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Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
Let's Hunt Monsters Slay Demons in Ancient Japan!

:siren: When playing online, make sure in your System Settings that all people are set to the same Server, either "English" or "All" (THEY ARE DIFFERENT B/C TECMO IS WEIRD) :siren:


Toukiden: The Age of Demons
NA Release: February 11, 2014
EU Release: February 14, 2014




Hunting-Action is a fast growing genre, Toukiden is the next entry in a surfacing wave of them. Developed by Tecmo-Koei's Omega Force team, this is their attempt to muscle in on the market grip that Capcom has had on this target audience with Monster Hunter for years. They went out of their way to get feedback from players and put out multiple revisions, the final product being something that definitely seems worth your money. This game sold so well in Japan that there are already rumors of a sequel being in development. It takes quite a bit to convince Japan that something other than Monster Hunter is worth investing in to!






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Goon PSN List (click here if the image doesn't load)




Toukiden puts you in the role of a Slayer, sent to some backwater village that stands on the edge of the ever-spreading corruption brought about by the Demon Awakening. Demons are creatures of all shapes and sizes that are seemingly immune to any bodily harm, as any lost limbs just grow back immediately, but with enough skill and effort can be incapacitated and purified. You happen to be particularly talented, but your superiors hold little faith in both you and this village's ability to defend itself and the rest of the nation. Take up arms and become Japan's savior, brave warrior!



Gameplay elements are all very similar to Monster Hunter and its ilk. Up to 4 players can connect either locally or over the internet to go out on demon-slaying missions in an attempt to gather things such as SOIL and DEFORMED SKIN to create equipment that is better at helping to take down the Giant Super Demons and then to collect their gross feet to make even better equipment and so on and so forth. You also have the option of bringing along NPC partners, if for some reason you are afraid of other people loving up your task or are just afraid of the idea that somebody other than you has a Vita (or just to fill out the party slots). There are no leveling systems, the game is fully action-combat and your "stats" are all derived from the equipment you craft. Your combat abilities extend to the type of weapon you have equipped, and the types of Mitama you have equipped on said weapon.

Mitama are a unique take on this genre's way of allowing you to create your own fighting style. In Monster Hunter and God Eater, you bring consumable items with you on each mission and have a set of specialized passive buffs based on the kind of armor you are wearing. Toukiden thinks that's bullshit, and instead all of those ideas have been consolidated into one system. There is a section on it lower in the OP, but as a brief summary, Mitama are:
  • Your self-healing
  • Your attack/defense/stamina/whatever buffs
  • Your "special" powers (teleporting, team recovery, energy shots, etc)
  • Your "role" in the team

In this way, Toukiden takes a few cues from Soul Sacrifice, but the system is quite different in practice and will be explained in detail later. Important features to some of you that other games in this genre generally lack are that you can hold L to lock-on to targets and you can see enemy healthbars.




There is a demo available for download if you're not sure about this game! You can even play it online with some other people if you're all curious but not certain.
All of the data is transferable into the full game, but the demo comes with a few limitations:
  • You can only play through the first 7 missions (Single Player and Multiplayer)
  • You can only hold 3000 Haku [Money] (this is unlimited in the full game)
  • You can only store 30 different items in your box (this is NOT the same limit in the full game)
  • You can only find 4 Mitama (there are a couple of hundred in the full game)
  • You can only create the first few sets of gear (there is significantly more in the full game)

It's a 1GB download for the demo, so make sure you have some room on your Memory Card. If you manage to play this demo online with at least 3 other people, you will receive the Pink Tenko Mask cosmetic item upon transferring your data to the full game.




The crux of the game is hunting [Demons/Oni/Monsters/Whatever] in Ancient Japan. Grab something sharp and start hacking away, right? Well, not exactly. That might work for the smaller Imps and Aurwings, but there's a bit more finesse to the process than just blindly slashing away against anything larger. You are but one group of tiny men and women against a hulking monstrosity. You need to learn how the demons move, their attack patterns, and you need to apply this so that when it's time tuck and roll, you're out of there before anything bad happens.



One of the most important factors in fighting demons is knowing where they're weak and when they're about to keel over from the sheer pain of a thousand stabs to their toe. You can Hold L to :siren:LOCK-ON!!!:siren: to target monsters. Press Select or Touch the lower-right part of the touch screen to active The Eye of Truth, which will show you the various vulnerable bodyparts on a demon and their current health and status. As you deal damage to bodyparts, they will darken in color until they pop off for you to purify. Hold R to enter the Stance of Communion, which will convert any fallen demon/limbs into materials or Mitama. Note that this doesn't mean the demon suddenly loses its arms/legs for the rest of the fight, they are ~magic~ and will have literal phantom limbs to supplement them. However, this is still worth the effort, as destroying a bodypart will generally incapacitate your target for some time and the bodyparts themselves must be purified to obtain certain materials. If you do not purify these after a long enough time, the demon will reclaim it, and in a few cases this will result in the demon transforming it into a different kind of limb. This often makes them stronger, but that limb will now yield different materials as well.

