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Title: Yatagarasu Attack on Cataclysm
Genre: Action, Indie
Developer:
Yatagarasu Dev Team
Publisher:
Nyu Media
Release Date: 7 Jul, 2015
English,Japanese
Going to do a simple review.
Pros:
Online matchmaking is smooth once you have the ports forwarded and adjust the input delay at the character screen
Music is very enjoyable
Indepth training mode options
Controls are pretty straight forward
The characters each play differently even though some share similar moves such as Hina and Shimo.
Trial mode for each character
Cons:
Port Forwarding can be a headache especially if your ISP or admin doesn't give you the rights to change them
UI is barebones
Text in the game seem to overlap often such as when you get an error trying to enter a room or when you are doing challenge trials where the trials overlap the game's data(combos, hits and damage)
Two arcade modes using the exact same name. At least give one a different name.
I would definitely recommend the game if you don't mind any of the cons. I do believe that they will be ironed out in the future patches. Great thing about this game is that there is a demo being offered. So you can try the game out before you buy it. From what I heard, you can also try the online aspect of the game as well. Hope you guys enjoyed this short review :D. So, total disclosure - I've been working on this review since launch because it's quite a tough game to rate. In short, it's the weirdest blend of incomplete yet perfect that you can imagine. The fighting is razor sharp and, for a 24\/7 fighter fan, that's all that matters.
A lot of gamers and reviewers are making the obvious comparisons between 98\/2002 Kof and Street Fighter III: Third Strike, but I feel it's more like a combination between KoF's unspoken cousin, Garou:MotW and an early Samurai Shodown title. There is a lean towards big juggles and weapon-enhanced pokes that I haven't felt in a long time and the polar differences between L and H normals and specials means that the art of constructing a decent combo will literally keep you up at night.
The character selection is sparse, but mechanically the range features something for everyone, even mix-charge fans like myself. Furthermore, despite the complaints I've seen online, my cheap, fake, Chinese fightpad hooked up automatically, as did my notoriously PC-unfriendly RAP VX-SA fightstick - something that some fancier PC fighters have struggled with.
The hitboxes are tight and tidy, which again separates it from its KoF siblings, and it means that you'll often find yourself trading and, as a result, relearning trade-tactics, even at a low level. Other nice features include KD recovery and the much desired KoF hop options. There's 2 buttons dedicated to the game's Third Strike inspired parry system, which I feel would have been more valuable as a direct rip-off - utilizing the forward & aggressive crouch positions like its origin. As buttons, it just feels a little detached, but it's still an appreciated feature that forces you to bet on your reads.
Infact, with the ranged pokes, the parries and the KD recoveries, its fair to say that they've really captured that old-school "reads" mentality. Every throw, every hop, every meaty is a solid statement that you know the fight better than your opponent - something that's missing or diluted in modern fighters.
Next up, the online is pretty slick. Despite lacking its previously promised GGPO inclusion, I've been getting some pretty great, seamless fights in, with only the occasional "underwater" match occuring. Furthermore, you can view pings, adjust frame delays and mess around with a bunch of other stuff to customize your online experience for the better.
Another good sign of a thoughtful online mode is the ability to dip into practice mode without leaving a lobby, so you can work on those special cancels between bouts.
So, as an exercise in making a perfect fighting game, there you have it - Yatagarasu AoC is about as good as it gets. It takes inspiration from the greats, melds them together and comes out with something that's nostalgic yet new, punishing yet rewarding.
However, that's coming from the perspective of somebody who cut their adult fighting teeth on the alpha series and Third Strike and, as others have mentioned, this game is a bit of a love letter for fighter fans of that era.
Mechanically, it's all there, and that's all that matters to me, but if you put it up against almost any other fighter, the presentation of the entire thing is pretty jarring. From the minute you hit play it feels like you're in some kind of debug mode on an arcade cabinet, with a range of options and essentially dipswitch functions being the first thing you come into contact with.
The menus and in-game navigation is also pretty funky and learning your way around training mode options and the two different, but never explained, arcade modes may leave the casual fighter fans and the capital G gamers yearning for a more polished experience.
Personally, I like it and see it as another shoutout to the kind of player that knows the smell of burning silicone on a CPSII board, but it's not something for everyone.
Likewise, the characters are almost at a Mortal Kombat level of pallete swappy (and a little goofy), but their styles are unique, they match up nicely with their movements and the hitboxes and hurtboxes are all in the right places, so the game exercises as a great fighter, regardless of how creative the character design is.
There are some nice, thoughtful design features in amongst the rough bits like the assist commentary and the Samurai Shodown style hype-factory of an announcer, that will keep putting a smile on your face throughout with their comedy one liners and old school Akihabaran hatred towards throw tactics.
Jumping straight into this game, guns blazing, it took no time at all to find a few links and combos with some bite, with the standard KoF build of jump in heavy, crouchy-standy mix-up into a special\/overhead. Specials can often beautifully cancel into other specials, but there's no meterburn or drive cancel cost to do it, which will undoubtedly lead to some awesome acrobatics when Yatagarasu picks up competitively.
My verdict here, despite its presentation, is that Yatagarasu is a top tier fighter. If you're begging for a new era of Third Strike and the like, this could be it. It keeps that old techy stuff alive, it's a future classic, it's both beauty and the beast. Just make sure to look for the diamond beyond all that mud.. I've had more fun with this game in a few hours than in days of SFIV (on PS3).
It feels like a mix of Street Fighter: Third Strike with a little of KoF.
pros:
- Good, simple design that allows anyone to pick it up.
- Good net-code.
cons:
- Not many characters to choose from (i don't really care as long as they are balanced)
- low resolution (if you are expecting a hi res game, look elsewhere)
This is my new main fighting game, at least until SFV releases.. Devs promised GGPO netcode. It was even a stretch goal achieved during their Indiegogo campaign. Nearly 2 years since release and still no GGPO.. Let's start with the Pros:
-It runs
-Combat seems okay
-Decent roster with solid playsyle diversity
-Most animations look nice
-GGPO works (after annoying setup since you can't change port to something that's already open for play with friends)
Now let's get to the Cons
-No resolution options
-Getting online to work was a pain in the\u2665\u2665\u2665\u2665\u2665-Keyboard is unplayable in this game since you can't rebind keys
-Joystick support is dodgy at best. Some work flawlessly, others don't at all even with proper drivers.
-Stages are ugly beyond belief (personal opinion)
-Menu system looks straight out of a flash game. Seriously, while trying to rebind my keys it felt like I was trying to config a "Meet N' F**k" game
-Announcer portraits are LITERALLY PHOTOS WITH THE BACKGROUNDS CUT OUT
-HUD is incredibly sloppy
The best way I can describe this game is if you took a fanmade MUGEN fighter and then....
Well that's it really.
It feels like a MUGEN fighter based on 3rd Strike mechanics complete with all of the ugly, lazy design that's plaguing what COULD otherwise be a decent fighter. As it stands now nothing has really changed from the early builds of the game and there's no way that it should have been released like this without going through an extensive Early Access phase first. Luckily I didn't contribute to the kickstarter for this trash, and Steam allows refunds now.
DO NOT BUY THIS GAME UNTIL SIGNIFICANT DEVELOPMENT PROGRESS IS MADE. Don't get me wrong, the game itself is actually really good, it's just that the port makes it an incredibly unpleasant experience. Overlapping menus and a lack of options (including resolution, resulting in black borders on a 16:9) turn an otherwise very promising game into a disappointment.
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