Touhou Project: The Modern Era

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  • Опубліковано 8 тра 2023
  • The only way was up after the first journey into Windows systems, and so we arrive at The Modern Era of Touhou. While somewhat less recognizable on a wider scale, it was also an important step in the evolution of the series, showing that Touhou was far from its days of being a simple arcade shooter.
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КОМЕНТАРІ • 28

  • @f.u.m.o.5669
    @f.u.m.o.5669 Рік тому +25

    I consider anything Post-Double Dealing Character to be modern. My brain sometimes consider Sekibanki to be an "Older character" while it considers Shinmyoumaru and Seija to be "Newer characters" despite them all coming from the same game. This game also has the definitive "New ZUN artstyle".

    • @Fishnberg
      @Fishnberg Рік тому +1

      I mean Double Dealing Character goes hard on nostalgia, witch makes sence you feel that way...

    • @f.u.m.o.5669
      @f.u.m.o.5669 Рік тому +1

      I should also talk about the music. From modern many games, there are usually only one or two notable/banger themes. Pure Furies and TSWOHPR in Lolk, Nothing for HSiFS, Idolatrize world (Obviously) for WBaWC, and Lunar Rainbod (Maybe) for UM.

    • @NuclearFurret
      @NuclearFurret 11 місяців тому

      @@f.u.m.o.5669 the peck do you mean every track is a banger

    • @f.u.m.o.5669
      @f.u.m.o.5669 11 місяців тому

      @@NuclearFurret That's what they all say. Though I now say that WBaWC is filled with more bangers than I previously thought.
      I still "hate" UM's ost, but I have found a banger, the extra stage theme. And Literally, nothing else.
      Here's a rough estimation of where I rank Touhou game OSTs. (Some games are omitted, as I don't remember or know their OSTs as well.)
      1. SWR
      2/3. IN + MoF (Tied)
      4. DS (Underrated btw)
      5. SA
      6. IaMP
      8. DDC
      9. PoFV
      Okay, lemme relisten to themes,

    • @NuclearFurret
      @NuclearFurret 11 місяців тому

      @@f.u.m.o.5669 strange. i found UM's Stage 1 and 2, Chimata's theme and Mike's theme to be the bangers

  • @laster25
    @laster25 Рік тому +6

    your videos are great and a very rare show of effort in this community, looking forward to your next videos

  • @myminion74
    @myminion74 Рік тому +3

    Great video! Love these videos you have been making recently, and the quality is top notch.

  • @madokayo
    @madokayo Рік тому +1

    awesome vid!!!

  • @ultimatekamui951
    @ultimatekamui951 Рік тому +1

    Love your content specially the pc 98 video

  • @gansmith
    @gansmith Рік тому +2

    Great to already see some evolution and polishing in your videos including some nice quick visual gags. Lore channels are always appreciated in this community. Hope to see your channel grow fast.
    It is interesting that you would tackle the next set until LoLK since even though Touhou 17 is the start of the next main arc, Touhou 16 does introduce a major character that will become quite relevant and replace Yukari as a key background player in the series.

    • @thtenco
      @thtenco  Рік тому

      Thanks!! I wouldn't really call this a lore channel though lol. Uhh I'm dividing the games by how I feel they fit together overall, either in themes or gameplay. I think HSiFS is a bit of a departure of how Touhou tells stories and, what kind of stories it tells as well. And it's, kind of a divisive game? It still is I'm pretty sure? It was a weird period for Touhou, one that gave us gems such as "touhou is reclining", so that's another reason. And Okina.

    • @gansmith
      @gansmith Рік тому +1

      @@thtenco Touhou has been "reclining" since Mountain of Faith. So it's all good.

  • @GensouChronicle
    @GensouChronicle Рік тому

    Nice job. If you don't mind me asking, what do you plan to cover once you 'finish' covering game eras?

    • @thtenco
      @thtenco  Рік тому

      Idk. I do wanna cover the spinoff games but I don't think I'm gonna get to that right away. Probably will go back to fangames for a while and, whatever other project pops into my head.

