This kind of "challenge but not cheap" mechanic reminds me a lot of how Demon's Souls worked out. I'm absolutely amazed at how Eastern developers are approaching new and innovative ways to challenge players: it's part of the reason I'm so partial to Eastern studios.
<3 your posts Tubatic!
<3 your posts Tubatic!
Awesome! I'll follow yours, and Holmes, lead.
I usually start games on Normal and eventually, if I get to it and if the game is worthy, challenge myself to the more difficult setting.
It's also too bad the game is designed in this fashion... Most people start and end on Normal and may never, ever see the beauty of the game's design. That's unfortunate.
I usually start games on Normal and eventually, if I get to it and if the game is worthy, challenge myself to the more difficult setting.
It's also too bad the game is designed in this fashion... Most people start and end on Normal and may never, ever see the beauty of the game's design. That's unfortunate.
I never play Musou mode, so I have no idea what its like. But I thought the game was pretty easy on shura besides the Barrier Caves.
Sadly,I'm already very, very far in Momohime's story to switch over. I'm sure the difficulty would spike too much.
Maybe I will when I start the second story. Still, it doesn't feel button mashy; I spend most of my time trying to get the biggest combos I can by knocking people around and trying to lead my character and enemies through an optimal path.
Maybe I will when I start the second story. Still, it doesn't feel button mashy; I spend most of my time trying to get the biggest combos I can by knocking people around and trying to lead my character and enemies through an optimal path.
I just hope the game doesn't repeatedly hand me my ass over and over again midway through, that can really break a game y'know? But I'm the one that always go back to those kind of games though :P
Keep spreading the good word! It makes me sad that a lot of people are bound to enjoy this game less because they're plying it on normal.
@Jozo
One very nice feature, though, is the game's acknowledgement that you may not be feeling up for a challenge at any given moment. Whenever you start up your saved game, you're given the choice to swap difficulty (Which is also available in gameplay as a setting). If Muramasa has that super hard midsection... there's an easy out if you want it.
I'm the same way though! I've had Ikaruga for more than a year, and I still haven't seen level 5. But I keep going back!
One very nice feature, though, is the game's acknowledgement that you may not be feeling up for a challenge at any given moment. Whenever you start up your saved game, you're given the choice to swap difficulty (Which is also available in gameplay as a setting). If Muramasa has that super hard midsection... there's an easy out if you want it.
I'm the same way though! I've had Ikaruga for more than a year, and I still haven't seen level 5. But I keep going back!
When I played this in japanese, I played on the casual difficulty because I didn't really know what was going on but it did take me a while to get to a point where the game challenged me.
In my opinion, it the modes mean Casual, Hardcore, and then 1HP/Maniacs. There is no true "normal" mode.
In my opinion, it the modes mean Casual, Hardcore, and then 1HP/Maniacs. There is no true "normal" mode.
I was watching people play this one the show floor at PAX and just flying through the demo with no difficulty. I sat down to play it eventually and put it on "Shura" right away. Great choice. I died, yes, but it was a blast.
I just started but it seems pretty tough so far. I think I just need to really practice all the moves and whatnot (shocking, I know) and I'll be okay.
Question, though: why do my items sometimes have a red X over them and are unusable? Is this related to the fullness bar? I'm still trying to figure out the mechanics of the item use system.
Question, though: why do my items sometimes have a red X over them and are unusable? Is this related to the fullness bar? I'm still trying to figure out the mechanics of the item use system.

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