Yeah, it was annoying. Had a glitch last night where the robot tower boss knocked me up above him and I was just hanging in mid air. Had to fail the deal to respawn.
Camera was hot shit during that fight too. Really hard to tell what was going on.
Any Ukemi tips? I know you perform it when you get hit or you're about to land, but there is so much going on at times that I can't locate my main Wonder to activate it [unless there's slowdown ]. That's my main issue, not the timing.
I don't think I'll finish my hard run, I'm getting a bit tired of some of the non-battle missions (like shooting and boxing). So much padding and unnecessary stuff.
I'll probably get the Wonder heroes I'm missing [~6] to reach 100 and call it a day until I feel like replaying it in the next two years [maybe].
And that last Kahkoo-regah in the Epilogue [
Punch-Out mission, 1 hit and you're dead
] on hard means I'll never complete them, why? Because loading bar -> loading battle arena -> loading bar. If you fail, loading x3 again. This lack of polish/testing is infuriating sometimes and I can't believe the developer didn't do anything about it.
This game has so many highs and so many lows, I love it and hate it [but mostly love it]. I wouldn't have minded if it released later, to get to the right point of polish and optimization [maybe that way I could completely ignore the missions I despise ]
Any Ukemi tips? I know you perform it when you get hit or you're about to land, but there is so much going on at times that I can't locate my main Wonder to activate it [unless there's slowdown ]. That's my main issue, not the timing.
I would guess that's most people's main issue. There's a marker around your current leader but even that is often hard to see in the chaos. I believe it's entirely intentional, though (forcing you to focus on your character as a way to make you pay attention).
I don't think I'll finish my hard run, I'm getting a bit tired of some of the non-battle missions (like shooting and boxing). So much padding and unnecessary stuff.
I'll probably get the Wonder heroes I'm missing [~6] to reach 100 and call it a day until I feel like replaying it in the next two years [maybe].
And that last Kahkoo-regah in the Epilogue [
Punch-Out mission, 1 hit and you're dead
] on hard means I'll never complete them, why? Because loading bar -> loading battle arena -> loading bar. If you fail, loading x3 again. This lack of polish/testing is infuriating sometimes and I can't believe the developer didn't do anything about it.
This game has so many highs and so many lows, I love it and hate it [but mostly love it]. I wouldn't have minded if it released later, to get to the right point of polish and optimization [maybe that way I could completely ignore the missions I despise ]
I don't think it's a matter of polish or optimization, it's a matter of liking some parts of it and not others. That's going to happen to any game. For the record I believe W101 to be incredibly polished compared to most games *shrug*. But perhaps the digital version loads much quicker, anyone has that one to compare to the disc version?
Basically:
Blunt/bash = Block or dodge
Spiky/edged = Dodge
Beam = Sword or dodge
Fire = Hand or dodge
Lightning = Sword or dodge
Exceptions: if an enemy is enraged (red and whistling steam), you can't block them.
Yeah, I know about the different types and their counters. It's just that if enemy A is charging up some attack, I have no idea if it's going to be a beam, fire, or a spiky ball until it's too late to react. Maybe the answer is to just dodge everything the first time around.
Also, what's with the enemy names? They're all so uniformly unique that I feel like I'm missing out on some pun. My vague suspicion is that they're just the "concrete" English pronunciation for their Japanese names.
There's also Vorkken (Bouken ~ tyrant), Guyzoch (Kaizoku ~ pirate), Tworalla (Tsurara ~ icicle), Ewwmee (Umi ~ sea) Kakooh-Regah (Kakurega ~ hideaway), Hoedown (Houdan ~ cannon), and heaps of others, along with the less obfuscated Orochi, Kofun and Dogu. I'm also really hoping Chewgi wasn't supposed to reference this.
It seems like we missed a lot of references with the names. Too bad, I always wondered if there was some meaning to them. Outside of Chewgi, Immorta and Vorkken, I couldn't learn any
Did Alexander O. Smith work on this game? I recall seeing his name during the credits.
There's also Vorkken (Bouken ~ tyrant), Guyzoch (Kaizoku ~ pirate), Tworalla (Tsurara ~ icicle), Ewwmee (Umi ~ sea) Kakooh-Regah (Kakurega ~ hideaway), Hoedown (Houdan ~ cannon), and heaps of others, along with the less obfuscated Orochi, Kofun and Dogu. I'm also really hoping Chewgi wasn't supposed to reference this.
I would guess that's most people's main issue. There's a marker around your current leader but even that is often hard to see in the chaos. I believe it's entirely intentional, though (forcing you to focus on your character as a way to make you pay attention).
