Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Formatting, spelling, and punctuation.
There have been moments where R Type Final 1 DEFINETELY looks better than 2. Hell, i even think that R-Type Delta'2 stage 2 was the series pinnacle in terms of atmosphere, dynamic music, eerie tone, action, etc.
Stage 3.0 On Final 2 looks GOD AWFUL, like, it looks 100% unacceptable, the lowest point is the boss battle, the core (weak point) is like a solid red sphere rendered on fullbright, no texture no nothing, no effects, it looks like a clown's nose LMAO, the cannons look like plastic cylinders, the turrets look like something out of bionicle (very toy-ish, poor modeling) the whole game after stage 1.0 falls appart terribly on this department.
The underwater level, i think it was 4.0. Is just so bland, short and boring, there's this part where you enter a room full of these... spiky things with 1.000.000 HP, shoot them (because it's not like they're gonna retaliate) and then exit.................. #GaMePlAy
Coming back to R type Delta's comment, it's water level has 3 different phases, waterfalls, the whole vertical part with the pillar falling, it looks oh so beautiful, so sinister and vicious but so great.
It's come to my attention that Granzella really hasn't played Final 1 enough, i mean there's some inspiration on it, but that inspiration falls short, they really need to dive themselves in on all of Irem's software concept art portfolio and try it allllllllllllllllllllll over again, because this stage 3.0 boss gave me a really bad aftertaste after spending the money, it's the first time i felt that a game looking this bad took a seroius shot on the whole experience.
Kujo-san worked on Final (1). It's pointless to claim that they did not play.
Other than that, I'd recommend to write feedback to dev team directly, if you have strong opinion.
https://www.granzellagames.com/contact/
Aesthetically? It's ugly. The blues with the red moon (and blue fog, fog?) behind it just don't mix well. I can't relate it to neither a human-made nor Bydo technology, was it trying to be sterile?
Lore wise, I also don't know what they were aim for with stage 3.0.
The underwater stage is Stage 5.0, for the record, and Stage 4.0 is the one where you encounter those shielded turrets (and apparently the stage that was seen all the way back in its first playable appearance at TGS 2019).
As CZI points out, there is absolutely no way that the older staff of Granzella Inc. can't have played it enough; Many of the people who are part of Granzella Inc. were former members of Irem Software Engineering, and many of the ones who worked on R-Type Final 2 (including Kazuma Kujo himself) date back as far as R-Type Delta (several of those from Delta and Final's staff having "unfinished business of their own" according to Kujo in that Game*Spark interview).
It is worth noting at this point that some of the game's development was apparently outsourced, and that every stage in itself was handled by different teams within Granzella Game Studios, which alongside those who were given the chance to design their own Bydo via Kickstarter reward tiers would probably explain why every stage in this game - including those from the Homage Stage Course - have a set of Stage Credits which you can view at any time as soon as you unlock the stages in Score Attack (and, of course, appearing in the credits if you beat the Main Course). The fact that different teams were assigned to do different stages would probably explain a lot about the inconsistency between their difficulty and quality.
Kazuma Kujo mentions in the Game*Spark interview that he was worried about the younger members not getting what R-Type was about, but was pleasantly surprised to see that they did when he had them play the older titles. https://twitter.com/gosokkyu/status/1389423843983331334?s=20
Funnily enough, he's also mentioned on a recent blog entry that he's constantly being asked by the young member who's in charge of the Crazy Machines homage stage about why he designed certain things in the original version of the stage the way he did back during Delta's development, to which he's in a pinch because:
You be the judge on all that I've mentioned above, and send Granzella your feedback - you may have your own feelings about the way games have the model where they're not done until they say it's done after their initial release, but if you want things to change, that's the best way to do it. Kujo's prepared to work for up to 2 years on this game if he has to, and already has a roadmap for the next year, according to that same interview.