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[River City Ransom Underground] BAAARFF! -Out now on Steam
Kickstarter for this happened back in 2013, was supposed to be out for 2014.. and well yea delayed, then some crap popped up regarding licenses getting sold or bought or something.
Switch SW-6182-1526-0041
+8
Posts
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
My entire life has been leading up to this moment.
A Capellan's favorite sheath for any blade is your back.
Put a few hours into this last night. Pretty impressed so far.
Combat has some real depth, and trying the game on Hard teaches you that depth very painfully. There's no one ideal approach to combat and every enemy gang has different tactics and approaches to keep track of.
The game is pretty difficult even on "Normal" (I think it's called Story difficulty in the game).
Game expects you to do a bit of RPG grinding and has some old NES sensibilities (you can go all sorts of directions at first, which is good and bad).
Pretty happy with the game so far. Characters are a bit basic before you unlock more moves, but even adding a couple tricks to a fighter's movelist lets you do some fun combos.
Put a few hours into this last night. Pretty impressed so far.
Combat has some real depth, and trying the game on Hard teaches you that depth very painfully. There's no one ideal approach to combat and every enemy gang has different tactics and approaches to keep track of.
The game is pretty difficult even on "Normal" (I think it's called Story difficulty in the game).
Game expects you to do a bit of RPG grinding and has some old NES sensibilities (you can go all sorts of directions at first, which is good and bad).
Pretty happy with the game so far. Characters are a bit basic before you unlock more moves, but even adding a couple tricks to a fighter's movelist lets you do some fun combos.
Haven't tried co-op yet.
When the most recent beta was happening the difficulty was cranked up, was getting steamrolled as soon as you stepped into the hallway, getting one shot by guys within the first seconds of the game was not fun. I played again maybe 2 weeks ago and that is around what we are seeing now with the game live, a much more friendly starting experience.
Switch SW-6182-1526-0041
+1
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited February 2017
Hnnnnng!
The game is soooo gooood!
I am playing on Story difficulty and it is the right level of challenging. For the most part you can't really get away with spamming basic attacks, but you're also not required to pull off killer c-c-c-combos either. It is just the right difficulty for me right now. I look forward to Hard later though.
Axen on
A Capellan's favorite sheath for any blade is your back.
TetraNitroCubaneNot Angry...Just VERY Disappointed...Registered Userregular
edited March 2017
I've been sinking time into RCRU for a few weeks now, since the backer beta went live. Back then, a couple of hits from any AI was enough to completely destroy you, and the whole game was essentially unplayable. Fortunately they shored that up for the release, and now things are really awesome!
I've been playing through with Provie, and I've been enjoying it so far. It seems like they stripped out a lot of the combos from the beta version, though. Just straight up mashing is all they left in now, and the AI can interrupt that pretty easy. If anyone's figured out how to get combos to work again, I'd love to hear. The move list leaves... a lot to be desired, in terms of how it's structured (Also, a lot of moves that just don't seem to work at all).
The look and feel of the game is actually WAY better than I expected. It pays serious homage to the original, and moves and flows in a great way. I'm enjoying it a ton.
I've been sinking time into RCRU for a few weeks now, since the backer beta went live. Back then, a couple of hits from any AI was enough to completely destroy you, and the whole game was essentially unplayable. Fortunately they shored that up for the release, and now things are really awesome!
I've been playing through with Provie, and I've been enjoying it so far. It seems like they stripped out a lot of the combos from the beta version, though. Just straight up mashing is all they left in now, and the AI can interrupt that pretty easy. If anyone's figured out how to get combos to work again, I'd love to hear. The move list leaves... a lot to be desired, in terms of how it's structured (Also, a lot of moves that just don't seem to work at all).
The look and feel of the game is actually WAY better than I expected. It pays serious homage to the original, and moves and flows in a great way. I'm enjoying it a ton.
Was working with Provie last night and they dont really explain some of the techs very well after you buy them. Her Handstand kick just has the button for Kick listed, but it fires off after timed with a punch or two. I found her one of the better fighters. tried the one grappler that you get in the cafeteria. Managed to unlock one of his attacks and it was still a slog fighting with him, eye poke, backhand, way too slow. His Grab/Bite is ok but leaves you open. Only thing worth a damn atm is his kick which is quick.
Was working with Provie last night and they dont really explain some of the techs very well after you buy them. Her Handstand kick just has the button for Kick listed, but it fires off after timed with a punch or two. I found her one of the better fighters. tried the one grappler that you get in the cafeteria. Managed to unlock one of his attacks and it was still a slog fighting with him, eye poke, backhand, way too slow. His Grab/Bite is ok but leaves you open. Only thing worth a damn atm is his kick which is quick.
Oh dang, thanks much. I was wondering what I had spent my money on when all it did was add another move to the movelist that claimed "K" was all I needed to press.
Are the characters supposed to start with any kind of special? While playing as Provie, if I hit the button bound to "S", just nothing happens period. Do you need to buy those moves now? She used to do a pretty nice chain combo with that button in the beta.