If it was intentional [which I doubt], that's not really a good way or justification to make you focus on your main character. The counter block makes you focus on the enemy's attack, the Unite Spring makes you focus on the attack and your main character. See? Different situations, different focus, and you constantly have to switch depending of what is happening. I think that problem could have been fixed with a better marker: a bold outline with a slightly different, more pronounced shade of color for your character [Vorkken is a good example, during those fights you can locate him quickly because of his purple flames].
I don't think it's a matter of polish or optimization, it's a matter of liking some parts of it and not others. That's going to happen to any game. For the record I believe W101 to be incredibly polished compared to most games *shrug*. But perhaps the digital version loads much quicker, anyone has that one to compare to the disc version?
I do believe the frame rate drops and [the dreadful] loading are definitely lack of optimization/polish that could have been fixed. Trying again some Kahkoo-regah portals is a chore, especially the one on the Epilogue [hard].
And while I know that not everyone is going to like every single part of each game, can you really deny that Kamiya's games sometimes cross the line with the amount of stuff he puts on them? Okami was guilty of this, Bayonetta to a much lesser degree and now TW101 is the worst offender.
Unfortunately, the more I play TW101 the more I dislike it. The core gameplay is great. I love the combat system. It's all the junk piled on top of it that's really been killing my fun.
For one thing, the genre switches go well past the point of overkill. I wouldn't mind them if there weren't so many and they weren't so ridiculously touchy. Shooting for pure platinum rankings is such a chore. One mistake and your rating is ruined. It would be tough enough if this were a pure action game, but all the shmup sections and other departures from normal combat are frustrating me to the point where I have to question if it's even worth my time to go after most of the unlockables. I'm starting to resent how unforgiving this game can be.
My first time through TW101 was a roller coaster of enjoyment and frustration. Mostly frustration toward the end, I have to admit. Mission 7A is complete trash, the way it limits your team size at the start and then throws annoying enemies at you. Right now I feel like I never want to replay it ever again, and it's been a while since I first cleared that mission. Even worse, I couldn't enjoy the final boss because I was too busy resisting the urge to shriek at my screen. I got caught with no battery power and no recovery items in the last phase so I was stuck in an agonizing loop of getting smacked off my feet by lasers that I couldn't dodge or ukemi. Naturally it was difficult to change unite morphs when most of my team was knocked down, and I couldn't form them large enough to be effective anyway. Maybe I made a mistake by playing the whole game on normal, but I figured it would be OK since I didn't have much trouble with Bayonetta and I have a lot of experience with action games.
I've still been recommending this game to people because the story and characters are always entertaining and have fantastic personality, and the combat system is excellent when you get comfortable with it. TW101 showcases Platinum at their best. Sadly I believe it represents them at their very worst too, which is why Bayonetta is definitely the superior game for me. Its combat system is nearly perfect and Kamiya exercised restraint with the genre switching, which I'm extremely grateful for in retrospect.
I think I might shelve TW101 until I can play Bayonetta 2 as a palate cleanser. Kamiya, Platinum... I wish you'd overcome your habit of marring your exceptional industry-leading combat design with subpar minigames and unneeded gimmickry. Variety is good only if it improves the player's experience.
If it was intentional [which I doubt], that's not really a good way or justification to make you focus on your main character. The counter block makes you focus on the enemy's attack, the Unite Spring makes you focus on the attack and your main character. See? Different situations, different focus, and you constantly have to switch depending of what is happening.
I do believe the frame rate drops and [the dreadful] loading are definitely lack of optimization/polish that could have been fixed. Trying again some Kahkoo-regah portals is a chore, especially the one on the Epilogue [hard].
Yeah, I fear doing that one. I did the Normal one simply by doing other stuff while the game loaded; it being playable on the game pad helps a lot with that.
And while I know that not everyone is going to like every single part of each game, can you really deny that Kamiya's games sometimes cross the line with the amount of stuff he puts on them? Okami was guilty of this, Bayonetta to a much lesser degree and now TW101 is the worst offender.
I'm afraid I don't agree; I loved most if not all the content on all of his games. Particularly, I find baffling people's criticism of Okami because it's too long: for me it felt like I paid for one game and got four. It does help that Okami is right at the top of my favorite games of all time, so there can be no such thing as "too much" of it (I finished it both in Japanese and English, and I'm currently replaying the beautiful, beautiful PS3 port).
