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Thread: Gun Valkyrie

  1. Originally posted by Cloud
    Well I'm gonna take Rooster's advice and watch the demo to see how it's "meant" to be played, although I don't like being forced to play any one way. It seems Smilebit thinks otherwise though.
    Isn't this like saying that you don't like Street Fighter because on level 6-8 (or so) difficulty, the game 'forces' you to play with special moves if you want to win?

    The game, Gun Valkyrie, is about that technique - the hovering. Without the focus on hovering and comboing, it'd be an entirely different game.

    It gets harder as the game moves on, and the game stops meaning to make you play that way, and just forces you to play that way - you need those techniques to advance.

  2. Originally posted by Rooster
    Nah, because it takes some skill (or at least tenacity) to stay up there, your meter resets when you touch down and you loose your one major advantage- you're typically vastly outnumbered but most enemies can't fly and lack projectile attacks so they climb all over you if you give them a chance.
    I've never had any problem with enemies climbing all over me, but I'm not that far into the game either. I guess it'll probably get harder. Anyway, I'll try the hovering technique. Right after I bust some heads in Vice City that is! Hahahahahahaha being evil is great.
    Well that's like, your opinion, man.

  3. Gunvalkyrie is a polished product -great atmosphere, all action, and great music -- I liked it quite a bit.

    As with some other Sega titles, I suspect that the people who enjoyed it did so because when all the game elements meshed with the player, the game offered that unique, satisfying "rhythm". Put another way: when you're in the midst of effortlessly performing a ballet in the air, locking onto and destroying an array of creepy, aggressive enemies, all set against weird alien backdrops and accompanied by great ambient music, it simply "feels" good.

    That said (and poorly), I doubt the game is for you. If what you've experienced so far didn't grab you, I'd be very surprised that one level in the game is suddenly going to transform the whole experience for you.

    Move on.
    "Fiends! Animals! Bastards!"

  4. Originally posted by Stone
    Isn't this like saying that you don't like Street Fighter because on level 6-8 (or so) difficulty, the game 'forces' you to play with special moves if you want to win?

    The game, Gun Valkyrie, is about that technique - the hovering. Without the focus on hovering and comboing, it'd be an entirely different game.

    It gets harder as the game moves on, and the game stops meaning to make you play that way, and just forces you to play that way - you need those techniques to advance.
    Alright, so are there more flying enemies later in the game? Because if I'm in the air the whole time and majority of the enemies are on the ground, I fail to see how that would be fun to play, or difficult for that matter.
    Well that's like, your opinion, man.

  5. I would like to state that I didn't fully grasp the controls until after attempting to beat the final boss a number of times. Once I got the hang of it I began to love the game immensely.

    Really, you can blunder through most of the game, but getting good is another level altogether.

  6. To answer Cloud's question, there aren't really that many flying enemies throughout the game- it's more about what Prince Planet was getting at (and I obviously don't think it was worded poorly)
    Originally posted by Prince Planet
    As with some other Sega titles, I suspect that the people who enjoyed it did so because when all the game elements meshed with the player, the game offered that unique, satisfying "rhythm". Put another way: when you're in the midst of effortlessly performing a ballet in the air, locking onto and destroying an array of creepy, aggressive enemies, all set against weird alien backdrops and accompanied by great ambient music, it simply "feels" good.
    The challenge lies in being able to take out groups of enemies (or bosses) while manuvering PROPERLY so as to promote self preservation and maximize damage. You can still kill enemies while walking around on the ground, but thats no fun...

  7. Yea, anyways I played the Prime demo today. I'd say it was a let down. Going back on it and reading what EThugg said...Gun Valk WOULD have made a damn good Metroid. Fuck Retro, should have gave it to fucking SEGA.

  8. Gunvalk is a very niche game, I think, that some will like and many will dislike, mainly because of how it controls. I personally like how it controls, but the powerups are lame and don't seem to do much and the level design after Pit 1 takes a total nosedive into 'I'm only gonna play this through because I want to finish it.' The boss encounters, aside from the ice one, are fun though.

    Once you master boost dashing and boost canceling, you can stay in the air for long stretches of time with ease. Pity most levels are on a clock so you don't have time to enjoy it.
    "I've watched while the maggots have defiled the earth. They have
    built their castles and had their wars. I cannot stand by idly any longer." - Otogi 2

  9. I don't understand why people always liken Gun Valkyrie to MEtroid. They couldn't be more different.

  10. Originally posted by Frogacuda
    I don't understand why people always liken Gun Valkyrie to MEtroid. They couldn't be more different.
    I'm not saying they aren't. I'd prefer a GC version of Fusion, but they were going to do 3D, regardless, so in that situation, GV engine would have been better than what we have gotten with Prime.

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