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Mighty Gunvolt Burst |OT| Made by creators, not a businessman

jonno394

Member
(Best viewed in Desktop mode)

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jonno394

Member
Thanks for the feedback guys, made the effort on my first OT worthwhile!

Hyped for this game to go up on the eshop tomorrow, Inti Creates are fast becoming one of my favourite Switch supporters!
 

OmegaFax

Member
Ah, cool. It's up in Japan. 980 yen ... why can't they just make it a clean 1000.

Edit:

1st impressions:

Played through the first stage as Beck. You will probably have to sit and read through the text to understand the power-up and reward system. There are challenges in each stage you can get by replaying it and meeting certain conditions. Simple and easy so far.

Beck plays like Mega Man. There's no charge shot or sliding feature out the gate. It's pretty much run and jump. There seems to be a combo reward if you can defeat an enemy up close. The enemies have an established pattern so there's a risk/reward for understanding their patterns and taking them out at point blank range. The game is 4:3 but has a themed border around the screen. The menu and title screen are all displayed at the Switch's proper aspect ratio.

There's probably some replay value to be had if you want to 100% it.

Edit 2:

and my first bit of wild cursing and middle finger goes to:

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Edit 3:
Not sure if this is known or not but even with the 20 yen left over, you can switch your region back from Japan -> USA. I read through some forum posts and there seems to be differing amounts of information on the subject. My My Nintendo's profile page will just ask you if you want to forfeit the remaining 20 yen and won't lock you out from changing the account entirely.
 

OmegaFax

Member
I actually read the OP for this thread just now and totally missed the part where you can experiment with weapon combos. Went back and played around with the submenus

Beck has an arsenal at his disposal and the tweaks you can do with each weapon are really deep.

I think it's complicated but people that enjoyed the rock/paper/scissors gameplay of Mega Man might enjoy experimenting with weapon element variations. The menu system could be a little better. It isn't my favorite aspect of the game. At least you can actively test your weapons combos without leaving a stage. There's kind of a testing area the game takes you to in the customization menu.

You can vary how many shots you can fire in succession, how long they last, whether they disperse or bounce, whether curved shots go upwards immediately or at what angle.
 
Some screenshots I took during handheld mode:

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You can disable various things from the HUD. The 2 pictures below show with and without the HUD.

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steveovig

Member
I've been waiting for this since it was first announced. I really enjoyed the original 3DS game but I am hoping it lasts a little longer than that which I imagine it will just trying to get 100%. I got over 15 hours out of Blaster Master and I think for this I'd even settle for 5-10. This looks like what Mighty No. 9 should have been.
 

ghibli99

Member
Looks beautiful! So this has proper pixel scaling, but Inti still hasn't fixed Blaster Master's? I just don't get it. :(
 

OmegaFax

Member
Just want to know how long this is. If it's at least 4 hours I'm in.

Based off of completing the main game as Beck, it'd probably take you about 3-4 hours to blow through the entire game as both characters. I haven't played through the game as Gunvolt yet.

There's a hard mode that unlocks after you beat the game. There might be a third unlockable character? I'd say all in all, you're looking at 8-10h if you want to 100% complete the game.

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Edit:

The game is okay. It's can be challenging or infuriating at times. The UI is customizable if you don't care to look at how many times you've died or how long it's taking you to beat a level.

Mini-Review of Beck's Campaign:

I didn't care for Beck's weapon system. I thought that all of the weapon tweaks were too granular and complicated. The game offers little to no direction on what to do with all of these different attributes or where to apply them. There was one level with invisible platforms that only cued you in on their location if you hit them with your weapon or an enemy was walking on them. The bounce shot helped navigate that small section.

The levels didn't encourage experimentation. Progression didn't feel organic because you're given all of the weapons at the beginning and instead given points that allow you to equip more attributes or new attributes entirely (like bounce shots, delays, wave beams) to these weapons. You don't beat the fire boss and get the fire boss power. There isn't any Mega Man logic to this game even though it's very clearly inspired by the NES Mega Man games.

There's no quick way to switch different weapons either. I would think that the shoulder buttons would allow for a drop down while playing but you have to navigate to the customization menu in order to select a different load-out either before or during a level. Each main weapon has a ton of sub-menus with different attributes. If you want your wave beams to be long or short, go for it. If you want your homing missiles to have three different modes of sensitivity and a 90 degree turn ability but goes slow, oh boy, this game's for you.

It's like a more complicated, unnecessary version of Plague Knight's alchemy from Shovel Knight.

In the end, I ended up using homing missiles and the air dash attack to just spam dash/attack my way through the latter half of the game.

tl;dr didn't like how weapons were handled. design felt sloppy

The graphics and music fine. The combo system in order to gain points for a better letter completion didn't make sense for Beck because he uses ranged attacks and combos require you to stand right in front of an enemy to defeat them. I'm going to assume whoever designed the Gunvolt portion of the game couldn't have been bothered to tweak Beck's side of the game?

Bosses have patterns and I didn't find anything particularly cheap or difficult. Again with the weapon system, I didn't think there was any particular strategy once you have homing missiles. There's a strategy to avoid them but actual elemental weaknesses, no idea. Bosses didn't have any personality or dialog. It might be what the game lacked. Gunvolt and Beck + the final boss had dialog but the main bad guy's dialog was too meme filled and forced.