Things to keep in mind while fighting Demons: Your weapons may not always seem to be fully effective. There is a stat on your armor called Weight. This affects the literal force behind your attacks. The higher your Weight total, the less you will find yourself rebounding off of larger enemies as you attack. While using the Eye of Truth, you will notice that large demons also have two HP bars, one purple and one red. The Purple Bar represents their resistance, you cannot deal damage to them directly until you have emptied this bar either through the removal of bodyparts, or through simply dealing enough damage to the creature. The Red Bar is their overall remaining HP. As you fight, if you're worried about the scattered limbs around the battlefield, try to communicate to your allies that you want to get them purified, as the time it takes to purify a limb decreases significantly when multiple people are all contributing to the process.





As a Slayer, your choices of weapons are limited, but each is effective in its own way. The game offers brief tutorials on each one if you speak to Yamato in the shrine, but I will give a quick summary of each one in this section and hopefully help you come to a better decision.
Every weapon has a gauge in the upper left corner that fills during combat, and can be activated with + when it is glowing. This performs a super attack that will break off a bodypart it comes in contact with, and will absolutely kill any smaller creatures it happens to hit.




Tachi/Long Sword is the standard weapon type. It is a medium-range weapon with fantastic combo potential and a decent amount of maneuverability.

attacks with faster sweeping type slashes that cover a wide cone in front of you.
attacks with stronger vertical slashes that hit directly in front of you.
These two buttons can be interwoven into a multitude of unique combinations, but ultimate you will only be able to throw out 7 attacks before you have to finish with something else, such as:

+ is the Twisting-Slash. It is a 360 attack that allows you to move during the animation. It costs stamina, but this attack is very important as it can be used to dodge and restart your combo string.
Mixing the regular slashes and the Twisting-Slash is your key to maintaining DPS during a fight. However, the Long Sword has more to it than just mindlessly slashing away at the monsters.

(HOLD) will charge your blade for the Vacuum-Slash, which draws in smaller monsters towards you or moves you into larger monsters. Pressing again after the attack will execute a follow-up attack that is unique to the Vacuum-Slash and deals extra damage.
The base damage of this attack is affected by how long you hold the charge for. You can't combo into this attack, but you can combo after it, so it is a reliable opening attack. It is also great when used in conjuction with:

will activate your Gouge ability, which constantly drains stamina. Demonstrated in the animation, what this does is give your sword an aura that leaves a mark on enemies whenever you attack. As long as you continue attacking with this active, the marks will darken in color until they are eventually a deep red, which means you've put as many marks on them as possible. When you press again or run out of stamina, you will sheathe your sword and every enemy you marked while the buff was active will take damage based on how many times you were able to mark them.

The Long Sword is a fairly simple weapon that offers decent control and doesn't expect much out of you. It is best used in conjunction with Attack, Speed, Deceit, and Space type Mitama.




Dual Swords are for the hyper-active player who never want to stop smashing the attack button. They excel at quick hits from any direction, and are quite adept in aerial combat.

is the basic attack, which can be repeated for a maximum 5-hit combo.
is an uppercut attack which sends you straight into the air.
(HOLD) is a leaping attack, where the time spent charging is how far your jump sends you. If you make contact with an enemy, this will launch you into the air.

AERIAL

while in the air is a regular combo string like on the ground, but only extends up to a 4-hit combo.
is the same as the leaping strike on the ground, but without a charge. As demonstrated in the animation, this can be repeated indefinitely to maintain your air time.
+ is a downward slash that will send you straight down to the ground.

Your stamina will constantly drain with any time spent in the air, so make sure you get back on the ground before it runs out and you are left to fall limply without any means of making distance.

+ activates your Dash. Press to cancel it.
will execute simple slashes while dashing. You are free to continue this for as long as you have any stamina.

This is a special sprint that allows you to attack while continuing to move freely. Once you activate the dash, no further input is required to continue it (so stop holding the X button!). This is fantastic for a variety of reasons, namely that you can literally hit-and-run with almost complete immunity.

(HOLD) is your final ability, as long as you have stamina you will create a cyclone out of yourself that will damage anything that comes in contact. Your movement is significantly limited while performing this move, but it can be done on the ground or in the air freely.

Dual Swords trade immediate damage for a significant amount of maneuverability and the vantage of being able to freely fight while in the air. It is best used with Attack, Speed, and Deceit type Mitama.




Spear as a weapon and playstyle is straight and to the point. Your objective is to stab a dude and your longer reach means you don't have to give them any room to breathe. The lack of maneuverability gives the weapon a sort of risk/reward hook.

is your basic thrust, you can combo 3 of them consecutively.
is your basic sweep, you can combo 3 of them consecutively as well.
Note that while you can jump from any of the 3 thrusts into your sweep combo, you can not combo sweeps into thrusts.

(HOLD) is a thrust charge that does more damage the longer you hold it. [You can do this 3 times in a row. After that:
(REPEATEDLY) after the charge thrust will lock you into a Million-Stab style attack with the duration based on how long the initial charge was held for.
This attack is quite unsafe, but if you can get a full charge off on a stunned Demon, it's worth it.

