{"id":598,"date":"2013-11-05T22:11:37","date_gmt":"2013-11-05T22:11:37","guid":{"rendered":"http:\/\/blog.system11.org\/?p=598"},"modified":"2013-11-05T22:13:50","modified_gmt":"2013-11-05T22:13:50","slug":"neo-xyx","status":"publish","type":"post","link":"https:\/\/blog.system11.org\/?p=598","title":{"rendered":"NEO XYX"},"content":{"rendered":"<p>This is a rare event, where I actually get to write about a new arcade title before many people have played it.\u00a0 NG:Dev run by brothers RHE and THE have been around for a while now, making games for the ageing Neo-Geo platform, as well as ports to the equally defunct Dreamcast.\u00a0 There&#8217;s obviously a market for it too, since many NG collectors have more money than sense, and many Dreamcast owners are die-hard fans.\u00a0 If you want their cart releases, you&#8217;re looking at 300-400 euros, the price you have to pay for such a niche physical product.<\/p>\n<p>To date, they&#8217;ve released Last Hope (and the far superior Pink Bullets revision), Fast Striker and Gunlord.\u00a0 Last week they started shipping their newest title, NEO XYX (based on a PC title simply called XYX).<\/p>\n<p>NEO XYX brings a few new things to the table though which haven&#8217;t been seen in their previous games.\u00a0 First, the graphics are more in the Japanese arcade style, less of the heavy shading from previous games.\u00a0 Secondly, the game is primarily designed to be played in vertical aspect &#8211; a first for the Neo Geo platform some 23 years after it first appeared.\u00a0 This led to a little grumbling from fans, since dedicated Neo Geo cabinets are fixed horizontal, so they&#8217;ve also included a mode which rotates the text and controls so the game can be played sideways, although it felt a bit strange to me.<\/p>\n<p>The graphics in this latest title are by Rozyrg, and they look amazing.\u00a0 Everything is pixel drawn, it&#8217;s colourful, it&#8217;s well designed, it&#8217;s clean, the enemies look alive and feature great animation.\u00a0 The game also moves at a pretty solid 60 frames per second as you&#8217;d expect, with only occasional frame drops and some sprite tearing when the hardware is overloaded (only when bombing a very busy screen or during end of stage explosion fields).<\/p>\n<p>Sound is also well looked after by Rafael Dyll who has worked for NG:Dev in the past on all their previous titles.\u00a0 It&#8217;s a very European styled synth soundtrack with a fairly relaxed mid-tempo beat, and it suits the game perfectly with stages 2 and 4 being the stand-out tunes in my opinion.\u00a0 Sound effects are well done too, the mix is pretty much perfect &#8211; I&#8217;m a game music whore and really don&#8217;t like the music to be drowned out.<\/p>\n<p>I&#8217;m pleased to report that the gameplay is very sharp too.\u00a0 The ship speed is pretty high but not unmanageable and I got used to it after 10 or so plays.\u00a0 You have standard wide spread rapid fire on the A button (no powerups), and bombs on B which can be replenished by picking up the small &#8216;B&#8217; icons left by destroyed enemies.\u00a0 Holding the C button at any time both focuses your fire and slows your ship down significantly &#8211; acting like a modifier button rather than the standard &#8216;A or C&#8217; as found in many Cave games.\u00a0 It&#8217;s pretty comfortable, no issues there but it might not be ideal depending on your button layout.<\/p>\n<p><iframe loading=\"lazy\" src=\"\/\/www.youtube.com\/embed\/ug5Uq0AUm-k\" height=\"315\" width=\"420\" allowfullscreen=\"\" frameborder=\"0\"><\/iframe><\/p>\n<p>Enemy attacks are pretty varied, and include a mixture of mid sized enemies and fixed ground based targets in addition to popcorn enemies.\u00a0 Most stages have a mid-boss in addition to the stage boss, the exception to this being stage 4 which has a slightly more tricky medium tank section instead.\u00a0 I think I&#8217;d have liked to have seen a mid boss here too.\u00a0 The bosses are pretty impressive, the stage 2 one is a particular favourite of mine just due to the design and the classic way it rolls into view.\u00a0 As for enemy attacks, it&#8217;s a lower density of faster bullets rather than the typical Cave bullet overload.\u00a0 I think the bosses could do with being a little more aggressive, for example the stage 3 end boss feels less dangerous than the fleet of mid-sized ships.<\/p>\n<p>Scoring adopts a somewhat familiar medal pattern seen in Raizing \/ Yagawa games, for example Battle Bakraid and Ibara.\u00a0 Smaller enemies sometimes drop medals, which increase in value as you collect them.