made it to the 2nd loop in DDP:R, but there are definitely some crazy, dense, complex patterns here--even moreso than 1.5. I personally count all of Cave's shmups as "true" danmaku though. Sure, it's kind of a gimmick, and even a bit dull for the first few grades, but I love being able to get a quick boss battle fix. I do wish that they had the two games' bosses combined in a single mode, however; (maybe BP1 first boss, then BP2 first boss, BP1 second boss, etc.) Once you've gotten to a level/grade, you can start from there again, which, while it won't do you any favors for scoring, (they could take the Llamasoft approach of saving your best score at a grade and letting you continue from there to fix this), it does mean you'll avoid the tedium of replaying the early difficulties every time you want to get right to the point in and have some fun with bosses. Also, the mode is potentially useful for practice/training.
1) It will lower the gauge if you shoot with your lasers, but it will go away SLOOOOOOOOWLY. I guess turning off the shot for a couple of seconds might be better because I think you will lose less enemies. You should only use your lasers wisely. To maximize the efficiency, watch Youtube videos, they are great. I have been playing for survival on HELL/GOD so I don't have an opinion yet on how well turning the shot off will work, give it a try! As for the counter getting reduced, when you get the gems with the counter bonus, they will make you counter reduce, so you gotta get more normal gems and bring it up again. 2)If the counter is 9999 or less it will reduce in bosses with time, that's how it is... One really important thing to keep in mind while playing is the end game bonus which works as this: Also, great writing djflippy, you should use that text and put up a game review! Although I think most people will still won't get the point because complaining how they can buy 15 99c games is more interesting
it's not only about you but some other people who praised bg2 so much and still your the scores on gc are like you did not really play it that much like espgaluda and other games. if you like it so much people on ta than play it so there is some competition for highscores too.
I do that... with DonPachi titles... I suck at the scoring in DDPR and DDPBD, so I basically just play those for survival... =oP All the others though, I really try my best to go for high-scores.
If I understand what you mean, the answer is no. In DDP, the bullets tend to have a very specific curtain pattern, regardless of your position on the screen. In BP2, this is more a mix between wandering bullets + homing bullets, in a combination of fast targeting ones, and slowing drifting towards you position patterns. In both cases, the patterns get very dense when the difficulty ramps up, but I'd say there definitely is a different approach. Maybe the specialists will have a better analysis.
For enjoyment? I rushed through the game just to open God mode and now I'm being massacrated there but it's fun (yeah it sounds masochistic). I find it is unfair that the scores for all levels of difficulty are mixed. Anyway, there are many forms of enjoyment on bullet hell games