+(HOLD) is a pseudo block-counter. You spend stamina to Brace yourself for an enemy attack, and if they attack the head of your spear, it will damage them based on how long you charged for. Intelligent use of this will ensure you are never knocked out of the fray, and allows you to get away with dealing damage instead of taking damage yourself.
The catch here is ensuring that you are positioned well, as if they attack anything other than the head of your spear, you end up taking a face full of crap instead.

(HOLD) is your Hawk Swoop, demonstrated in the animation. Literally a Final Fantasy-esque Dragoon Leap, the longer you hold the charge for, the higher you'll jump and the more damage you'll deal when you come down.
This is about all the spear has as far as maneuverability is concerned. This can be used to effectively dodge attacks and return significant damage, but positioning is everything.

Spear is all about standing your ground and countering attacks instead of avoiding them. While Brace is not an absolute defense, it is incredibly solid, and Hawk Swoop makes you look like a badass when you successfully leap over a giant monster and slam into their skull. It is best used with Attack, Defense, Spirit, and Space type Mitama.




Gauntlets are actually a fair bit more technical than you would expect, but absolutely make you feel empowered when played well. Spear was about staying your ground, but Gauntlets are about sticking to your target like glue and never letting up.

- This input might seem strange, but when attacking with the Gauntlets, you need to press the button again before the punch lands to deal full damage. The timing is tricky, but if you want to use this weapon, you absolutely must master it. You can chain four punches in this fashion normally, but if your timing is on-key and you can Critical Link all four punches in the chain, you will automatically restart the combo, which is integral.
(HOLD) is the Fire Hook. Any of the normal punches can be chained into this, and you can choose to hold it to increase its size and damage. When you hit an enemy with this, they glow red and will take additional damage for a time.
Being able to flawlessly Critical Link and knowing when to drop in Fire Hooks is a huge part of your routine.

(MASH!!!!) MUDA MUDA MUDA MUDA!! This is the attack you see in the animation, and it feels every bit as awesome as it looks. Using this attack constantly drains stamina, and it starts out slow, but if you're able to draw it out your speed intensifies hugely and you start spraying damage everywhere until you run out of stamina/stop mashing and deliver your final straight (the power and range of which is determined by the speed of your Flurry before you stopped).
Best used on stunned Demons, but is also an effective means of taking out legs yourself if you're given an opportunity to do so.

+(HOLD) Blocking. Gauntlets are the only weapon with an actual guard, so treasure this. You will slowly drain stamina while in this stance, but if an enemy hits your guard, you are able to immediately break it and start attacking with no recovery time.
Blocking will only work from the front/sides, so if something comes at you from behind, you'll be on your rear end. You can pull out the guard very quickly, so if you're good you wont need to waste any time blocking when you could be attacking.

Gauntlets are a high-offense weapon despite being the only one that can block. They are best used with Attack, Defense, Speed, and Healing type Mitama.




Kusarigama/Chain & Sickle is a unique weapon in that it is effectively a long-range-but-also-melee weapon. If all of the other weapons seem boring to you, give this one a shot, because it definitely has the most deviation.

is for your Flail attacks. You can combo it 4 times. This is a huge and wide sweeping set of attacks that only do slight damage, but is very effective at handling large groups from long distances.
is for your Sickle attacks. These are standard melee attacks with a bit of forward momentum to them, and can be comboed into at any point from the Flail attacks (but not the other way around).
+ is an evasion attack. You will attack the space in front of you with your sickle, but leap backwards to create a fair amount of distance between you and the target. This also works in the air, but the momentum is a little strange and it's not quite as effective.

These attacks are only about a quarter of the real utility behind the Kusarigama. The real treat is:

(HOLD) This executes your Flail Throw. This will pull you towards whatever you hit with it, and has a fairly respectable range. If you let it charge, you will fly higher and further than you would just immediately tagging a target with it.
(AIR) While flying through the air, you can execute a 3-hit combo with the Sickle.
+(AIR) will make you grapple straight down and return to the ground. The damage from this specific attack is increased and is a good way to end your aerial combos.

Using the grapple will drain stamina, as does any time spent in the air. This by itself is really cool, but the real shenanigans unfold when you add in:

This activates your Agility Charm. While this is active you can combo any attack into the grapple, including itself (as shown in the animation). It drains stamina while active, but allows you to spend much of your time in the air and gives you a fantastic and quick way to both maneuver around a monster and chase it down.

Being able to use your grapple and agility buff are the most important aspects of wielding the Kusarigama, but offer what I believe to be the most unique play experience when used well. It is best used with Attack, Speed, and Healing type Mitama.




The Bow is exactly what it looks like and does exactly what you think it does. You have the safety of being anywhere on the field and the ability to target any part of the monsters you're fighting.

(HOLD) This is your basic arrow shot. You can hold it to charge and have it deal extra damage, which is ideal, as the normal shot isn't going to be doing much for you.
( ) Quick-Nocking your arrows grants different effects based on how many arrows you nock. Once you've nocked your arrows, you can hold the button to aim more precisely.
1 Arrow: A single arrow that flies in a simple arc and explodes outward when it reaches the ground.
2 Arrows: Fires a spread of five arrows that fly straight ahead.
3 Arrows: Releases a fountain of energy at the point of contact. Each energy ball deals separate damage.

