Reviews from

in the past


It's not that hard to make a bullet hell that puts you on the tightrope, much less a difficult one. It's enough to fill the screen of bullets with any excuse, the natural reaction will be to feel overwhelmed looking for the few safe spots at hand. What is hard to do is to achieve this level of creativity and elegance.

It is not only that DaiOuJou is the summit (or at least one of them) of a very specific style (danmaku) developed by a very specific circle (CAVE, starting from the impulse left by Toaplan and other descendants such as Raizing or Takumi) or a very specific person (Tsuneki Ikeda, who had been defining his style here for more than a decade since his beginnings in Toaplan), but it is a nonstop of ideas that, always maintaining a stylistic cohesion, keep each playthrough fresh because of its radical approach variations.

Something as simple, satisfying and seen afterwards as the sequence of giant enemies constantly canceling bullets when destroyed here is nothing more than a section of a level. Getting across between bullets, an easy method to achieve tension as seen in Mushihimesama Futari, a game a bit exceeding in this resource, achieves elegance by building on varied layers of bullet sweeps. A clear example is the wasp section of the fifth level. Not only stands out because of making the small enemies follow a very peculiar rail movement, or because of their alternative appearances covering the entire width of the game, or because of being protected by giant wasps that serve as a shield and as another layer of bullets to the obstacle course, but stands out because of the creativity and care of the whole. Because of having to rethink a new strategy when everything seemed under control.

The slightly superior Black Label version also enhances one of the greatest virtues of the original game that represents its philosophy very well: the hyper. A double-edged weapon that allows you to deal more damage and cover more screen in exchange of increasing the speed and cadence of enemy bullets, a mechanic that in this revision appears more frequently, encouraging to risk and improvise, the moments where the spirit of the style truly shines.

Of course, it could be criticized that the CAVE or Ikeda ideas are conservative, and even that they have given birth to descendants incapable of innovating making certain rules as unbreakable laws. However, to me it is not an accurate criticism. The fear, inexperience or ineptitude of some when it comes to achieving their own style or such a level of elegance is not the fault of the original inspiration, and the obsessive reiteration of an author or a circle on the same philosophy is far from the easily confused repetition for comfort and security. If anything, what is interesting about the style that culminates here, and that would attempt to reach the general public in later games, is giving everything for a genre lost in an arcade style that was already considered little more than a relic. Knowing that few were going to play and even fewer comprehend.

If what we want is the rare maturity in the medium of someone capable of working their style until it becomes unique, robust and unrecognizable from the influences that germinated it, like the style of Toaplan of which there is no trace left, DoDonPachi DaiOuJou is nothing but one of the clearest examples.

This game is more challenging that Resurrection, but it's definitely as much fun as DFK. Getting a clear in this game made me realize that I can play shmups and succeed. And love the dark atmosphere in this game.

I get why people would like this and I do think it's good from all the technical and challenge perspectives, but it's not my kind of game.

I'm pretty sure I got a bad ending since I've never seen so many continue screens in a thirty minute window before. I got better, but that's like saying I'm up to the level of making grilled cheese sandwiches in a five-star kitchen.

Credit fed my way through again, one of the best games ever made. Hope to one day actually beat it.

Vermutlich der beste DoDonPachi Ableger, mit den ikonischsten Liedern und Stages. Die PS2 Version liefert hier gute Optionen, damit auch Anfänger sich in das Spiel reinbeißen können (Jede Stage frei auswählbar zum trainieren, unendliche Continues und umstellen der Schwierigkeit). Zwar kapiere ich nicht so ganz, wieso man bei der Charakterwahl nicht den Pilot wählen sollte, der sowohl mit Laser, als auch im Wide Shot gut ist, aber abseits davon, ist es eine Arcade perfekte Portierung.


La más densa y cultivada experiencia de acción sobre esquivar bolas azules y rosas.

TAPORRA 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥

Videogame é sobre isso

IMMA FIRIN MAH' LAZER game. Ignoring that I accidently got 2 player working on one controller, uh idk other than the hyper mode I kinda forgot my entire experience playing DaiOuJou. Aesthetically it still doesn't click with me and it got supeeeeer crowded in terms of bullet hells. Arika did a good job with this PS2 port, it's just a shame I left DaiOuJou as a forgettable experience.

Played a cabinet at CEO 2023. While I am capable of enjoying shmups, I think I just dislike bullet hells. I hate having to dodge 100 projectiles and panicking when they close in only to realize my ship’s hurtbox is only a few pixels, so shots will definitely touch my sprite but not kill and it throws me the hell off. There were also a number of times I was cornered by bullets with actually no way out. You need a goddamn paycheck to beat this game.

At the very least, it does have that innate feeling of power in shmups when you somehow thread the needle through a barrage of bullets and then return fire with lasers and missiles that cover the entire screen.

Its really sad how inaccessible this game is, arcades are pretty much dead and both the remastered ps4 version and the og ps2 version are japan only, the only way i had to play this was on pcsx2, there was some input lag because of the emulator but it didnt make anything impossible, i beat it on easy if thats anything to go by (the game is still pretty damn tough anyway), will go for more clears. Really like the art direction on this one.

JOGO DE JAPONÊS SAFADO VAI A MERDA GIBACHI FILHO DA PUTAAAAAA

A batalha da terceira forma da hibachi é tipo:
Morre
Power up, Power up, Power up
Morre
Power up, Power up, Power up
Morre
Power up, Power up, Power up

I genuinely don't know what I got into playing this game first before the other ones in the series but I mean it has some pretty cool visuals and the gameplay itself isn't bad at all

DaiOuJou ocupa o panteão dos jogos eletrônicos ao lado de outras obras-primas, como Doom, Resident Evil 4, Halo 3, Dark Souls etc. Mas, por alguma razão, raramente recebe o reconhecimento que merece.

É o auge da filosofia de design estabelecida pela CAVE — o que não é pouca coisa, considerando que todos os jogos em seus quase 20 anos de atividade são brilhantes (incluindo os mais fracos, como DonPachi e Deathsmiles II).

Bout the same feel as it's prequel. Bit more story though, which is nice.

One of Cave's best offerings in the genre. It has difficulty that is definitely scarce, but enjoyable once you get the hang of it.