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Dude, you just need to relax and try again. This game is not impossible, but you need patience, and also to memorize all the tricks and stuff. It's certainly a tough, yesterday I wanted almost to give up at level 4. Today I'm at level 5, struggling with a lot of enemies, but I can assure jumps are my least concern.
Also...I mean...a trainer could never be available, because this isn't a famous triple A videogame after all. Although it wouldn't be bad if someone really made it, though.
I called two people names because, and one of them is in this thread, of this notion of trying to tell people how to feel about the game relative to very little input about its design. And, frankly, I have the top times in every single time attack stage on all difficulties now. I swept the board. So I've thought just a wee little bit about how this game works. Just like I had prior to that ban and seeing a person ready to slam the report button because this really is just about trying to convince people to feel a certain way.
"No, no don't wait for cheat engine just--"
Just what? Like, the game is gonna irritate people, and in ways I think it's okay to be doing and in other ways that have me going "Why would you do this?"
I think there's a lot of stuff that will understandably turn off players to this game. Some of the stuff like the item management, I think is something you can learn. The controls, definitely going to irritate people. The differences between the two characters? That just feels insane to me, Kaede just feels bad in a way where when I switch between characters, the way stages are designed, a lot of the game is spent jumping and her's just feels like a complete chore, like I thought it'd be.
The stages with straight aways she kind of shines, but she's never going to beat Hayate or be as fun in the stages with a lot of vertical space. I can't change the game, but I also think being someone who wants to try to "rally the troops" is a pretty detestable personality trait.
The game is decent, but like all of these Natsume Atari remakes I've played it just has some stuff that feels infuriating at the player's expense and there's not much to be done about that, at least in my experience.
You know it the instant you jump as Hayate. He just flies lol. I think Kaede having a higher vertical jump would be a nice compromise if there were more segments where pogoing advantaged it. I really wish the Time Attack board separated the two, because my times as Kaede don't even show on the leaderboard. It's only your "best" run.
She has to be better at something else then, no? Maybe it's something not immediately obvious. Otherwise I guess she acts as an additional challenge mode.
Hayate has a lot of cool moments where, because his jump or being in the air doesn't slam his momentum to a crawl, like in Stage 3 when you enter the final section with the shotgun guys, he can take platforms by running off of them and then just wall running to continue his movement.
Kaede jumps higher and she can run faster than he can on the ground. Her Shadow Step also recovers more quickly, but what I find myself doing is just dashing a lot with her anyway, so it's this very finnicky/annoying "advantage" because I still end up not really getting to flow the same way Hayate allows for. I find myself having to think a lot about busy inputs with her.
so they give minor differences to character rather than substantial ones.
maybe that will cause the stages harder to design so they keep the differences small.
You didn't notice the difference?? Lol...
Without that Kaede has a worse jump and a less versatile dash which is just weird. If her weapons worked differently it would feel like a significantly different way to play the game (like characters in ninja warriors or pocky & rocky) but it instead just seems like a character with clunkier platforming control.
I thought she would be stronger or something, it feels like they were functionally fixated on her base movement speed and they just stopped thinking about the context of the game entirely. My suspicion is that they didn't want to stray too far from the original design and it's like... well, look at the game, the original game didn't have score or time attack. It was what a lot of people would call "Character Action" now, one of many games like that, which is what I liked about it.
I don't mind these new modes and ideas, but the game doesn't go far enough to change what's there. You just end up having a lot of things that feel left on the table in some respects. Those aren't all fatal, but Kaede feels like a meme instead of a legitimately interesting character.
Hayate, again, can cheat out of his "weakness." His Shinobi Step may be slower, but it effectively still makes him "good enough" on the ground with tighter spacing and timing, it's just that that presence of mind pays a lot more dividends when you run into straight aways because, gasp, there are often enemies on those straight aways and he clears them with ease. The instant Kaede tries to jump, it's just bad comedy.
What I think she is supposed to be is the "level headed/score attack" based character, but that feels so needlessly restrictive. Because there are tons of moments where jumping and moving horizontally are valid solutions to some of the problems the game throws at you.
Not to stray too far, yeah, I'd love if Kaede didn't have to do these stressful sub pixel jumps to take advantage of her middling vertical jump height. I'm doing a lot of thinking for what? Being able to reach a platform that Hayate just has to take a few steps to jump and grab? That's stupid.
I have completed all time attacks and deathless runs with both characters, and Kaede's footspeed advantage goes really far and is noticably a lot more universal than Hayate's jump advantage once you get used to platforming with Kaede.
Once you get used to Kaede's walk speed, things like spacing against bosses, outpacing enemy attacks/projectiles in tight spaces, moving while attacking (attack, walk, attack, walk, etc) becomes so natural that Hayate's movement feels very stiff in comparison.
After few hours of playing, you actually learn to stay more grounded in this game, being airborne is rather dangerous unless you are really forced to. Hovering solves most of Kaede's issues with her jump, the only issue I have is ledge-grabbing really sucks after a hover, which makes a couple areas on Stage 5 in particular annoying to deal with but those are very few circumstances.