+(HOLD) sets up a Cursed Arrow. Holding the charge will release more of them at once (the stages are 1, 3, 5 arrows). Anything tagged by this will take additional damage from the next arrow that is fired, the amount of damage based on the kind of shot it is hit with.

Effective use of the Cursed Arrow is the key to maximizing your damage. A regular, uncharged arrow will barely get any extra damage, while a fully charged arrow or the energy blast from a Triple-Nocked arrow will deal significantly more damage.

(HOLD) is the last feature of the bow. Priming this will drain your stamina as long as you hold the button and seek targets. As you can see in the animation, it marks targets and will fire homing arrows at them. On larger mobs, each limb is a potential target. When you are closer, the mark will become Red and you will fire larger, flaming arrows at those targets. From further away, the mark will be Yellow and you will fire small energy arrows instead. Every target can be marked up to 3 times.

The bow is likely the most simple of the weapons, but provides you with near complete safety and allows you to support your team without worrying about constant threat of attack. As such, it is best used with Attack, Healing, Spirit, Deceit, and Luck type Mitama.





Mitama (Spirits) is a system unique to Toukiden that consolidates a variety of other systems found in the genre. Monster Hunter features "Armor Skills", which are affected by the kind of armor and what kind of accessories you slot inside of them. God Eater features "Control Units" and Soul Sacrifice features "Seals", both of which perform similar roles. All of these games have consumable "items" in some way that you bring with you to each mission and that have to be crafted/repurchased/recharged at the town/base/whatever. Mitama take all of these ideas and roll them into one system.



Every function of yours that isn't immediately related to "using a weapon" or "wearing armor" is handled through the kinds of Mitama you have equipped. Every weapon can equip between 1 to 3 Mitama, and this greatly affects what is available to you in every mission. When equipped, the primary Mitama determines which 4 active abilities you have in a mission (which can be activated by Holding R [but don't run, you have to be in the purifying state] and tapping one of ///). Every Mitama has a self-heal set to .


Types of Mitama

Attack - Pretty much what it sounds like, dedicated to an offensive playstyle.
Passive: Holding R will restore your Stamina faster.
Might: Boosts your attack for a certain amount of time.
Leech: Causes all of your attacks to restore HP for a percentage of the damage dealt.
Carnage: Every attack is now a critical hit.

Defense - Again, holds true to its namesake, grants a variety of defensive bonuses.
Passive: Holding R will charge an armor gauge, which will prevent flinching and damage from attacks.
Taunt: Increases your defense and makes you more likely to be targeted by surrounding enemies.
Shield: Increases the size of your armor gauge.
Barrier: Grants immunity to status effects and gives you Super-Armor (which means none of your attacks can be interrupted and you will take no damage).

Speed - Specializes in conserving and regenerating Stamina.
Passive: Running and Dodging will use less stamina.
Energy: Increases movement speed and stamina regeneration.
Agility: Invincibility from one single incoming attack, and allows you to cancel attacks into Dodges.
Vigor: Increases attack speed and decreases the rate of stamina consumption.

Healing - Recovery support for yourself and your team.
Passive: All healing you are affected by is amplified.
Zeal: Every player in the zone has increased stamina regeneration for a time period.
Vitality: Creates a healing area on the ground.
Panacea: Completely heal every player in the zone, cure any status ailments, refill their stamina, and revive anybody who has been KO'd.

Spirit - Adds ranged spells to your offensive arsenal. These automatically target the last bodypart you have attacked.
Passive: Holding R will charge the spirit gauge, which increases the damage from your spells.
Pursuit: Fires a ranged energy bolt. Its damage and homing are increased with higher spirit expenditure.
Fountain: Creates a fountain of energy bolts that conjure underneath the target. Damage and the number of bolts are increased with higher spirit expenditure.
Eruption: Creates an explosion on the targeted location. Damage is increased with higher spirit expenditure.

Deceit - This sort of Mitama rewards a playstyle that focuses on "tricky" technique.
Passive: All of your attacks deal more damage when you are attacking the backside of a Demon.
Puncture: Fires a volley of energy towards your target that travels a short distance. Upon contact, the ball will erupt into spikes that will stick into the enemy. Any attack on something with a spike through it will deal increased damage.
Illusion: Creates an area that grants Stealth to allies, which makes them less likely to be targeted and increases the damage dealt to an enemy from behind.
Stupor: Creates a large trap that will paralyze and stop a Demon for a certain amount of time.

Space - A Mitama that deals with affecting the space around you.
Passive: Holding R will run off the cooldown on your active abilities faster.
Warp: Teleports you forward.
Sanctum: Creates a small purification field for any fallen demons or bodyparts.
Paradox: Creates a dimensional rift that deals damage to Demons near it.

Luck - Are you a gambling man?
Passive: Purifying Demons/Bodyparts restores charges to your actives.
Random: If you succeed at using this ability, it will shuffle through every other ability on each type of mitama until you press the button again.
Fortune: Using this ability adds a "Fortune Chance" to your other abilities. Good Fortune means you will gain buffs, Poor Fortune means you can be afflicted with debuffs and random status effects.
Revival: Recovers charges for a random ability to every player in the zone.


