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Edited by AlexanderSheen

I never heard of this game.

EDIT: Fucking finally!

Posted by CountDog

Hoorah

Edited by Mumrik

@AlexanderSheen said:

I never heard of this game.

EDIT: Fucking finally!

NVM... comment weirdness...

Posted by Xiemos2

It's the Wild Wild West

Posted by lead_farmer

This looks pretty great.

Posted by BeachThunder

Robotic tentacles!

Posted by Veektarius

Is this really all MGS is up to?

Posted by giant_frying_pan

Insane difficulty just looks like standard fare for a bullet hell shooter.

Posted by AlexanderSheen

@Mumrik said:

@AlexanderSheen said:

I never heard of this game.

EDIT: Fucking finally!

Finally first?

Yes.

Posted by piderman

Coming soon... the game's already not living up to its title.

Posted by nsolo1717

the graphics were impressive

Posted by yoshisaur

@giant_frying_pan said:

Insane difficulty just looks like standard fare for a bullet hell shooter.

If even that. I would hate to know what Ikagaru is classified as if we use this scale.

Posted by melodiousj

Damn, I'm down for this. Do your thing, Grasshopper, we love you.

Posted by bucky

That screen shake effect every time you kill an enemy is nauseating.

Posted by paulunga

@giant_frying_pan said:

Insane difficulty just looks like standard fare for a bullet hell shooter.

A genre that's pretty much impenetrable for most people who haven't been keeping up with shoot 'em ups over the years.

Posted by Allison

I had some mad hype going into this trailer until I saw that it was going to be X-Box Live exclusive. Be that as it is, it will probably be a year or LONGER until I even get a chance to play this. Thanks, Microsoft. Ass. :(

Posted by MiserableLittlePileOfSecrets

@giant_frying_pan said:

Insane difficulty just looks like standard fare for a bullet hell shooter.

No kidding. "Normal" looks like what I would expect for a "Beginner" difficulty on a bullet hell game.

Posted by I_smell

It's a bullet-hell. You added more bullets in the hard mode :I
 
"Rebooting the genre"? Fuckin come on guys. Rebooting the genre would be adding in new mechanics, throwing out the spiral of glowy pellets n makin it feel tactile and like things have weight, or maybe adding in some RPG elements, or blending it with a beat-em-up, or giving it fun interesting characters or SOMETHING. This is just a bullet hell shooter.
There's a million things that tentacle eye-monster could've done, and spawning a big circle of orange dots was the least interesting.

Posted by MrSpoon

@I_smell said:

It's a bullet-hell. You added more bullets in the hard mode :I "Rebooting the genre"? Fuckin come on guys.

Maybe someone can correct us, but don't contemporary shoot 'em ups already do this?

Also:

Posted by Ezekeilpurger

If someone's going to make a shmup with an "insane" difficulty, they at least should make it insane.

Edited by aceofspudz

Maybe what they meant by 'rebooting the genre' is that the ships aren't creepy anime lolis.

Posted by LiK

@giant_frying_pan said:

Insane difficulty just looks like standard fare for a bullet hell shooter.

yea, Insane doesn't look that insane to me. maybe that one boss battle but kinda tame compared to CAVE games.

Posted by geirr

If by rebooting the genre they mean throwing more money at it and replacing trigger-happy music with stock chill-out lounge crap then sure.

Posted by delusionaltool

Rated M for language - Wonder if that means its rated M from the language coming out of your mouth when you play it on insane!

Posted by shmupfan

@I_smell said:

It's a bullet-hell. You added more bullets in the hard mode :I "Rebooting the genre"? Fuckin come on guys. Rebooting the genre would be adding in new mechanics, throwing out the spiral of glowy pellets n makin it feel tactile and like things have weight, or maybe adding in some RPG elements, or blending it with a beat-em-up, or giving it fun interesting characters or SOMETHING. This is just a bullet hell shooter. There's a million things that tentacle eye-monster could've done, and spawning a big circle of orange dots was the least interesting.