  • @grri49
    @grri49 Рік тому +4

    Good work, but you made on mistake on SA's power items: they don't give less power or less items, that's in UFO. SA still gives you 0.05 power per item, while UFO only gives you 0.01 and Zun didn't adjust the amount of power items that drops when a spell card is cleared or the player dies, meaning dying in UFO in extremely punishing, as it can take a while before getting the power back, while in SA a boss will drop around 0.5-0.75 power per spell cleared, much like in the previous games. In UFO, the bosses barely gives you 0.07-0.1 items (the Stage 6 boss do gives you more), making it very hard to recover from multiple death on the same boss.
    What makes SA harder regarding bomb is the fact that you no longer have a "free" power level like in MoF, which means each bomb directly decrease your power.
    Speaking of those 3 games, I am surprised you didn't talk about the lack of "Spell Practice" or the "bad" continue system that these game uses. This continue system just makes it really hard and annoying for player new to these games to actually improve without feeling like a chore, since the game force the player to be good right away at each stage, blocking their progression if they aren't, which most people will experience in their first few tries. That system also makes "Stage Practice" practically useless, since the game force the player to clear the stage using 3 lives (if the player used a continue) to unlock the practice mode where the game gives you 8-9 lives. The old continue system just gives the player the chance to unlock all the tools they need to improve, while also giving them the chance to just play full runs of the game until they get good enough (what I prefer to do, since I don't have much time to play. I prefer to start a run knowing it will take me 20-30m to finish, rather than 1h+ depending on how good I do on Stage 5-6). In a full run, you practice all the stages equally, without grinding. It just feels way more natural to play this way, and then use "Spell/Stage Practice" to improve on specific parts. Fortunately, there is a patch out there that replace the "bad" continue system with the "new" one, although there's no limit to the amount of continue in the patch (it would take way more modding effort to implement that, and the moment you use a continue you still get the bad ending, so it ain't a "godmode" patch). I think this "bad" continue system might play into why SA and UFO are seen as hard (I mean, they are hard even with the "good" continue system, but the "bad" one makes it even unfair).
    Regarding UFO, I think that game is way more unforgiving than SA. SA's life piece are pretty simple to gather, and you have to die to 5 differents boss attacks to lose the chance of gathering an extra life (which is a lot of death), while in UFO, collecting just 1 wrong UFO (let's say the blue ones) force you to collect 3 additional red ones, regardless of whether you had a red UFO in reserve or not. This means if you had 2 red, and collect a blue, you just waste the 2 red you had, and miss 1 red by collecting a blue. You do get more chance to gather UFOs, but you really have to know the stage to know which route to take to collect as much as UFO as possible, and collecting a wrong one or falling to kill the UFO mini-boss (like with Marisa B crappy shots) can really screw up your run. In SA, it is easy to recover from a death, as it doesn't change how you'll approach the rest of the stage, and like I mentioned before, it is easier to recover power.
    SA is my favorite game with PCB because it is another straightforward game, and the shot type are more varied are very fun to use. The overall theme of the game is also nice: going into the underworld, and the soundtrack, while feeling a little different than usual is very good.

    • @thtenco
      @thtenco  Рік тому

      Oh I just, completely missed that detail about power. Are you sure SA doesn't give less items overall? It kinda feels that way to me, but it might also be because I mess up more in that game than MoF lol. Any case thanks for pointing it out, I'll see about addressing that and the continue system next time.

    • @grri49
      @grri49 Рік тому

      @@thtenco Ah sorry, you were speaking about the number of power drops, not their values. It hasn't been that long since I cleared MoF, but I can't remember parts where the game didn't have enemies that dropped power items (there's always a mix of red, blue and green fairies). I am currently clearing SA on lunatic, and they are parts in the game where they are no power items (Stage 4 after Orin first non, Stage 5 first half that has tanky enemies that don't drop much, Stage 6 long misdirect section before Orin). I guess you are right on that. In MoF, it is also easier to gather power items thanks to the "free" bomb level, since enemies will keep dropping power items as long as you are not maxed out (though you are missing out on points, and potentially extra lives).