Finding Mitama
Certain missions have a monster that is holding the Mitama of a fallen Slayer, which you then get to keep and use once you've completed the mission. As there are a huge number of available Mitama in the game, I won't bother writing out a list here, but after the game comes out I'll include a link to some location guides.

Leveling Mitama
After every mission, your equipped Mitama will gain experience. Once they've gained enough experience, you can speak with Shikimi at the shrine to level them up (you can also spend Haku to increase their experience/levels directly with her). Every Mitama has a maximum level of 10, and upon leveling, they will gain additional passive benefits. This is where not all Mitama are the same, because two Mitama of the same Type can have vastly different functions based on their passives. There are simple things such as "Attack Increase", "Max Health Increase", to more specific things like "Critical Hit Chance", "Purified demons drop double items", to really specialized things such as "Can cancel any attack into Mitama Ability", or "Critical Hits decrease the cooldown on abilities".
As you level Mitama, they'll gain new passives that will overwrite the existing ones. If you decide you want a different set or made a mistake, you'll need to Pacify the Mitama to reset its level and re-level it again.

Equipping Mitama
Anywhere that you can access your current equipment loadout allows you to switch Mitama in/out of your weapons. Note that your active abilities are derived from the first equipped Mitama, the others will only grant you their passive benefits. Each Mitama can only have 3 of their passives active at once, so at most you will only ever have 9 passive effects from Mitama at once (not including the benefits from just having specific kinds equipped).
Note that there are certain combinations of Mitama that have their own collective bonus for having each of them equipped on the same weapon. Check this list to see which sets grant bonuses, if it matters to you.





Post/PM/Whatever if you think the OP should be updated in any fashion! Have some promotional photos:


https://www.youtube.com/watch?v=GdG3dwqHhFkhttps://www.youtube.com/watch?v=3OJR_ewyRnghttps://www.youtube.com/watch?v=8gurgmd99QY

Emalde fucked around with this message at 20:21 on Feb 17, 2014

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lostleaf
Jul 12, 2009
Wow! Great OP!

Emalde posted:

If you do not purify these after a long enough time, the demon will reclaim it, and in a few cases this will result in the demon transforming it into a different kind of limb. This often makes them stronger, but that limb will now yield different materials as well.

How did I not know this? Thanks!

I encourage anyone with a Vita to try the demo. It's an extremely well executed monster hunter clone(even down to the sounds! I imagine Capcom's lawyers must be sharpening their fangs). I couldn't get into Soul Sacrifice but this game pulled me in right from the start. It'll probably take you about 3-4 hours to finish all the missions in the demo. That's longer gameplay than some of the games I paid money for.

Platypus Farm
Jul 12, 2003

Francis is my name, and breeding is my game. All bow before the fertile smut-god!

lostleaf posted:

Wow! Great OP!


How did I not know this? Thanks!

I encourage anyone with a Vita to try the demo. It's an extremely well executed monster hunter clone(even down to the sounds! I imagine Capcom's lawyers must be sharpening their fangs). I couldn't get into Soul Sacrifice but this game pulled me in right from the start. It'll probably take you about 3-4 hours to finish all the missions in the demo. That's longer gameplay than some of the games I paid money for.

I had a couple failed attempts to get into Monster Hunter because I generally like loot hunting/grinding games, but never could manage. I enjoyed Soul Sacrifice enough to play through the story once, but holy poo poo did this game's demo get its hooks into me. Can't wait for the full thing.

Help Im Alive
Nov 8, 2009

I know this sounds kind of dumb, but how are they allowed to make a game that is pretty much identical to Monster Hunter in every single way? I'm kinda surprised Capcom can't stop other devs from doing stuff like that. I loved the demo but it's really the exact same thing as MH except with demons instead of dinosaurs and poo poo

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Help Im Alive posted:

I know this sounds kind of dumb, but how are they allowed to make a game that is pretty much identical to Monster Hunter in every single way?

It's really not identical to Monster Hunter, IMO. It "feels" the closest, maybe, but there are so many systematic and minute gameplay differences that the experience is quite different.

Jato
Dec 21, 2009


MH3U on the 3DS was my first Monster Hunter game and although I enjoyed what I played of it, I felt that it would've been a much better fit for the Vita. This looks like something I'll definitely enjoy, gonna download the demo and check it out.

Sakurazuka
Jan 24, 2004

NANI?

Help Im Alive posted:

I know this sounds kind of dumb, but how are they allowed to make a game that is pretty much identical to Monster Hunter in every single way? I'm kinda surprised Capcom can't stop other devs from doing stuff like that. I loved the demo but it's really the exact same thing as MH except with demons instead of dinosaurs and poo poo

Pretty sure you can make games as similar as you want as long as they don't literally use the same assets. Back in the day Capcom lost a court case against Data East (if I remember correctly), trying to sue them because of how similar World Heroes was to Street Fighter 2. And that was against a game that had an end boss who dressed and looked almost exactly like M. Bison.

Any ETA on the demo for us Euro types yet?