Was working with Provie last night and they dont really explain some of the techs very well after you buy them. Her Handstand kick just has the button for Kick listed, but it fires off after timed with a punch or two. I found her one of the better fighters. tried the one grappler that you get in the cafeteria. Managed to unlock one of his attacks and it was still a slog fighting with him, eye poke, backhand, way too slow. His Grab/Bite is ok but leaves you open. Only thing worth a damn atm is his kick which is quick.
Oh dang, thanks much. I was wondering what I had spent my money on when all it did was add another move to the movelist that claimed "K" was all I needed to press.
Are the characters supposed to start with any kind of special? While playing as Provie, if I hit the button bound to "S", just nothing happens period. Do you need to buy those moves now? She used to do a pretty nice chain combo with that button in the beta.
I think the 4 starting guys have specials.. then again I am played my save from just before release.. so maybe that has changed and there is no specials at start... Ill fire up a new game to see.
Nope your right, no special moves off the bat. hmm that is going to make this harder, I did like the tutorial level
Started off getting pretty frustrated until I did some grinding and unlocked a bunch of Glen's moves. Now things are opening up, its easier to chain comboes together, and deal with crowds. Enjoying my time pounding gangs now.
0
mojojoeoA block off the park, living the dream.Registered Userregular
edited March 2017
This game is so fucking dumb.
I buy goal kick. How do I do it? The text literally reads. Goal kick: goal kick.
These Devs fucked it all up with this.
Jump knuckle. Jump punch.
Jump punch Jump punch.
Wtf is the difference how do I activate?
mojojoeo on
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
This game feels like an NES game, with all the nostalgia that comes with it. This is a good thing.
This game also feels like an NES game, with all the damn obfuscation that comes with it. This is not a good thing.
I know a lot of these mechanics were in the original game, but that doesn't mean they were good. You only get stats from food, but the only way to know what stats you get is to eat it and then not touch a button while the text crawls by lest you skip it. And the stat gains are useless if you're maxed so you kinda want to know what they give so you're not pissing away cash. I'm playing as Paul and his combo system makes no sense. I bought a few moves and they're just listed as (P). Well mashing P does nothing. Turns out they were additional combo strings started by his K attack. His actual combos are along the lines of PPK, KPPK, PPKPPKPK, and so on. Again, game doesn't say a word of this.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
This game feels like an NES game, with all the nostalgia that comes with it. This is a good thing.
This game also feels like an NES game, with all the damn obfuscation that comes with it. This is not a good thing.
I know a lot of these mechanics were in the original game, but that doesn't mean they were good. You only get stats from food, but the only way to know what stats you get is to eat it and then not touch a button while the text crawls by lest you skip it. And the stat gains are useless if you're maxed so you kinda want to know what they give so you're not pissing away cash. I'm playing as Paul and his combo system makes no sense. I bought a few moves and they're just listed as (P). Well mashing P does nothing. Turns out they were additional combo strings started by his K attack. His actual combos are along the lines of PPK, KPPK, PPKPPKPK, and so on. Again, game doesn't say a word of this.
yea the move lists are wonk atm.
Provie has a knee attack to use on downed enemies sadly all it says is K
it apparently is jump and down+K over a downed enemy.
hopefully they correct that
as for the food and items luckily someone has been doing a google doc on what all the food items do.
There are some moves that aren't even in the movelist. Provie has a handstand kick that is activated with forward or backward + S (timing is pretty tight), not listed anywhere in her movelist. Not sure when its unlocked either. "Provie escape" is "S while blocking" but its actually performed by pressing down -> up while blocking.
Frustrating design decisions that I'm willing to tolerate in a $20 indie game, but for easily frustrated players you might want to wait for a patch / decent FAQ. Like Wolf said above, this is an NES game in good and bad ways.
There are some moves that aren't even in the movelist. Provie has a handstand kick that is activated with forward or backward + S (timing is pretty tight), not listed anywhere in her movelist. Not sure when its unlocked either. "Provie escape" is "S while blocking" but its actually performed by pressing down -> up while blocking.
Frustrating design decisions that I'm willing to tolerate in a $20 indie game, but for easily frustrated players you might want to wait for a patch / decent FAQ. Like Wolf said above, this is an NES game in good and bad ways.
yea you pretty much cant rely on the in game move list at all right now.
Not really much of a tutorial to speak of just waded in and had a quick play. Figured out the jump punch move was hitting both punch and jump buttons at the same time for the move to work and that special was on right bumper.
Apart from all that, it's pretty good fun and imagine better with a group of people to co op with.
I have the absolute fondest memories of playing River City Ransom with my friends when I was a kid. Thanks for sharing this; I had no idea this game existed.
This was one of those kickstarters that I almost supported, but I felt a little wary about it for whatever reason. Glad to see it's mostly good. Sounds like they might have to do a little more tweaking.
I also played the hell out of the original RCR back in the day. No other game really did what they did back then. Scott Pilgrim was the only game that tried to replicate that formula, but for some reason I couldn't get into it despite it looking and sounding amazing.