  • @TatharNuar
    @TatharNuar 8 місяців тому

    Calling something "modern era" is falling for the same trap that causes art filenames like "oaiuhbefinalFINAL"

  • @loodieeee
    @loodieeee 7 місяців тому

    This is a very good video

  • @abd-animation-22
    @abd-animation-22 10 місяців тому

    Subterranean *aneurism*
    زين اني خلصت منها

  • @clafoutis89
    @clafoutis89 Рік тому +3

    SA is terrible I cant even 1cc hard mode😫

    • @zeppelincraft1443
      @zeppelincraft1443 Рік тому +1

      Subterranian is horrible since almost ALL of the characters are severely underpowered

    • @grri49
      @grri49 Рік тому

      ​@@zeppelincraft1443 I dunno. It feels like the basic shot is stronger in this game, but the options are weaker making power level less important, except for coverage (and thank god since bomb eat at your power). I haven't noticed big difference in terms of damage between shot types compared to say EoSD, PCB and MoF where it's clear that Marisa deals more damage than Reimu (Marisa usually only has to dodge around 2 waves of bullets during a non/spell, while Reimu is usually around 3). In SA, you really have to rely on being able to dodge the attack, rather than hoping the kill the boss quickly.
      They are also some spells where the boss are more tank-y, especially the 2nd half of Satori's fight and Orin's spells.
      I recommend using the continue patch if you want to 1cc this game on hard or lunatic. It makes practice more easier and less of a chore. As for shot-types, ReimuA or MarisaC are good choice. ReimuA is easier to use, but MarisaC's shield allows you to dodge attacks without being stressed about getting hit and losing a life.

    • @clafoutis89
      @clafoutis89 Рік тому

      Yeah they are not good and I hate that the bomb takes 1 power and all the bombs are ass

    • @grri49
      @grri49 Рік тому

      ​@@clafoutis89 Not all bombs are bad.
      ReimuA is very good. Makes you invincible for a few seconds, then erase all bullets on screen. While it doesn't do damage (I think?), you are free to keep firing at the enemies.
      ReimuB is bad. Last somewhat long but doesn't cover much of the screen, and homing bullets go all over the place so damage is unreliable unless you bomb on next to a boss.
      ReimuC is good. You have to move around to kill enemies, but with Aya's fast speed it's easy to do. It also last long.
      MarisaA is somewhat bad. It does some damage but has average coverage (vertical is good, but isn't wide) and doesn't last long. However, you have 8 of them instead of 4, so you can choose to use multiple to deal damage or use just one to avoid a hit.
      MarisaB is very bad. It doesn't last long and has short range centered around the player (so bombing far from a boss doesn't damage them at all, nor does it clear bullets that are far from you). I guess this is to balance the very flexible shot types. This bomb is only good to skip spells that you know will hit you, since you have time to position yourself next to the boss and bomb between attacks.
      MarisaC is very good. Makes you able to take one hit for a long time, and gives you half your bomb back if you somehow manage to not get hit (Death-bombing also work). If you get hit, it damage all enemies (killing all of them) and erase all bullets.
      As for power-bombs vs traditional bombs, I am kind on the fence. While Power-bombs cost power, they are "rechargeable". If you use a bomb, you can gather power to recover it without having to die (only a few games has bomb pickup). In some game, when you have no more bombs, you are just doomed to die at some point, even if you are playing well since bombs are usually meant to counter bad RNG. With Power Bomb, when you use a bomb you at least have hope that you'll get it back at some point (unless you are at Power 0 against a boss, then yeah you are doomed). Power bombs also prevent the player from bomb-spamming though parts, like in 16 where I just bombed all of stage 5 boss. Power also carry-over somewhat after death, so you don't really lose bombs while dying.
      Traditional bombs allow you to not worry about power, which feels less punishing when you use one. And depending on the shot-type and game, power levels can be very important to deal decent damage or have decent coverage, so Power-bombs makes it harder whenever you use one.
      It really depend on how the games were balanced. In SA, power levels means less in terms of damage, but it does affect coverage by a lot.