VVV It's already updated and I don't see it. :(

Sakurazuka fucked around with this message at 18:14 on Jan 29, 2014

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Sakurazuka posted:

Any ETA on the demo for us Euro types yet?

Whenever the PSN updates today.

Angryhead
Apr 4, 2009

Don't call my name
Don't call my name
Alejandro




Sakurazuka posted:

Any ETA on the demo for us Euro types yet?

VVV It's already updated and I don't see it. :(

I already played it for like an hour, is definitely up for me.

VVV Huh, well maybe that explains it. I started by searching for it, didn't bother to try and go through all the demos or whatever.

Angryhead fucked around with this message at 19:06 on Jan 29, 2014

Sakurazuka
Jan 24, 2004

NANI?

Oh hey, I see it now. Had to search for it though, didn't appear on either the latest list or in the demo section for me.

Awesome!
Oct 17, 2008

Ready for adventure!


Hey good OP, OP. The main MH aspect that I felt was missing from the demo was item use/combinations. That's a ton of gameplay depth that goes out the window along with inventory management. Also upgrading weapons and armor just from using them with no cost is weird to me.

quote:

Note that your active abilities are derived from the first equipped Mitama, the others will only grant you their passive benefits. Each Mitama can only have 3 of their passives active at once, so at most you will only ever have 9 passive effects from Mitama at once (not including the benefits from just having specific kinds equipped).
When you say passive benefits I assume you mean the pseudo armor skills? Does it let you pick which 3? And when you say benefits from having specific kinds equipped at the end are you talking about the passives like holding R to regen STA on ATK types?

Should we have a PSN name list or something in the OP? Online hunting with goons is going to be the main attraction since I have MH3U on 3ds only. I'm Super_Aggro_Crag.

Awesome! fucked around with this message at 20:00 on Jan 29, 2014

Jato
Dec 21, 2009


I'd be down to play with some goons, I was really disappointed that I couldn't try the multiplayer in MH3U since I had no friends who were interested in the game. The fact that Capcom didn't put online multiplayer in the 3DS version is ridiculous. My PSN name is Voxxik.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Awesome! posted:

When you say passive benefits I assume you mean the pseudo armor skills? Does it let you pick which 3? And when you say benefits from having specific kinds equipped at the end are you talking about the passives like holding R to regen STA on ATK types?

'Yes' to the first two.

The direct equip passive (eg recovering stamina while having ATK equipped) only comes from your primary mitama, so you can't slot an ATK secondary for the regen boost while running around with a DEF primary or such. This still means that functionally you have up to 10 "passives", but I excluded the main benefit passive from the count since not all of them are applicable to other types of Mitama (such as the gauges on defense/spirit type).


Awesome! posted:

Should we have a PSN name list or something in the OP? Online hunting with goons is going to be the main attraction since I have MH3U on 3ds only. I'm Super_Aggro_Crag.

I'll add this in later today, thanks for reminding me.

Awesome!
Oct 17, 2008

Ready for adventure!


One other thing, is armor weight like MH sharpness where higher is always better or are there drawbacks too like a reduced evade distance or faster stamina depletion?

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Awesome! posted:

One other thing, is armor weight like MH sharpness where higher is always better or are there drawbacks too like a reduced evade distance or faster stamina depletion?

Higher is always better as there's no immediate drawback associated with the stat, but you'll find that armors will tend to prioritize either Weight over other stats or vice versa (in the demo, Guardian stuff has higher Weight but overall less Defense/Resistance, whereas Stygian has less weight but more overall defenses and resists).


E: put a spreadsheet in the OP

Emalde fucked around with this message at 20:29 on Jan 29, 2014

scissorman
Feb 7, 2011
Ramrod XTreme
I just got the demo and I'm liking it so far, then again I played both MH3 and Soul Sacrifice, so that was to be expected.
Lock-On and viewing the enemy's health are really nice to have but the village seems not quite as lively as in MH but maybe that'll change later.

I do however have some questions for the US goons who have spent more time with the game.

How does the bow compare to the other weapons damage-wise?
Also, is there any weapon clearly better than the others?
From the short time I spent with the game, it seems the bow is a bit weaker than the melee weapons but it should obviously be easier to shoot hard-to-reach parts.

Belzac
Mar 20, 2008

The third fracture I would do away with...I can't, sorry.

F R A C T U R E
The best weapon is the spear because I like spears and cool people like spears.

Jato
Dec 21, 2009


Enjoying this demo a whole lot so far, but noticing some weirdness with multiplayer. It doesn't really affect the gameplay at all but it's a bit annoying. Players seem to be rendering in the wrong location a lot, like a guy with Gauntlets punching in one direction at nothing, but damaging and killing an enemy 10 feet behind him. Not sure if this is general lagginess or if the online play is a bit buggy.

mirarant
Dec 18, 2012

Post or die

AtrociousToaster posted:

Enjoying this demo a whole lot so far, but noticing some weirdness with multiplayer. It doesn't really affect the gameplay at all but it's a bit annoying. Players seem to be rendering in the wrong location a lot, like a guy with Gauntlets punching in one direction at nothing, but damaging and killing an enemy 10 feet behind him. Not sure if this is general lagginess or if the online play is a bit buggy.