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Live: Kayle Solo
WiiU: KayleSolo
Combat has some real depth, and trying the game on Hard teaches you that depth very painfully. There's no one ideal approach to combat and every enemy gang has different tactics and approaches to keep track of.
The game is pretty difficult even on "Normal" (I think it's called Story difficulty in the game).
Game expects you to do a bit of RPG grinding and has some old NES sensibilities (you can go all sorts of directions at first, which is good and bad).
Pretty happy with the game so far. Characters are a bit basic before you unlock more moves, but even adding a couple tricks to a fighter's movelist lets you do some fun combos.
Haven't tried co-op yet.
When the most recent beta was happening the difficulty was cranked up, was getting steamrolled as soon as you stepped into the hallway, getting one shot by guys within the first seconds of the game was not fun. I played again maybe 2 weeks ago and that is around what we are seeing now with the game live, a much more friendly starting experience.
The game is soooo gooood!
I am playing on Story difficulty and it is the right level of challenging. For the most part you can't really get away with spamming basic attacks, but you're also not required to pull off killer c-c-c-combos either. It is just the right difficulty for me right now. I look forward to Hard later though.
How much is the average cost of a divorce nowadays?
Story AI is polite and sometimes will let you wail on an enemy solo while others wait their turn. Not always! Just sometimes.
Hard mode enemies have no interest is letting you have your "1v1 me bro!" nonsense.
It looks good but this is a total console purchase for me.
(Also makes me wish the Scott Pilgrim game was still available)
I've been playing through with Provie, and I've been enjoying it so far. It seems like they stripped out a lot of the combos from the beta version, though. Just straight up mashing is all they left in now, and the AI can interrupt that pretty easy. If anyone's figured out how to get combos to work again, I'd love to hear. The move list leaves... a lot to be desired, in terms of how it's structured (Also, a lot of moves that just don't seem to work at all).
The look and feel of the game is actually WAY better than I expected. It pays serious homage to the original, and moves and flows in a great way. I'm enjoying it a ton.
Was working with Provie last night and they dont really explain some of the techs very well after you buy them. Her Handstand kick just has the button for Kick listed, but it fires off after timed with a punch or two. I found her one of the better fighters. tried the one grappler that you get in the cafeteria. Managed to unlock one of his attacks and it was still a slog fighting with him, eye poke, backhand, way too slow. His Grab/Bite is ok but leaves you open. Only thing worth a damn atm is his kick which is quick.
Oh dang, thanks much. I was wondering what I had spent my money on when all it did was add another move to the movelist that claimed "K" was all I needed to press.
Are the characters supposed to start with any kind of special? While playing as Provie, if I hit the button bound to "S", just nothing happens period. Do you need to buy those moves now? She used to do a pretty nice chain combo with that button in the beta.
I think the 4 starting guys have specials.. then again I am played my save from just before release.. so maybe that has changed and there is no specials at start... Ill fire up a new game to see.
Nope your right, no special moves off the bat. hmm that is going to make this harder, I did like the tutorial level
I buy goal kick. How do I do it? The text literally reads. Goal kick: goal kick.
These Devs fucked it all up with this.
Jump knuckle. Jump punch.
Jump punch Jump punch.
Wtf is the difference how do I activate?
This game also feels like an NES game, with all the damn obfuscation that comes with it. This is not a good thing.
I know a lot of these mechanics were in the original game, but that doesn't mean they were good. You only get stats from food, but the only way to know what stats you get is to eat it and then not touch a button while the text crawls by lest you skip it. And the stat gains are useless if you're maxed so you kinda want to know what they give so you're not pissing away cash. I'm playing as Paul and his combo system makes no sense. I bought a few moves and they're just listed as (P). Well mashing P does nothing. Turns out they were additional combo strings started by his K attack. His actual combos are along the lines of PPK, KPPK, PPKPPKPK, and so on. Again, game doesn't say a word of this.
yea the move lists are wonk atm.
Provie has a knee attack to use on downed enemies sadly all it says is K
it apparently is jump and down+K over a downed enemy.
hopefully they correct that
as for the food and items luckily someone has been doing a google doc on what all the food items do.
https://docs.google.com/spreadsheets/d/1MJSKKuL2uTD3sVo-qsDqUIiH-X3RHkhUsf2iJtx1wKY/htmlview?sle=true#gid=0
Frustrating design decisions that I'm willing to tolerate in a $20 indie game, but for easily frustrated players you might want to wait for a patch / decent FAQ. Like Wolf said above, this is an NES game in good and bad ways.
yea you pretty much cant rely on the in game move list at all right now.
Yeah, I'm fucking done with this game.
yea been reading about that , pretty much a crap shoot isnt it?
Apart from all that, it's pretty good fun and imagine better with a group of people to co op with.
I also played the hell out of the original RCR back in the day. No other game really did what they did back then. Scott Pilgrim was the only game that tried to replicate that formula, but for some reason I couldn't get into it despite it looking and sounding amazing.
My Backloggery
yea saw some video from that.. looks like a cash in title.