Well, Sine Mora is not a bullet-hell. What you don't see in the trailer, is the timer - our "insane" is first and foremost insane because of the tension added by the shorter time limit / countdown. You need to be precise to gain time (from shooting down the enemies), while dodging the bullets.

And for the reboot ... yes, it is a new type of shmup: there will be a deep storyline with "interesting characters" (as you wish), and this timer mechanics is also a new, fresh idea in a shmup genre. Check their facebook page, and you can see the characters and more additional infos. https://www.facebook.com/sinemoragame

Posted by betusblues

Jamestown already accomplished this in a better way by having more than just normal and hard difficulties, allowing casual players to gradually increase the challenge and get good at the game as it went on.

Posted by shmupfan

And just for the record, here's the "How to play" document for Sine Mora:

BASICS

Sine Mora is a horizontal side-scrolling shooter, a so called shoot'em up (STG). The player's airplane is viewed from the side and the stages are presented in cross-section, so the airplane appears to be flying through the backgrounds. The scrolling in the game is continuous, such that the player is led through a stage by the game.

On occasions there is also a degree of freedom, when the player can move up or down on the playing area, which can be taller than the screen. The focus is almost entirely on annihilation of the various enemy units. Also, the player must navigate through the environment, as invariably contact with the various background elements results in the death of or damage to the player's airplane.

Most importantly, Sine Mora is a shooting game with time extension based progress.

GAME SYSTEM

Shoot down enemies to add time to the counter. If you get hit or collide, you receive a time penalty. Each stage has several checkpoints, where the timer is reset – your time mass will be stabilized. Your goal is always to get to the next checkpoint.

You are able to upgrade your primary weapon in 9 steps. Primary weapon upgrades are permanent.

Use your sub-weapon to damage particularly strong enemies. It can be also very useful to control the chaos surrounding you, but always keep in mind: your sub-weapon stock is limited.

Use time manipulating capsules to your advantage: Story mode is limited to the Speed Up capsule, which slows down the time around you for a short while. Arcade Mode adds variation with two additional capsule types. In each mode, your capsule pool is limited.

Pick up the floating power-up tokens. These can upgrade your primary weapon, replenish your sub-weapon stock and capsule pool or have other useful purposes.

ADVANCED

Arcade mode has an additional game element: the Rank System.

Player rank is indicated below the score counter on the HUD. There are three different ranks: C, B and A. Every new play session starts with a C rank and playing through the game will slowly raise the rank to B then A automatically.

The player is also able to speed up the rank change by various actions (holding the fire button, picking up specific power-up tokens, etc). Enemy resistance is more fierce on a higher rank: they release more bullets which can reach the player much quicker.

If the player is using a sub-weapon, a capsule or is hit, the rank meter will drop down a bit. However, the more time you spend on a higher rank, the more bonus score you'll receive at the end of the stage.

SCORING

Each enemy destroyed will reward the player with score. Remaining time at the checkpoints is also converted.

If the achieved score is higher than the player's previous score, it will be uploaded to the respective leaderboard.

Consecutive kills can raise the score multiplier. This multiplier is nullified if the player decides to use a sub-weapon, a capsule or is hit by enemy fire.

Players are also able to collect score tokens during the game and build up a token-chain, as the value of these tokens will raise upon successful collection. If a floating score token is missed (the token permanently leaves the screen), the chain will broke – the next token that appears will have the minimal value again.

Additional – bonus – score can be gained at the end of the stages, based on player performance (hit ratio, number of hits taken, etc).

GAME MODES

STORY MODE

Play through the story from the beginning to the end. Finishing every stage on Challenging difficulty unlocks an alternative narration and a chance to see the true ending. You are also able to start the game from any previously unlocked stage and continue to the end from that point.

On Normal difficulty, initially you have 8 chances to continue.

On Challenging difficulty, initially you have 5 chances to continue.

ARCADE MODE

Play the game from the beginning to the end. This game mode is focused on action – the story-related cutscenes are not included.

On both selectable difficulties you have only 3 chances to continue.

