Dzware Posted November 13, 2022 Share Posted November 13, 2022 Yoo welcome back dude! This new idea sounds pretty exciting actually, I'd like to see you have a shot at some of these near unobtainable games just to see whether they're actually possible or not. One of those games I've heard about is Tanuki Justice. Only a few trophies have been earned, because of the ridiculous requirements of this trophy list, a bit of info is given in the thread about it. Would be nice to see someone tackle this and to see the journey. It's probably gonna take a long while though ? Also, I've heard about Moon Hunters, the game is apparently pretty tricky to figure out with the limited info about it, but it's not too difficult skill wise if I understood correctly I also had a friend show me Brick Breaker a while ago as a suggestion for a 0.01% trophy.. from what I found from a quick search about it, the only way to get through that survival shit would be through heavy use of pause buffering, which sounds like a pretty annoying way to play on top of whatever else is wrong with the game haha. Hopefully you can find a better looking game to destroy you than this at least, don't feel like a lot of fun is to be had with this one ? 4 Link to comment Share on other sites More sharing options...
AihaLoveleaf Posted November 13, 2022 Share Posted November 13, 2022 Welcome back! This re-opening is going to please a lot of readers. I know I'm happy to see it. ? 2 hours ago, ExistentialSolid said: Announcement #2 - It's Time I Confronted My White Whale Even happier to see Miku making a comeback. I was wondering what you had left to go for in Future Tone. It's starting to look like Intense Voice is the big one in every game it shows up in. It's also my current target in F 2nd, and is a very relatable whale in general. ? 2 hours ago, ExistentialSolid said: I've spent my years as a trophy hunter locked in a never ending battle between "Should I go back?" and "Should I move on?", but I know as long as this question lingers unanswered, I'll never find peace. If I'm ever going to do this, it needs to happen now. Even though I've played off and on in the years since, my skills are starting to rust and I'll only get worse the longer I procrastinate. I've been trying to psyche myself up for months to get this started and figured it'd be best to document my progress here if I want to keep myself motivated. Now is a great time to get it done. According to a Reddit post I read not too long ago, a majority of development staff has been moved away from the DIVA team, and the director of the series left quite some time ago. Then there's also the success of Project Sekai (EN: Colorful Stage) on mobile. The chances of traditional Diva as we know it -- both console and arcade variants -- evolving to the next stage may be a coin flip at best. The glass half full take here is that you might be in a position to finally get some closure on the series. Once you conquer Intense Voice ExEx, chances are good that you can safely move on to new projects without anything holding you back. 2 hours ago, ExistentialSolid said: In the following updates, I'm going to be breaking down the Extra Extreme version of Intense Voice section by section while discussing possible strategies, button configurations, and scoring tactics while trying my best to keep things beginner friendly. I'm also going to try to regain my place among the top 10 in all four of the Clear% categories I used to compete in. There will be no trophies at stake, but, should I succeed, it will be far and away the proudest moment in my gaming career... This will be an interesting read. Even at their most chaotic, Diva charts are always rhythmic, always logical, and almost always follow the flow of the DualShock (or in the case of Future Tone, the Arcade controller). Though still an incredibly difficult song -- and game in general -- hopefully others will see how approachable the highest difficulty of play actually is once you start breaking Intense Voice down to its smallest pieces. Looking forward to seeing it. 4 Link to comment Share on other sites More sharing options...
AJ_Radio Posted November 13, 2022 Share Posted November 13, 2022 Eight months. Been too long. 1 Link to comment Share on other sites More sharing options...
da-Noob123 Posted November 13, 2022 Share Posted November 13, 2022 Welcome back! Forums have become quite repetitive of late, good to see you back to shake things up. In regards to impossible games, I check in every once in a while on this one: https://psnprofiles.com/trophies/5578-attacking-zegeta-2 It and it's predecessor are seemingly impossible. There are a few forums that can give you more info with some regulars who might be able to point you towards other impossible games. It's interesting reading to what extent people have dissected these games. 1 Link to comment Share on other sites More sharing options...
Platinum_Vice Posted November 13, 2022 Share Posted November 13, 2022 Welcome back! I didn't find your checklist until it was already closed. ? But! I'm glad you're back and would like to follow along. You've piqued my interest with Moon Hunters... very interesting. Good luck with your white whale. 2 Link to comment Share on other sites More sharing options...