Seriously, I would like someone to explain to me what was wrong with that. I wish all games I loved to death turned out to be four times as long (with four times as much content) as I thought. But even back on topic, I liked all of W101's interludes; however, I'm not trying to full plat the game (yet, or possible ever), so naturally I don't have that as a frustration factor.
Unfortunately, the more I play TW101 the more I dislike it. The core gameplay is great. I love the combat system. It's all the junk piled on top of it that's really been killing my fun.
For one thing, the genre switches go well past the point of overkill. I wouldn't mind them if there weren't so many and they weren't so ridiculously touchy. Shooting for pure platinum rankings is such a chore. One mistake and your rating is ruined. It would be tough enough if this were a pure action game, but all the shmup sections and other departures from normal combat are frustrating me to the point where I have to question if it's even worth my time to go after most of the unlockables. I'm starting to resent how unforgiving this game can be.
[...]
I've still been recommending this game to people because the story and characters are always entertaining and have fantastic personality, and the combat system is excellent when you get comfortable with it. TW101 showcases Platinum at their best. Sadly I believe it represents them at their very worst too, which is why Bayonetta is definitely the superior game for me. Its combat system is nearly perfect and Kamiya exercised restraint with the genre switching, which I'm extremely grateful for in retrospect.
I think I might shelve TW101 until I can play Bayonetta 2 as a palate cleanser. Kamiya, Platinum... I wish you'd overcome your habit of marring your exceptional industry-leading combat design with subpar minigames and unneeded gimmickry. Variety is good only if it improves the player's experience.
The point is: if the intention was to be constantly switching focus [quickly], you should make that switching process easier and faster, help the player to track what's going on (because position is important in this game). It would be such a trivial fix and it would improve the experience.
I'm afraid I don't agree; I loved most if not all the content on all of his games. Particularly, I find baffling people's criticism of Okami because it's too long: for me it felt like I paid for one game and got four. It does help that Okami is right at the top of my favorite games of all time, so there can be no such thing as "too much" of it (I finished it both in Japanese and English, and I'm currently replaying the beautiful, beautiful PS3 port).
Seriously, I would like someone to explain to me what was wrong with that. I wish all games I loved to death turned out to be four times as long (with four times as much content) as I thought. But even back on topic, I liked all of W101's interludes; however, I'm not trying to full plat the game (yet, or possible ever), so naturally I don't have that as a frustration factor.
I also love Okami. Played it twice on PS2 and twice again on Wii, 100% completion on both consoles. I got the PS3 version and I plan to do a run on it.
But Okami is practically 3 games in 1 disc. For some people, that's too much and I can understand it (some good games overstay their welcome, like Bravely Default or Mario & Luigi: Dream Team).
It is a long game, but the thing about Okami (and Bayonetta) compared to TW101: consistency.
Like Monocle said: "the genre switches go well past the point of overkill." Kamiya needs to restraint a bit (he probably needs someone to tell him to stop, even during the very last mission the game is throwing you new mechanics/gimmicks) or just make the shooter he desperately wants to do.
yes, getting the best rank on some mini-games or sections is stupidly annoying. I won't bother anyway since you can't even retry ranked sections as much as you want, instead "retry from last save" which sucks for that.
This game has been on my list since release. Finally got a Wii U and started. Loving every bit of it, but I have one complaint. Sometimes it's hard to tell what to do in certain scenarios. without getting hit first. It's hard to tell whether I should block, dodge, deflect with sword, etc. when faced with a brand new enemy. Am I just missing some sort of universal tell?
Isn't his pretty much the case with all action games? When you face a new enemy there is always some degree of trial and error. I always find it best to be on the defensive to see the enemie's moveset, and make a guess as to which attacks you might be able to block and which ones to dodge.
yes, getting the best rank on some mini-games or sections is stupidly annoying. I won't bother anyway since you can't even retry ranked sections as much as you want, instead "retry from last save" which sucks for that.
The mini games are pretty forgiving overall rank-wise. Just so long as you don't die and if you can get some Pure Plats in the other missions they eat up whatever poor score the mini games give you.
Like with 009-A, I just needed to survive until the end and the Pure Plat I got from mission 3 ate the two golds I got before it giving me a Platinum for the operation. I got bronzes all over for the other games or goofy control segments but the Pure Plats from combat or escape sections completely outweighed them.
Of course that's just normal Platinum ranks. Pure Platinums would be total hell. Passing on doing that with extreme force.
Finished. A pretty decent ending although there were parts of the final boss that I just didn't dig on.