Beck's campaign was just okay. Middle of the road. The level design is serviceable and works for basic platforming but don't expect anything special.

Edit 2: The game's humor.

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jonno394

Member
@Jedivulcan

How do the pixel stickers work? They say they can be used in custom shots but that was never really explained.
 

Strings

Member
Edit 3:
Not sure if this is known or not but even with the 20 yen left over, you can switch your region back from Japan -> USA. I read through some forum posts and there seems to be differing amounts of information on the subject. My My Nintendo's profile page will just ask you if you want to forfeit the remaining 20 yen and won't lock you out from changing the account entirely.

Why bother changing your region at all o_O? Just make a second user with whatever region you want and keep it for when you need it, PS3/4-style.
 

Silurus

Member
Why bother changing your region at all o_O? Just make a second user with whatever region you want and keep it for when you need it, PS3/4-style.

A lot do not like the extra news feeds for the other regions showing up.

Does not bother me personally.
 

OmegaFax

Member
@Jedivulcan

How do the pixel stickers work? They say they can be used in custom shots but that was never really explained.

The collectables you can find in the game are split up into two main categories: Modules and Pixel Stickers.

There are two types of modules:
-Custom Shot Modules: These modules allow you to add homing, bounce shots, curve shots, etc. to each weapon type you have.
-Physical Modules: Knockback resistance, Aerial action (air dashing)

The other are Pixel Stickers, which are purely cosmetic collectible. If you've played the Kirby games on the Nintendo 3DS, think of them as the keychains or stickers you collect throughout the level. They're just there for posterity. They don't add or do anything to the gameplay.

Edit:

Why bother changing your region at all o_O? Just make a second user with whatever region you want and keep it for when you need it, PS3/4-style.

I used a second account. I know some people like to keep their purchases under one account or dislike the news feed. My main account is mostly US only and I keep two additional accounts for Japanese and Europe. I prefer keeping most of my purchases under my one main US account.

I went and applied my Japanese eShop card to my secondary Japanese account in order to make the purchase. I was curious about what would happen if I switched regions with a leftover balance of 20 yen. If I was going to make a larger purchase, I wanted to personally make sure that my main US account wouldn't be stuck in the wrong region if I ever chose to make a larger purchase with a leftover Japanese balance.

There are different threads on Reddit and NeoGAF that have a mixed bag of experiences dealing with region switching when there's a balance on their account. Most games, unless you buy a code specifically for a game, are never an even number. Out of region credit/debit cards don't work so you can't purchase with an exact amount.

I just wanted to see how it works for myself firsthand. It's kind of dumb and complicated, I know *sigh*
 

jonno394

Member
The collectables you can find in the game are split up into two main categories: Modules and Pixel Stickers.

There are two types of modules:
-Custom Shot Modules: These modules allow you to add homing, bounce shots, curve shots, etc. to each weapon type you have.
-Physical Modules: Knockback resistance, Aerial action (air dashing)

The other are Pixel Stickers, which are purely cosmetic collectible. If you've played the Kirby games on the Nintendo 3DS, think of them as the keychains or stickers you collect throughout the level. They're just there for posterity. They don't add or do anything to the gameplay.

ah, so by "use them as icons for your custom shots" it means when you use the customisation screen to change shot settings, you can save it as a custom 'shot' with that as the icon.
 

OmegaFax

Member
ah, so by "use them as icons for your custom shots" it means when you use the customisation screen to change shot settings, you can save it as a custom 'shot' with that as the icon.

Exactly. They're labels. I never saw the point of putting a character avatar sticker over a certain weapon load-out because then you don't know what it is.
 
I get what OP was going for with the title, but you guys know Inti did most of the work on Mighty No. 9, right? Anyways, seeing MN9's stage recreated through pixelart honestly got me a little giddy. I didn't like the first Gunvolt much, though. And it looks like Beck's dash is absent? I only watched fifteen minutes of footage, so don't hold me to that. Not sure if I want to grab this one.

Edit 2: The game's humor.
...you edited that in, right? Jeez.
 

RRockman

Banned
You guys gotta get this game. It's everything Mighty no 9 should have been + more! I watched a stream of it last night with Swillo playing and it was glorious. Custom beam allows for some really cool customizations and the levels and bosses are very entertaining.


I see this and I'm just like how the heck did the "inafking" screw this up?
 

OmegaFax

Member
I get what OP was going for with the title, but you guys know Inti did most of the work on Mighty No. 9, right? Anyways, seeing MN9's stage recreated through pixelart honestly got me a little giddy. I didn't like the first Gunvolt much, though. And it looks like Beck's dash is absent? I only watched fifteen minutes of footage, so don't hold me to that. Not sure if I want to grab this one.

...you edited that in, right? Jeez.

You mean did I Photoshop it in? Nope. That's in the game.

Beck has his dash. I haven't played more than a few minutes of either Mighty No. 9 or the Gunvolt games. I think you mean that zip sprint. You get it later. It does make platforming incredibly easy because you can max it to be used three times a row consecutively while in the air.

Edit:

So, judging from those screenshots it appears that the pixel scaling is a lot better than Blaster Master Zero, right?

Jury is still out on that one. When the end credits rolled, there was an odd distortion like there was a row of pixels skipped when the credits rolled down the screen. I wish I had a capture card because it's hard to describe.
 
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