There's something funny to me about people decrying Command/Tactics for being slow and boring while putting forth Final as the... opposite, I guess? Don't get me wrong, I love Final, but after games like The Third Lightning and Delta, Final was less of a "bang" for the series to go out with and more of an answer to why Irem had decided to stop their development of shmups.
Final's biggest success was its further development (and simultaneous resolution of, I suppose) of the R-type universe, really. It was such a shame to see all of those resources go to waste after just one game, though, which is why Command excited me so much. A strategy game was the perfect way to really take advantage of the situation.
The game wasn't without flaws, I know. The battle animations were boring as hell and were better left turned off. The 10 mission stretch of subspace battles was very taxing and monotonous. Many ships were functionally the same, but with different charge shots. But I do feel like Command was a respectable first attempt, and I'm eager to see how they improve the formula in the sequel. Here's hoping it finds its way overseas.
So does bitter chocolate have some sort of different connotation in Japan? Because after this and BITTER CHOCOLATE STRIKER from IIDX 16 I'm a little curious
@Archaotic: Nope. Boring. It had some interesting concepts, but the presentation was just so bland and the gameplay was just really, really unexciting.
I'm sure PSN has a demo. You should download it or use MediaGo or something to try it out if you're interested enough. The only reason why I gave it a chance was because it was an "R-type game".
Curse_Lily promoted this comment
Snappywave: Subtitle option for the Deaf please was starred
Snappywave: Subtitle option for the Deaf please was unstarred
@Archaotic: R-Type final was called R-Type final for a reason. As far as I know, Irem doesn't intend on making new entries into the series in the proper horizontal shmup vein (remakes and graphical rehashes aside). The thought of it makes me sad too, but they seem to be sticking to their guns pretty firm on it. After all, it's been quite a few years since Final's release, and we haven't heard tell of a new true R-Type in development.
@MrGilder: I'm still holding my breath for a Gradius VI. I really like the way Treasure handled V (who am I kidding, I'm a sucker for anything Treasure does), but I really missed those Moai heads.
07/29/09
Final's biggest success was its further development (and simultaneous resolution of, I suppose) of the R-type universe, really. It was such a shame to see all of those resources go to waste after just one game, though, which is why Command excited me so much. A strategy game was the perfect way to really take advantage of the situation.
The game wasn't without flaws, I know. The battle animations were boring as hell and were better left turned off. The 10 mission stretch of subspace battles was very taxing and monotonous. Many ships were functionally the same, but with different charge shots. But I do feel like Command was a respectable first attempt, and I'm eager to see how they improve the formula in the sequel. Here's hoping it finds its way overseas.
07/29/09
R-Type Command= BAD
R-Type Delta,Final= GOOD
IT'S NOT THAT COMPLICATED ヽ(`Д´)ノ
07/29/09
07/29/09
It's like "fullmetal". The Japanese have some fondness for the phrase; as to why that is, I have no idea.
07/29/09
07/29/09
Could they be using R-type command, now with chocolate scent?
07/29/09
07/29/09
07/29/09
07/29/09
07/29/09
Was R-Type Command any good? I never got a chance to try it.
07/29/09
I'm sure PSN has a demo. You should download it or use MediaGo or something to try it out if you're interested enough. The only reason why I gave it a chance was because it was an "R-type game".
07/29/09
07/29/09
I was extremely disappointed. I guess I'll just replay Final. Again.
07/29/09
07/29/09
07/29/09
07/29/09