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Anyone give this a shot yet? I've played for about an hour and a half, and I've cleared five stages. I think I'm just under halfway through the game.
And it's good! It feels a lot like Mega Man Zero/ZX in movement, with a few exceptions: Gunvolt's dash is continuous and, while he can wall-kick, he doesn't slide down walls slowly, making wall scaling a bit treacherous.
The tag-and-zap attacking style feels pretty fresh, too. Tag up to three enemies with the buster, then hold out an electrical field that saps away their health (and reduces Gunvolt's falling speed when in the air). This also plays into the game's combo/points system, which also has a risk/reward dynamic where you can keep building a combo throughout each stage, but you have to bank the points at a checkpoint (or by using a super attack) before you get hit or you'll lose them all.
- Stages are very linear and selected from a menu. Can't say I miss the open worlds from Mega Man Zero and ZX at all. - The sprites are fairly detailed while also being somewhat small. It can be a bit tough discern characters and objects when the game is moving quick. - The story is sort of thin, yet still feels overwrought somehow. And the tone of the game is kind of hard to pin down, but it's definitely not the cheerful fun of Mega Man. - It's also got a bit of customization, with EXP-based HP upgrades and equippable gear to craft that tweaks Gunvolt's movement. - Difficulty seems pretty forgiving so far, other than one stage where I was underwater for some time and I think that was slowly draining my health? I didn't quite figure that out. - Bosses are pretty good so far, they each have a unique feel to their attacks and patterns.
@Guillaume Wow, unexpected. Not that I'll get a New 3DS, and the final stages are already sort of a boss rush. But I certainly didn't expect any updates at this point, so that's cool that they're doing anything at all.
-- Adjustable dual-screen layouts (even though they could probably drop the bottom screen entirely and be fine). -- "Speedrun mode" where you can save/load at any point. Seems kinda cheesy to me, but okay. -- The Japanese 3DS version had mid-level dialogue, cut from our eShop release. These have been localized for the Steam release. -- Steam trading cards and wallpapers obviously. Microtransactions! -- Monthly updates promised, including online speedrun rankings, Extra Hard mode, Endless Attack mode, and more.
Probably not enough to make me double dip (at least not until the game goes 75% off in a year or two), but I'm glad Inti Creates is getting this game to more people. I do hope this isn't holding up the sequel or Bloodstained, though.
Mighty Gunvolt also free to those who buy ASG within the first month, same deal as on 3DS.
Yeah, Mighty Gunvolt is fairly "by the numbers" and isn't nearly as good as the NES games it's trying to mimic. Which actually makes it the perfect freebie, IMO. Not sure I'd pay money for it, tbh. Especially when they gave away "extra" games like this before, like Mega Man a (ancient) as an unlockable in Mega Man ZX Advent.
Azure Striker Gunvolt is a blast, though. Definitely worth buying. Very much looking forward to the sequel.
Despite saying earlier that they probably wouldn't, Inti Creates is going to go back and add the mid-mission dialogue (with Japanese voiceover work) to the 3DS version of the game, not just the Steam version.
Not that I really care about this feature -- I'm not confident that the extra dialogue is worthwhile, judging from the rest of the story -- but it's seriously cool to see Inti Creates repeatedly coming back to add little things to the 3DS version of the game, like the New 3DS update in March. I won't hold my breath, but it would be great to see more of the Steam version's features hit the handheld.
@Zero You have to collect a gem in each of the six main stages plus Sinners Row. A jewel icon should show up on the stage select when you've collected the gem there. Get all seven and you'll get an equipment item. Equip it and play the final stage to get the second ending / final boss.