Hour 1: A few first impressions from ground zero: Pretty great, actually. I was sort of expecting a button masher, but the combat mechanics are in fact well developed. You got your dodges, invincibility frames, special attacks and situational skills, different modes that increase your damage output for a decrease in defense. Good stuff here. The AI is a bit brain dead so far but it's not like I've played very far into it yet. The challenge modes seem pretty brutal though, and there are a lot of them, which I appreciate. As a whole, Smashing The Battle reminds me a lot of Mitsurugi Kamui Hikae, a game which I really really like. And amongst many common traits, they also share the "virtue" of being well executed packages with fun gameplay. The camera can be a bit wonky, it tends to end up turning bird-eye view, but it's easy to correct, even in the middle of battle. Nonetheless, it could definitely have used some better tracking. But as I understand it, this is supposed to be played in VR? I don't own or have any interest in one of those so I wouldn't be able to tell you how that works, but apparently it's there if that matters to you. It may either resolve or exacerbate the camera problems, I have no idea. I wanted to leave this here as a "congratulations" to the developer, the game plays and runs great. He is also pretty on point with support, so that's definitely a plus. But also, I wanted to leave a word on the gameplay, since I bet a lot of people are going to see breasts and either immediately buy it or immediately dismiss it, which sometimes works but would be a shame here. This game deserves an honest shot. Hour 2: Some additional thoughts: A few mechanics are not as well explained as they should be. I have yet to figure out what is the purpose of "Scrap", even though I got a bunch of it. I don't get the "point" (gameplay wise) of saving people. They don't seem to give tremendous resources and their Keys could be spent unlocking stuff, at least in the early game , EDIT: Rescued workers have a really high chance of giving you another key when released. Always save them! The rating system is a bit weird, and easily exploitable. Getting "Massive Kills" sometimes feels like it just fails, I have no idea what a "killstreak" is in the context of this game, but this is the only star that I always get, and the dodge counter, while cool, is not particularly well implemented. You can farm environmental hazards for those, or leave just a few enemies alive and farm them. So far, the numbers are always the same as well, and it feels like a missed opportunity. Have a stage where the requirement was to dodge a bunch of attacks would have been interesting, or clearing a stage without getting hit. Or under a time limit . The current system works fine enough as it is, but since the missions are already all pretty similar (as far as I can tell, which is not a lot) aside from the starting dialogue, not having more unique mission requirements feels odd. EDIT: There are different missions types. Most seem to be just arena type scenarios, you go in and get locked until everyone is dead, but some are waves, which I had already encountered but had forgot about, and I just stumbled upon a timed mission, which was nice. Even though the timer was actually really lenient I appreciate the change of pace. Good stuff. I'm looking forward to unlocking the other character as well as the ability to get extra costumes. Hour 3: Other things I noticed after playing a bit more: Very nice difficulty curve. You start off with very easy and passive enemies but before long you are getting swarmed and fired upon from every possible direction. Situational awareness and good dodging become key, as well as efficient crowd control. Environmental hazards that are first introduced as simple obstacles along your path show up in later encounters and even boss battles, sometimes combined. Having to dodge spinning lightning rods, while the field is on fire, while a bunch of robots fire a ton of projectiles at me gave the game a very interesting vibe, almost bullet-hell -ish, but the punishment is never as severe. I have died when I got careless though, it certainly proved to not be the cakewalk that I thought it would be. Of course, you could always grind stages and upgrade the shit out of your everything. Personally, I feel I've struck a nice balance. I think I'll let this review be for a while and continue further into the game. I will probably update yet again once more stuff opens up and I have a better picture of the game as a whole. It's been very fun so far though. Definitely recommended. Hour 9: Closing thoughts on the whole experience: So... I've now cleared both campaigns, played for a while. It starts pretty easy and stupid, the difficulty ramps up quite nicely and the last stages had me locked in the zone of situational awareness that few games can pull off right. I was surprised and pleased that upwards until level 25 of the second campaign (which would make it level 55 in general) the game was still introducing new attack patterns or expanding on older ones. It was really refreshing and made the last stretch of the game feel very tense as the bullet count on screen rose considerably. I also came to really like the camera going bird's-eye view because that IS the best view to deal with multiples incoming shots from every possible direction. Since attacks are telegraphed mostly by patterns on the floor, having a top-down view can seriously save you. So, yes. Camera. Actually pretty great. The characters do play differently and required, at least in my experience and playstyle, different approaches to gameplay. With Sarah, I would usually gather enemies around with the magnets and try to clear them with the Great Spanner, her special attack, while evading anything I can for an SP boost, but her standard combo attack is pretty fast so I wasn't shy about getting in the face of enemies. I also never ever used her bombs. Mary's game for me was much more reliant on "hit 1" of her combo attack. Get in, hit, run. It was mostly an attrition game. I rarely used her "remote bot" with intents of exploding it, but as a means to get the surreal amount of fire off my back for a second so I could regroup. About dodging: I really like how it works. Dodging consumes a bit of SP every time you use it. It's mostly negligible, but if you are low on SP and can't use your special attacks or Heal, dodging is probably what you want to do to get some SP back, since performing an Evade Bonus nets you 20 SP. The thing is that if you just mash the button, you are going to cannibalize your own earnings. I really like this system. It's not strict enough to be really punitive and screw you over, but it also hampers you back just enough that you will try to do it better until you can pull it off consistently. "Massive Kills" still baffle me. Is it a number of enemies thing? Is it a cumulative damage dealt over HP total of enemies thing? I have no idea. I THINK it's damage related but I have no idea on how it actually works. I've farmed a few stages and consistently killed some mobs the exact same way every time, and I got the massive kill bonus about 50% of those times. It's pretty weird. In retrospect, I think the additional suits have always been available for purchase, that's what "scrap" is for, but I never noticed as I never "confirmed" on the character selection screen before getting Mary. They are recolors, sadly, but they do come with special abilities. Running faster, increase in attack or defense. Etc. The bonuses are not the same from character to character, which I appreciate. ...I wish there was some sort of "point refund" system so I could try different builds or challenge runs. All in all? Pretty good. Takes a while to warm up but it's worth it.
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