\u00a0 Like the Ibara model, if a medal is on screen and another spawns, they&#8217;ll be the same value &#8211; so to increase the chain you need to control your fire and pick them up before spawning more.\u00a0\u00a0 If you miss a medal and no more are on screen, the chain is reset.\u00a0 An interesting new idea here is that using your bomb will push medals up the screen, even if they&#8217;ve <em>just<\/em> scrolled out of view, so if you&#8217;re stuck with no way to grab one you can sometimes rescue the chain by bombing.\u00a0 It&#8217;s worth learning to be fast on this since sometimes enemies destroyed at the bottom of the screen can drop medals.\u00a0 Medium enemies and bosses drop larger point medals, which are worth more if your small medal chain is maxed &#8211; appearing with a large X on them, and you&#8217;ll need to pick them up before they flicker and disappear.<\/p>\n<p>Overall, it&#8217;s a great game and definitely their best work by a long shot, even including the popular Gunlord.\u00a0 It very much reminds me of Tatsujin \/ Tatsujin Oh in particular, for example the tank designs, the skull warning graphic before bosses, the tiles which appear between the title screen and gameplay, even some of the enemy attacks.\u00a0 The pace however feels like a nod to the faster play speed found in Batsugun and if you&#8217;ve ever liked any of the classic Toaplan titles, there&#8217;s a good chance you&#8217;ll enjoy this game too.\u00a0 It&#8217;s about the right difficulty for me, I&#8217;d rank it in the same ballpark as Futari when not played for score in original mode &#8211; very different style of play but that&#8217;s another game that I could reach the final stage of comfortably.\u00a0 I don&#8217;t know if it loops at a higher difficulty when the final boss is destroyed as I didn&#8217;t want to spoil things by credit feeding.<\/p>\n<p>At the time of writing, I&#8217;m playing the version 1.1 patch &#8211; the initial 1.0 had some sprite priority bugs which I can report have been fixed.\u00a0 A few extra enemies have been added and the stage 1 boss has a little more health.\u00a0 There will soon be a Japanese location test, after which there will be a public 1.2 patch which I&#8217;d imagine will make the game a bit harder.\u00a0 I think one change I&#8217;d make is to increase the number of items required to build your bomb stock, as they can become too plentiful.<\/p>\n<p>It&#8217;s worth noting that the game has improved <em>significantly<\/em> since the original trailers &#8211; the enemy formations are better and the animation is in a different world, I think they really should have released a new trailer showing it off properly.\u00a0 For now, I&#8217;ll leave you with two videos &#8211; the first (above) of the 1.0 initial release recorded by Ghegs, and the second (below) is the old official trailer which I included so you more of a taste for the music.\u00a0 You can see the level of animation improvement right at the start with the player ship carrier.\u00a0 This standard continues throughout.<\/p>\n<p><iframe loading=\"lazy\" src=\"\/\/www.youtube.com\/embed\/X5zM6_YqWeU\" height=\"315\" width=\"560\" allowfullscreen=\"\" frameborder=\"0\"><\/iframe><\/p>\n<p>I&#8217;ll post a 1.2 update when it&#8217;s released \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is a rare event, where I actually get to write about a new arcade title before many people have played it.\u00a0 NG:Dev run by brothers RHE and THE have been around for a while now, making games for the ageing Neo-Geo platform, as well as ports to the equally defunct Dreamcast.\u00a0 There&#8217;s obviously a [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":599,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-598","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-arcade"],"_links":{"self":[{"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/posts\/598"}],"collection":[{"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.system11.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=598"}],"version-history":[{"count":6,"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/posts\/598\/revisions"}],"predecessor-version":[{"id":605,"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/posts\/598\/revisions\/605"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blog.system11.org\/index.php?rest_route=\/wp\/v2\/media\/599"}],"wp:attachment":[{"href":"https:\/\/blog.system11.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=598"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.system11.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=598"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.system11.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=598"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}