SCORE ATTACK

Tailored for short play – you are able to select any previously unlocked stage in this mode. When finishing a stage, you do not proceed to the next stage. Also, you are not able to continue after death.

BOSS TRAINING

You are able to practice previously encountered boss enemies in this mode.

Continue stock is unlimited.

Source: http://shmups.system11.org/viewtopic.php?p=758196#p758196

Posted by I_smell
@shmupfan: Ok well good luck anyway, at least your intentions are in the right place.
Posted by Enns

Rebooting the genre might have been a little much.. at least for what was shown in this video. On the surface it looks like any other shooter ever, only with better production behind it.

Posted by melodiousj

@shmupfan: Thanks for the detailed breakdown. This game already looked good to me, now I want it all the more.

Posted by Enigma777

How cow, this game is gorgeous!

Posted by cheywoodward2

Lines like those are what put me in rehab.

Posted by schmid

"Rebooting the genre?" what a completely douchy thing to say.

Posted by envane

#1 vertical shmups are better

#2 insane mode looks like a hard mode at most .. no suicide bullets ?

#3 progear did this better

Posted by AngriGhandi

Wh... why is this game rated M?

Actually, don't tell me, I'd rather be surprised

Posted by lockwoodx

Steam powered. Fuck yeah!

Posted by HeavyDuty32

Those're some hellish bullets there, yessiree.

Posted by DeBurgo

@AngriGhandi: Maybe they slip some gonads into the levels, R-Type style

Posted by harinosho

goddamn it.. was hoping for psn

Posted by ghostNPC

This looks so normal for a Grasshopper Manufacture game.

Posted by Eeptog

I dont see any rebooting going on here.

Posted by leebmx

This looks good.....loved the music and the backgrounds.

Posted by Trylks

Rebooting the genre is, I guess, because they tried to make the game more accessible to those that don't use to play this type of games, while keeping it challenging for the usual gamers.

It's a way to say: "we made it more casual friendly to try to get some sales more".

I never liked this type of games, though. I'd rather play ace combat 6, and I don't even like that game either.

Posted by Cozmicaztaway

@envane said:

#1 vertical shmups are better

#2 insane mode looks like a hard mode at most .. no suicide bullets ?

#3 progear did this better

On #1: I tend to agree (not sure why this is, but yeah), but this is a home release, so a horizontal works better for your average 16:9 TV.

As for rebooting the genre, and the whole time element thing: so, it's like Kenta Cho's Torus Trooper, only not completely batshit insane and from a different angle? Seems cool, not sure it's "rebooting" or anything. Most shmup's have a good hook (Espgaluda has the trance thing, Ikaruga has the colors, Tumiki Fighters has the Katamari element and I guess Mushihimesama's thing is the batshit insanity level of explosions?), and time's the hook in this one. But hey, I'll give it a shot I guess.

Posted by Mumrik

Didn't it look more like a standard "hard" than a Japanese shooter insane?

Posted by soupbones

"Insane" difficulty actually looks pretty tame.

Posted by Icemael
@Trylks said:

Rebooting the genre is, I guess, because they tried to make the game more accessible to those that don't use to play this type of games, while keeping it challenging for the usual gamers.

Plenty of shoot 'em ups have done this already though. Espgaluda had a time slowing mechanic, Jamestown and Deathsmiles had a variety of difficulty settings, Dodonpachi Daifukkatsu had bullet-cancelling hypers and autobombing, almost all of Cave's Xbox 360 ports have Novice modes -- it goes on.

As for the time thing, it's certainly a fresh idea, but countless shoot 'em ups have mechanics and systems that are every bit as unique and innovative. Unless the game has some incredible, groundbreaking feature that Digital Reality just haven't revealed yet (fat chance, lol), there is absolutely nothing about Sine Mora that "reboots the genre".
Posted by Shaunage

The weirdest thing is the M for language.

Posted by Kazona

@MrSpoon: Goddamn I want to watch me some Airwolf now.

Posted by MeatSim

I want hear this games M rated language.

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