On the mini, the framerate is pretty smooth and consistent, and the graphics you are forced to play on Normal settings, which of course looks fantastic as that is the default setting. There's ultra, but i imaging that's for retina devices.
The performance on my iPad 2 is stable. Visuals are nice and the framerate is consistent save for the occasional stutter.
Now guys I will say I did play this fine with the control spec and it was enjoyable but why would I when I could play it on a Vita ...my main issue was the loss of freedom with complete movement and ability to weave through bullet patterns AND I wish the time movement button were next to the fire button..if they are gonna give a option to not auto fire then at least put the main detail of the games gameplay (time shift) next to the fire button to give me that arcade like feeling...is it playable YES...fun YES...can you expierience the game how it was meant to be...IMO NO...would it be more fun that way HELL YES... Not to mention on smaller devices (which IMO is why I would buy it ..not for my iPad) that little screen on the bottom makes a big difference
I consider myself a bit of a Crazy Taxi "master", owning a Japanese Dreamcast back in the day and importing almost every new release. I have no issues racking up scores on the iOS version. It's not as intuitive to do the Crazy Dash on iOS but it's nowhere near as unplayable as JSR is on iOS.
Hence why I wrote "varying degrees of unplayability". No, Crazy Taxi's controls aren't the abortion that Jet Set Radio's are, but they're still not great. And are still trumped by Fare Wars on the PSP.
Fair enough. I can definitely see how the vita would have better control and why one would choose to play it on that if they have that option. From my side, I never bothered with the vita. I have used them but just never bothered to get one for myself. So from my non vita owning perspective, I'm definitely happy with the game. But yeah, definitely a very valid point from your own perspective.
Cool! If it's not too troublesome, could you guys share a couple of screenshots? Also, for people complaining about the controls, maybe a Fling would help? I love mine.
After playing some more, I'm still not sure if relative touch would help. The current joystick is precise enough for the vast majority of the game. And there are a few sections where the bullet pattern is so dense that even with the utmost precision, I think it's next to impossible to weave through them. I'm all for more control options. But even if none are introduced, I'm quite happy with my purchase.
Dunno if this got lost in the shuffle or what... But does anyone else have this on Steam, and could maybe elaborate on what I'm missing with relative touch and me thinking it would work pretty much exactly like the mouse controls... oO
Sorry about posting again but I saw a lot of people say that it works good on the iPhone 4S, does it work on the iPhone 4?
It's an established fact that RT is far more precise than a vstick. Theres no such thing as floatyness in RT. That's why every single successful shmup on iOS from the last few years has RT. Some people may still prefer a stick. Hell, I still see occasional requests for tilt controls in shmups from people. That's why more control options is always better than less, but a shmup without RT is pretty much dead in the water, and a sign that the developers did not investigate the market when they ported the game. This game is visually impressive enough that it may be able to overcome its shortcomings, but it could be so much better. There's no reason at all that it wouldn't work.
Downloaded. Controls are bad, however, if you play on iPad and are willing to buy a Fling attachment, it plays great. Night and day difference.
Well well, as a matter of fact I just 'completed' the game (story mode on normal) ranking around 200 in the world leader boards. So much for bad controls Belive me or not, in the end I was able to put the ship (especially the garai, dunno why) EXACTLY where I wanted to...piloting trough narrows bullet curtains aiming for the sensible parts....practice is everything in Sine Mora (remember my words when you will fight the DOMUS, before throwing the iPad out of the window ) The first (and maybe the only) thing I would change about controls is the button placement. The fire button is useless when AF is on, and I would like bigger and more spaced timeshift and secondary weapon buttons. First thing I'll do tomorrow will be restarting the story mode....I'm sure I will improve the score A LOT now. Awesome game, possibly the best shoot em up I ever played. The story is really cool...it ranges from unintelligible to 'maybe it's because...' to a great WTF moment (it really took me off guard). You unlock a VERY cool encyclopedia too. Game is divided in sectors and moments very well, perfect for mobile....but you can play it for hours for a super adrenaline run. Some sectors and bosses are just memorable. If you are a shooters fan, be sure to buy the game on whichever platform you feel appropriate, but do not miss it. Personally I enjoyed this iOS version a TON.
I had no problem with the controls, but that Fling thing always attracted me...even if I hadn't really anything to use it for. I'll see if I can buy one tomorrow if you tell me they works well.
Point me in the direction of that established fact. Note, that statement is not sarcasm or anything of that type. I'm just going to need something more substantial than the statement. I have tried a good few games in recent days just to try and get perspective on what the exact difference is people are talking about but this is not my normal genre. And I do see/feel a slight difference but in anything I've tried I couldn't say its precision/floatyness related. So, as in what would be the best example of precise RT controls in an iOS game in this kind of genre to give me the perspective or context.
Unfortunately I can't since there is no single place for such information. It's something you'd come to understand from reading TA threads and reviews for every shmup that comes out, something I have done since the dawn of the AppStore. RT made this a viable genre on iOS. Before RT, shmups were fairly weak affairs on iOS due to the limited precision of sticks and tilt, and the action obscuring and uncomfortable nature of direct touch. For a great example of RT, try anything by CAVE, or for a free option, try Phoenix HD.