bobawesome
Member
The perfects have been flying in tonight for me. Maybe getting 100 won't be the Herculean task I thought it might be.
A single new song was released today
Afterglow (アフターグロウ
Placed my order with Play-Asia two days after release, and did not get the first-print bonuses. Did anyone preorder from them and get different results?
Is there an option to speed up notes at all?
Edit: Man, the third song after the tutorial is five minutes...
It appears every time I do a daily song.
Whats up with the notes appearing later than where you'd expect them to?
Decided to play a couple of songs by sight (purely looking at the on screen button prompts) and then by where the buttons 'should' be pressed in time with the music/vocals. Following the on screen prompts ended up with a good run of 'cools' but a lot of it felt as though I was pressing buttons randomly in stead of in time with any musical cues, playing by ear my run felt good but ended with mostly 'fines'.
Some songs seem worse than others, but generally it appears to affect all songs to some degree.
Is it just me?
Does anyone know what this popup means?
It appears every time I do a daily song.
I got a code with my copy of the game that i never plan on using, do you want it? Not totally sure what the code is for though.
I actually made an observation regarding the early bias in the game (though I didn't analyze any recordings so I might be wrong with this). It seems to me that the timing i actually correct for most songs (as in that a perfectly centered hit aligns with the rhythm), but that the cool window preceding a note is larger than the cool window following. If this is correct than it implies that the early bias was deliberate on the part of the developers. Why they would do this I have no idea though.
My main gripe is with the movement of the track. I find its actual movement/rotation, as well as the way notes can alternate between tracks to be wholly distracting. Compared to a title like Diva where it is always obvious which note is next, or Theathrythm that has a certain flow (during BMS), here sometimes I feel it is difficult to focus on the multiple tracks (such as when you have notes coming at you left and right in quick succession). I just feel that difficulty should be primarily within the context of the music and less so in the UI.
My problem is that, by design, you always have to watch multiple note targets on the screen at the same time, which is distracting - this is particularly bad during colorful sections when you have to watch both sides of a huge circle. I would say that every other successful rhythm game either has one fixed target, or else is designed to lead your eyes towards where the notes are moving.
Does anyone have a list of all the different types of challenges in Step Up mode? Because i have no clue what i have to do at step 6(normal) , it has a multicolour circle in the list, but i have no idea what it means.
- How could the forget to add random song selection? Unbelievable.
I think for that one you have to hit all the color notes using X only.
However I feel that the system is a bit too punishing in that a single colorful note that you only get a Fine on will ruin your score multiplier. This makes it pretty hard to get SSS ranks on the more frantic songs.
The 3D PVs are decent but pretty sterile. Dancing is mostly nonexistent as is singing. It's mostly just IA posing in front of random backgrounds and came rotating around. Though I don't want to criticize this too much since the budget was obviously limited.
It's not that much different from technical zones, is it? Now that I think about it, it's really technical zones and chance times merged into one mechanic.
Maybe the problem is there being too many colorful sections in one song, which goes back to the song length problem.
One thing struck me as odd, though. The vocals on Inner Arts sound very different on the game and the official MV than the ones on the trailers. The former are waaaaaayyy better though. The ones on the trailer sound so souless and gave me a very bad first impression on IA the first time I heard them.
Technical zones do not require the player to hit all Cools. The colorful markers do (at least if you want a decent rank in the end).
Also digging how long the songs are, I feel like most rhythm games intentionally cut down song lengths for some reason (didn't even realize the KARA songs in DJMAX weren't full-length for the longest time).
As we've discussed recently, music games trend toward shorter song lengths because there's a limit to how long gameplay focus can be maintained. People going for scores don't want to have to start a six minute song over again because they made a mistake at the five minute mark. The long song lengths are probably the number one reason I haven't given this game much more time over other games.
Step Up mode is like a mission mode: have to clear songs with modifiers (faster note speed, sorta randomized notes, notes fading out) while meeting certain criteria (ranking, max chain, # of cools) to progress.So uh, what's the differences between step up and free play?
Y'know, I really like the style of this game, and in a lot of ways I like it more than the diva games, but man you can tell that the P. Div series has a lot more production compared to this, where sometimes it's just a static picture of IA appearing once in awhile, or a static jpeg slowly zooming out for the entire song.
Still struggling with step 13 on hard difficulty. The closest I came was S & A twice. How hard are steps 14-16 compared to step 13? Is it getting any easier or just even tougher?
Edit: Had around 5 times S&A now, I think I'm giving up for today. I perfected the first of the two songs multiple times but the second song is giving me a hard time, especially if I have to use 4+ buttons for the song.
I actually found 14-16 much easier. 14 and 15 I finished in one play. I think 16 only 3 retries.
The only tip is to maintain the combo even if means getting a safe (since safe doesn't break the combo). Also since pressing the wrong button doesn't count as a hit, you may also have time to press the correct button if you are fast enough.
The chain bonus at the end will give you the points needed for an S as long as you don't overly mess up the rest of the song. I think I had around 250-300 max combo for the 2nd song (not sure) for the S. Try out the song in Free Play and find the minimum max combo you need.
Also you may get lucky. Since the Random modifier can create a 2 button chart. I had that a couple of times.
I too am in step 13 despair.
Really enjoying the game though.
Did you catch my stream last night? I played specifically DLC for the most part, which seemed to up the difficulty significantly from what I had encountered in the main game up to that point. I'm only level 14 or so though, so I don't quite have everything unlocked.I just finished normal mode and I really hope hard is tough.
Still, great game. I hope we see another one with a little more diversity in music styles.
Also, Senran Kagura Bon Appetit did more interesting things with the button combinations that this game. And it's from the same producer.
Also, they could make a GUMI game now that they are available.
Did you catch my stream last night? I played specifically DLC for the most part, which seemed to up the difficulty significantly from what I had encountered in the main game up to that point. I'm only level 14 or so though, so I don't quite have everything unlocked.
This.
Is the best thing ever.
https://www.youtube.com/watch?v=yneCHigXtv0&list=PLjmixo87rVqjbG9mRtZAzvUNNOqH0K2py&index=23