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I'm using the Technical wire settings. Unless I have to use the gun I am preferring to fight how you would in Umihara Kawase by shooting the hook at an enemy's back and then reeling towards the enemy for an instant kill.

The animation for that is much quicker than in the Umihara Kawase games so you can take out a lot of those worms on the ground quickly.

I am pretty much using the Technical skills from the Umihara Kawase games such as the Rocket Jump in this.

Biggest let down is the translation.  Dear gosh, it's not good in the slightest.  I don't even remember Fresh being to this level.  Like this was a single pass of a script by someone with beginner level understanding of the language and no editors touched that draft.  Which for a game that is far more story and character geared definitely hurts.  It's not impossible to decipher, but it's very obviously noticeable.  I'm hopeful that this will be something that will be updated with patches, because as-is this will definitely turn people off of the game.

This is also my biggest complaint at the moment. If it's this bad in English then imagine what it's like in the other language options.

I picked up a potion and it said, "Portion obtained". I picked up a "Granade". I "Destoryed" the boss.

Here's some screenshots:






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I caught wind of this from Gematsu, and was glad that sol-alpha got a post up here since I didn't have the time to at that particular moment.  Was really excited to see this, and especially so to finally play it.

You can definitely tell this is a Studio Saizensen game.  The wire mechanic feels very similar to the lure mechanic from Umihara Kawase, and after the initial ten or so minutes I played I was launching Aaurae through the air with ease.  As mentioned by imgibbon, there's different options to be set if you want a more Umihara Kawase style experience.  Though I've kept it on the default for the time being. 

Animals/monsters have a design style similar to how they were in Sayonara Umihara Kawase.  There's no reloading required for the main weapon, and bombs/grenades have a cooldown so you can't just spam them.  The first boss fight is rather simplistic, but a great way to help you get comfortable with maneuvering our heroine.  There's loading segments to break up the map, but the biggest thing I noted is just how massive the dungeon feels.  Perhaps once explored more it won't feel as such but there certainly feels like there's a lot to collect, kill, and explore.  I had mentioned some odd years back about what if Umihara Kawase Fresh was meant to be a more metroidvania game, so I'm over the moon to actually see those faint elements of ideas put into practice for a whole new experience.

Biggest let down is the translation.  Dear gosh, it's not good in the slightest.  I don't even remember Fresh being to this level.  Like this was a single pass of a script by someone with beginner level understanding of the language and no editors touched that draft.  Which for a game that is far more story and character geared definitely hurts.  It's not impossible to decipher, but it's very obviously noticeable.  I'm hopeful that this will be something that will be updated with patches, because as-is this will definitely turn people off of the game.

First impressions, I find the game to be quite charming.  There's little nitpicks, like bullets having no real feeling of impact on creatures.  Or how when you call HQ over a phone/device there's no real feeling of it being through an actual device, as in they sound like they're standing right next to you.  Things of that nature.  but this definitely feels like a good effort from Saizensen, and a creative use of the lure mechanic under a new idea.  Looking forward to playing more of this over the month!
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I def recommend playing on console, or at least having a controller with a good d-pad on pc.
The localization is about on par with Fresh's PC release; ie: machine-translatey but understandable.

I feel like this not actually being a UK game is good, as it's free to just full-on be an indie metroidvania.
It's snappy, has great music, interesting enemies, plenty to explore and discover.

I'm really enjoying it so far.

Some notes:
this is old-school design, with dedicated save points that you'll need to make sure to save at and will be restarting from when you die.
you can change the controls from an option on the title screen. The default is auto-wire, similar to BaZooKa, for newer players, and changing it to "technical" will put it at traditional UK wire action where you control the length and swing and such.
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I'm gonna wait to see what you guys think of it. Can't wait to read some early impressions!
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Haven't had a chance to play it myself yet, hopefully soon.

I was hoping to play it at midnight but only the Japanese eShop release launched at midnight for their region.
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Just posting the required storage for the game here in case anyone wants to know, the PC version takes up about 2.3 GB, while the Switch eShop is reporting the required storage as 2.1 GB.

Haven't had a chance to play it myself yet, hopefully soon.
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It's out! Go go go!
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Interesting stuff! One more day!
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New trailer has been uploaded: https://youtu.be/iAMRD4hXTlc

The game will have standard and technical control settings for the wire function. Standard is for beginners, Technical is for people who are familiar with the Umihara Kawase games: https://twitter.com/st_saizensen/status/1382249230668992515?s=19

Trivia: https://twitter.com/st_saizensen/status/1381460057020268552?s=19
(Translated using DeepL)
Kondo: This is actually the illustration on the back of the very first packet of Umihara Kawase. I had her (Umihara Kawase) hold a gun to shoot lures, but Mr. Sakai said, "No, she's throwing it by hand," and I had to redraw it even though it was an analog manuscript.

(laughs) This time, (Aaurae Mawkish) she's holding a wire gun, which reminded me of that.

Promotional art from Success: https://twitter.com/success_g3/status/1381901542056337415?s=19

And there's more concept art posted from the official Twitter for Myastere.
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Happy to create a new board for this game if people want one, let me know. yeah y'know what, I want a new board for it anyway
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