I guess that's a key theme throughout the game though. While some sections are extremely fun there are others that I don't really feel like playing again. Almost all of them are the side stuff, be it plane shooting or 'punch out' fights. There are a lot more of them than Bayonetta, or at least there seems to be, and while none of them are broken in a gameplay sense I just didn't have much fun with them'.
The core combat is fun and I got used to drawing with the right stick. They keep throwing wonderful members at you with new abilities which is cool as I didn't think that would happen.
W101 has a wonderful presentation although some areas (let's say parasites) weren't so wonderful. The story was crazy but there were some good crazy parts. By the end of the game I felt a little endeared to the team. Some of their 'bro' jokes did get me to chuckle.
My only other complaint is with the camera. There were still instances near the end where it was a bit hard to tell were my guy was behind a boss or something. It never caused me any huge frustration but I feel there were some cheap hits because of it.
Overall it was good but not as good as I was hoping it would be, especially after Bayonetta. Not going to go back into it right now but I would recommend the game. Just that it is a 'rough' gem, er, pretty rock.
How does one "counter" the drill projectiles? This is most apparent in Operation 002's final boss. I already cleared it, but the drill projectiles still appear from time to time. Surely it can't be Unite Guts'd since it's a piercing attack, they're not lasers so Wonder Blue's sword is out of the question, and they're too fast for Wonder Pink's whip.
- I once saw a video clip of someone utilizing Unite Whip to grab the big scorpion by the tail with it. What are the requirements for this?
- More importantly, how and when do I use Unite Claw to flip the giant enemy crab on its back? Supposedly it relates to its own claws, but I have no idea on what exactly needs to be done.
How does one "counter" the drill projectiles? This is most apparent in Operation 002's final boss. I already cleared it, but the drill projectiles still appear from time to time. Surely it can't be Unite Guts'd since it's a piercing attack, they're not lasers so Wonder Blue's sword is out of the question, and they're too fast for Wonder Pink's whip.
How does one "counter" the drill projectiles? This is most apparent in Operation 002's final boss. I already cleared it, but the drill projectiles still appear from time to time. Surely it can't be Unite Guts'd since it's a piercing attack, they're not lasers so Wonder Blue's sword is out of the question, and they're too fast for Wonder Pink's whip.
- I once saw a video clip of someone utilizing Unite Whip to grab the big scorpion by the tail with it. What are the requirements for this?
- More importantly, how and when do I use Unite Claw to flip the giant enemy crab on its back? Supposedly it relates to its own claws, but I have no idea on what exactly needs to be done.
1) Don't remember the exact video since it's been a week ago since I saw it (and always forgot to ask in here), but I don't even know how to grab enemies anyhow. Is it related to the size of the whip?
2) So I just need to attack its pincers with Unite Claw, or do I need to wait for the usual prompt that appears in the bottom-left corner for those kind of actions?
- More importantly, how and when do I use Unite Claw to flip the giant enemy crab on its back? Supposedly it relates to its own claws, but I have no idea on what exactly needs to be done.
When the crab opens its claws, simply create an Unite Claw. DON'T ATTACK. Just stand there wielding the claws waiting for it to attack. You should auto-counter its attack and flip it on its back.
More generally, you can do this whenever there's a "schwing" sound and a cut-in of one of the Wondeful ones appears on one side of the screen. Just have the appropriate weapon ready for an auto-counter.
Regarding the whip, both it and the gun can pick up enemies depending on the size of the morph and the enemy's. Gun an bazooka can pick enemies but truck and tank can't, I think, so that limits what enemies you can throw with them. Unless I'm wrong, you can pick smaller enemies immediately, but to pick up bigger enemies (with the whip, mostly, due to the above) you need to stun them first. You can already do that by circling them with the wonder liner when they're stunned, but the whip is faster and more accurate when throwing them.
Oh, that. Just stun an enemy by blocking it with Unite Guts or by using team attack a lot, then make a whip that's at least 50 people large and hold the attack button.
- Locks on to enemies. When locked on and you make a morph, you'll fly directly toward them. Works great with using Team Unites as they'll fly toward the enemy to attack allowing you to run safely.
- Wonderful Ones attacking enemies rapidly refills the Unite Gauge allowing for more morphs, Springs, and Guts...s.
- Use Team Attack enough and enemies get stunned allowing you to throw them or launch with Wonderful Rising to begin an air combo that deals far more damage and builds much more combo multiplier.
- Is all but required for the enemies that create the field that prevent creating morphs. Stun them and it disables the field.
I did not know you could stun the turtles by pulling their tails with the whip, nor did I know you could throw them with the whip. Always learning something new.