I think this is due to the game not communicating the position of mooks over the network. This feature is present in MH as well, probably to cut down on network traffic.

e: a bit disappointed there is no GS-like in the game but overall the variety is good I'd say. Kusari-gama seems a pretty interesting weapon.

mirarant fucked around with this message at 23:35 on Jan 29, 2014

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

AtrociousToaster posted:

Enjoying this demo a whole lot so far, but noticing some weirdness with multiplayer. It doesn't really affect the gameplay at all but it's a bit annoying. Players seem to be rendering in the wrong location a lot, like a guy with Gauntlets punching in one direction at nothing, but damaging and killing an enemy 10 feet behind him. Not sure if this is general lagginess or if the online play is a bit buggy.

Soul Sacrifice is the only game in this genre that doesn't only render smaller monsters client-side.

Argas
Jan 13, 2008
SRW Fanatic




In many ways, Toukiden feels like a friendlier MH with some of the fiddlier bits (Good and bad) stripped out to ease the learning curve a little.

Hopefully they have something Gunlance-ish for the sequel because explosions are my favorite weapon.

It's very MH-esque while still being its own thing. Sharpness is not a thing, so that's one less thing to keep track of. There's no weapon holstered/weapon drawn stance and AFAIK, you don't use stamina faster when running away from a monster, so players have a lot more mobility options than in MH where there's various drawbacks to consider. No item usage/management is a nice change even though I'm very used to MH management. Although I very much love some of MH's fiddlier bits, it's still a great MH-esque game without them.

I really like how different the weapons are. I'm sure it'll probably get more weapons if Toukiden becomes a big franchise but right now, they've got everything covered. I also love the upwards mobility options because it means big monsters are much less a pain where you're nipping at their legs and prioritizing attacks with a ton of reach, so there probably won't be anything as annoying as cutting off Diablos' tail.

The Moon Monster
Dec 30, 2005

Great OP! Do you know the total number of large monsters in the game? I read somewhere that there were 13 and that each had a stronger palette swap, but the guy who posted that said it was info he gleaned using google translate.

Argas posted:

In many ways, Toukiden feels like a friendlier MH with some of the fiddlier bits (Good and bad) stripped out to ease the learning curve a little.

Hopefully they have something Gunlance-ish for the sequel because explosions are my favorite weapon.

It's very MH-esque while still being its own thing. Sharpness is not a thing, so that's one less thing to keep track of. There's no weapon holstered/weapon drawn stance and AFAIK, you don't use stamina faster when running away from a monster, so players have a lot more mobility options than in MH where there's various drawbacks to consider. No item usage/management is a nice change even though I'm very used to MH management. Although I very much love some of MH's fiddlier bits, it's still a great MH-esque game without them.

I really like how different the weapons are. I'm sure it'll probably get more weapons if Toukiden becomes a big franchise but right now, they've got everything covered. I also love the upwards mobility options because it means big monsters are much less a pain where you're nipping at their legs and prioritizing attacks with a ton of reach, so there probably won't be anything as annoying as cutting off Diablos' tail.

Based on the demo it feels the most Monster Huntery of all the Monster Hunter clones I've played. I'm glad their version of armor skills and useable items is vastly simplified because I've always thought that part of MH is a pain in the rear end.

The Moon Monster fucked around with this message at 01:01 on Jan 30, 2014

CAPTAIN CAPSLOCK
Sep 11, 2001



Fantastic OP. One thing I noticed, at least in the demo, was that there wasn't a penalty to just mashing the gently caress out of square while attacking with the fist weapons. I could easily get the perfect hits on 2-4+ attacks that way. Might be easier for people if they have problems with the timing.

The Moon Monster posted:

Great OP! Do you know the total number of large monsters in the game? I read somewhere that there were 13 and that each had a stronger palette swap, but the guy who posted that said it was info he gleaned using google translate.

I read 12 unique boss monsters and 24? total leading to a few palette swaps.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

The Moon Monster posted:

Great OP! Do you know the total number of large monsters in the game? I read somewhere that there were 13 and that each had a stronger palette swap, but the guy who posted that said it was info he gleaned using google translate.

I believe this is correct, not counting the Soul Sacrifice crossover with Cerberus. The number is either 12 or 13 x2 + Cerb.

ADullMin
May 3, 2013

by Ralp
How long is this game compared to Monster Hunter 3, does it have as much content? I'm just wondering if someone would put as many hours into this game as monster hunter 3.

Arro
Mar 31, 2010

CAPTAIN CAPSLOCK posted:

Fantastic OP. One thing I noticed, at least in the demo, was that there wasn't a penalty to just mashing the gently caress out of square while attacking with the fist weapons. I could easily get the perfect hits on 2-4+ attacks that way. Might be easier for people if they have problems with the timing.

Yer the gauntlets feel a bit more fighting gamish, as you can mash and do fine but timing your square and triangle attacks can do devastating amount of damage since perfecting the timing of the square hits can lead to longer combo chains.

Elec
Feb 25, 2007
Great OP!

