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Где-то вот так, ага.Xenozip писал(а): - Homogenized bullet cancel points. When you throw a bullet, the only time you can jumpcancel it was immediately after the bullet was fired. That made the concept of jump canceling really linear. You couldn't delay cancel to bait things and in order to do it you just held up to jump and the game would automatically do it for you at the soonest possible point.
- Linear point blank game. Many of the cast could make their IAD rushdown airtight, so blockstrings were more or less endless if your execution was any good. That meant that if you block anything anywhere on the ground you were getting pushed back into the corner and/or forced to use a border escape. And if you blocked anything anywhere in the air you were definitely getting guard broken for a aircombo.
- Linear mixup game. They actually removed the element of bullet/melee mixups by making bullets and HJCs so fast, and they removed the frametrap elements by making everything so fast, so basically what you had was those charge-melees for high/low which instantly popped and orb and put you in a hittable stagger state. It was really homogenized and simplistic. Because everyone had 5A chains all you were doing is hitting mid until you used a 6a/3a crush move. So the whole concept of high/lows and mixups was just very linear. You could say the same for IaMP 22s being similar to the crush attacks in SWR, but they aren't. IaMP 22s had a huge variety of types, speeds, and uses. Plus in IaMP there's more high/lows with lots of variable ways to do attack strings.
- Homogenized combos. It didn't look that way at first, but it is. Mash 5AAA and do a ground bounce or wallslam combo. Everyone had it. It was linear and it was kind of boring. And the same with juggles, you do 5A then a bullet then hold up and push 5A again and then another bullet. So yeah it was like melee-bullet-melee-bullet-melee-bullet-etcetcetc. It was pretty stupid that it made the whole cast generic like that. It also lead to stupidly good air guard breaks. If you blocked anything in the air any one of the cast would definitely guard break you for a combo anywhere, didn't matter of what or where or anything.
- Forced knockdowns from juggle. This was designed to prevent infinites I think. But as a side effect it also nullified any form of teching and tech trapping games. Not that you would ever want to airtech in that game anyway, but if for some reason it would have actually been a good idea to do so, the combo cap removed the ability to airtech anyway so you couldn't.
- Double taps for dashing and D for flying. This was a bad idea and should be the other way around: D for dashing and double taps for flying.
- Border escape. Bad mechanic in general. At the cost of one orb you could cancel blockstun into an immediate vertical high jump, but the high jump held no special properties than a normal high jump.
- Weather cards. Useless. Any card you used to changed the weather would effect the opponent as well. So not only do you waste a card, you also waste the time spent casting it.
- Random Spellcards. Bad idea. Everyone is going to choose which card they want to use during a match anyway, so randomizing the collection order which made you have to shuffle your deck is really stupid and unnecessary. It also adds a random element to a fighting game, and random items/effects are never really welcomed in fighters for a damn good reason.
- Too much movement/space. I know that sounds weird, but being able to 8-way fly meant that you could very easily out-turtle your opponent's bullet game, which meant there was a really boring and turtle-ish kind of midrange game. Basically everyone just kept avoiding each other's bullets very easily by running away, very little risk involved because movement was so free and hard for the opponent to force a hit. The midrange style of using cover fire and using trapping and controlling space and footsies in general were just really watered down in SWR.
- Alt.move and move level cards. I really think this was just bad because of the time needed to cast the cards and the fact that you got them randomly. It meant that you'd have to sacrifice rushdown/momentum/initiative just to cast the card. I don't think they balanced it well either. While it was worth it to cast it with Alice or Reimu because the yoyo spinners or shadow stabbers and buster cards were stupidly good, the same wasn't true for Aya who didn't really benefit too much from the alt.cards or from powering up a move.
- The deck system all together. Sorry but the deck system is a major inconvenience for offline gaming. Sure it's fine for online when you play at home, but just imagine how it must be at a tournament or local gathering event where everyone has to adjust their deck. Fuck that. And if you go with a totally randomized deck, also fuck that. Rolling a subpar or unwanted set of cards would be so stupid in a tournament, just imagine "I lost because the random cards gave me nothing but useless shit, while my opponent got the best cards in the game!", stupid.
Now, that said, I believe SWR could be a very good game, provided they changed some things. What they really needed to do was modify the above listed things just a little bit. It's not like they would have to get rid of any of it, but rather just tweak it a little bit so that things worked differently.
But, as it stands now (and this has been proven), the gameflow is really linear, predictable, and boring. Basically the midrange really sucks because it's too easy to avoid bullet traps by flying around. And finally once anyone blocks anything anywhere it turns into an airtight sequence where if they are in the air they will get guard crushed, and if they are on the ground they will get pushed into the corner and chipped away until they have no spirit orbs or risk doing a border escape.
So the game looked like this (even at high level play):
1) spam random bullets, fly away from enemy bullets
2) move on the ground (because air is too risky) until you can use melee
3) hjc sequence to force opponent to corner, force a border escape or force an orb pop to hit them
repeat
But really I want to express that the game has potential. Just that in it's current state, once you learn how to neutralize midrange and abuse close range HJC and IAD the game becomes very unfun, and the card system was more of a burden than a plus.