I'm a Japan goon who loved Monster Hunter Portable 3rd (my first MH) and wasn't totally wowed with the other MH clones available until Toukiden. I made a few posts talking about it in the Vita thread. I plowed through it all by my lonesome, and with the dual swords no less (with my Mitama of choice being Defense, though Spirit was always really satisfying to mess around with). (speaking of which, the dual swords graphic with 双刀, I thought it was read as "soutou"?)

Anyway it's great and I'm glad people on SA seemed to like the demo. I actually haven't messed too much with post-game stuff, but I'll get to it one of these days.

The Soul Sacrifice DLC armor is actually really good with resistances and will last you for quite awhile, I imagine, so if you find yourself maybe not so good at the game at first I suggest that for awhile.

As for some memorable oni, the Goenma fight is really fun and intense because of how fast his arms regenerate, his enraged form, and a couple of hard-to-hit breakables. The only oni I really had a hard time with and really do not enjoy fighting is Daimaen, a crow-type thing, because there's only one permanently breakable part and it takes forever to break his wing parts (which regenerate) to get him to stop ground-pounding you and your team enough to get in some hits.

Other than that, there is a lot of good info on Japanese wikis so if anyone has questions that are not easily answered by Google Translate or whatever I wouldn't mind helping out.

ADullMin
May 3, 2013

by Ralp
Can't you play online with others even if you don't have their PSN?

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.

ADullMin posted:

Can't you play online with others even if you don't have their PSN?

Yep, sure can.

ADullMin
May 3, 2013

by Ralp
Thank god, I'm probably going to get a vita for this game and was too used to the mandatory 3ds friend code if you even want multiplayer anything.

Shoopuf
Oct 18, 2010

Don't touch shoopuf. Tailss will be shlapping!
Really digging this OP. It solidifies some more of the game mechanics in my mind and, yeah, I definitely think I prefer this over Monster Hunter. It scratches my collection itch, and makes you work for it, but without some of the micromanaging that makes me feel like I must have missed about five tutorials already on how to even get ready to start the game. Definitely looking forward to the full release.

Does anyone know if Amazon is doing preorders for the digital version to get those bonuses from? (Gamestop is not preordering the digital edition and no one is surprised.)

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Elec posted:

(speaking of which, the dual swords graphic with 双刀, I thought it was read as "soutou"?)

Can be read either way AFAIK, kanji is silly and both pronounciations mean the same thing in this context. Same way that very same character becomes "chi" in "tachi" despite it rarely ever otherwise being said that way.

e: soutou is probably the not-stupid way to say it though so i will update the banner later :v:

Emalde fucked around with this message at 06:43 on Jan 30, 2014

Pollyanna
Mar 5, 2005

Milk's on them.


Supposedly, it is soutou.

Awesome!
Oct 17, 2008

Ready for adventure!


Tried out the longsword a little more tonight and learned that you can combo from a 7-hit chain into the x+square side swipe thing and directly into another 7-hit chain indefinitely.:eyepop: Combine that and might+carnage and the manhunter didn't know what hit it. Also I learned that some weapons (and maybe armor?) do seem to have a MH-like upgrade path in addition to fortify which is nice. I thought it was just fortify at first.

Argas
Jan 13, 2008
SRW Fanatic




Awesome! posted:

Tried out the longsword a little more tonight and learned that you can combo from a 7-hit chain into the x+square side swipe thing and directly into another 7-hit chain indefinitely.:eyepop: Combine that and might+carnage and the manhunter didn't know what hit it. Also I learned that some weapons (and maybe armor?) do seem to have a MH-like upgrade path in addition to fortify which is nice. I thought it was just fortify at first.

The O+X slash is pretty important because you can combo almost anything into it and just start another combo afterwards. This saves on having to dodge attacks or otherwise stop attacking.

A Sometimes Food
Dec 8, 2010

Just fired this up and liking it, added myself to the goon list up top. I've been looking for something Monster Huntery but with less bullshit and this seems to really fit the bill.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
If anyone needs any help in deciding where to preorder from:

Niijima Yae (Gamestop) is a Spirit Mitama, and is the only mitama that gets "double materials from purification" as an available passive bonus.
Momotarou (Amazon) is a Speed Mitama, and grants specific bonuses to Long Sword users.

They'll both likely be available later as free downloads, but if you need some kind of specific incentive, here you go.

Argas
Jan 13, 2008
SRW Fanatic




Emalde posted:

If anyone needs any help in deciding where to preorder from:

Niijima Yae (Gamestop) is a Spirit Mitama, and is the only mitama that gets "double materials from purification" as an available passive bonus.
Momotarou (Amazon) is a Speed Mitama, and grants specific bonuses to Long Sword users.

They'll both likely be available later as free downloads, but if you need some kind of specific incentive, here you go.

In Canada, Amazon doesn't list a preorder bonus while EBGames does. Good job Amazon.

Awesome!
Oct 17, 2008

Ready for adventure!


also gamestop has 6 exclusive missions that are probably worthless while amazon gives you a couple furry dressup accessories. Going with gamestop myself even though gently caress gamestop.

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scissorman
Feb 7, 2011
Ramrod XTreme
Are these pre-orders US only or do they also apply to the EU version?
Because I don't see any bonuses listed on the amazon.de page.

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