Popular Post ExistentialSolid Posted November 15, 2022 Author Popular Post Share Posted November 15, 2022 On 11/13/2022 at 1:56 PM, Destructor-8 said: It's nice you're back. I remember awhile back when a few of you were going for a few unknown games & you managed to finish those which was cool, so it'd be interesting to follow more of those. Thanks, I'm glad to be back! ? It was actually that brief period of obscure game hunting in the Discord server that inspired the new nomination list idea. Verlet Swing was a hidden gem and Neon Drive (though not as obscure) was a ton of fun! In the same vein, I recently came across an indie platformer/multiplayer brawler, "Overruled!", that only had 1 completion, so I had to check it out for myself. It wasn't exactly the best, but the journey was more exciting than most since I was never 100% sure any given trophy would pop. Hopefully I'll experience more games that give me that same sort of thrill! On 11/13/2022 at 3:14 PM, Slava said: Welcome back Yeah, it does happen, indeed. I have been noticing how sometimes regular PSNP posters disappear for a while. Some come back, some don't (or at least have not yet). The uncharted territory idea sounds interesting. Unfortunately, I can't contribute much, I don't follow rare games. But I'll be checking the progress . And good luck with Miku! Thank you! I'm glad to be among those that haven't disappeared just yet (well, at least not entirely). I don't know how many more years of focused, forum-heavy trophy hunting my introversion can take, but I do know I have much more I'd like to get done before I quietly fade into the background! That's alright, please don't worry about contributing! I'm just glad you like the idea and took the time to stop by. ? I'll try my best with Miku in the meantime! On 11/13/2022 at 3:56 PM, Dzware said: Yoo welcome back dude! This new idea sounds pretty exciting actually, I'd like to see you have a shot at some of these near unobtainable games just to see whether they're actually possible or not. One of those games I've heard about is Tanuki Justice. Only a few trophies have been earned, because of the ridiculous requirements of this trophy list, a bit of info is given in the thread about it. Would be nice to see someone tackle this and to see the journey. It's probably gonna take a long while though ? Also, I've heard about Moon Hunters, the game is apparently pretty tricky to figure out with the limited info about it, but it's not too difficult skill wise if I understood correctly I also had a friend show me Brick Breaker a while ago as a suggestion for a 0.01% trophy.. from what I found from a quick search about it, the only way to get through that survival shit would be through heavy use of pause buffering, which sounds like a pretty annoying way to play on top of whatever else is wrong with the game haha. Hopefully you can find a better looking game to destroy you than this at least, don't feel like a lot of fun is to be had with this one ? Thank you! I'm happy to hear you like the idea. ? The level of mastery one would have to achieve over Tanuki Justice to get even half of the game's trophies is terrifying. ? I don't know if any other platformer on PSN even comes close in terms of difficulty when we're seeing requirements like, "Finish the game in insane difficulty with no continue, starting from level 1 and with 100% hit ratio." The trophies demand perfection, but the game's reach is so microscopic that I'd worry that any serious effort would be in vain. 21 in NA and 40 in EU (at the time of posting) is such a weak turnout. Even though the reach is nonexistent and the difficulty is through the roof, I'll go ahead and add it to the list! As for Moon Hunters, I don't mind if it's not that difficult! For this new list, difficulty is optional as I'm mostly just hoping to explore some lesser known games. I worried Brick Breaker would involve pause-buffering, but I never had any plans to actually play it—don't worry. ? I think it makes for a good example of the sort of trophies I'm trying to find, though the game itself looks A-W-F-U-L. I don't even enjoy "good" breakout/brick breaker games. The genre aged like milk and is probably best left in the past. On 11/13/2022 at 4:39 PM, AihaLoveleaf said: Welcome back! This re-opening is going to please a lot of readers. I know I'm happy to see it. ? Even happier to see Miku making a comeback. I was wondering what you had left to go for in Future Tone. It's starting to look like Intense Voice is the big one in every game it shows up in. It's also my current target in F 2nd, and is a very relatable whale in general. ? Now is a great time to get it done. According to a Reddit post I read not too long ago, a majority of development staff has been moved away from the DIVA team, and the director of the series left quite some time ago. Then there's also the success of Project Sekai (EN: Colorful Stage) on mobile. The chances of traditional Diva as we know it -- both console and arcade variants -- evolving to the next stage may be a coin flip at best. The glass half full take here is that you might be in a position to finally get some closure on the series. Once you conquer Intense Voice ExEx, chances are good that you can safely move on to new projects without anything holding you back. This will be an interesting read. Even at their most chaotic, Diva charts are always rhythmic, always logical, and almost always follow the flow of the DualShock (or in the case of Future Tone, the Arcade controller). Though still an incredibly difficult song -- and game in general -- hopefully others will see how approachable the highest difficulty of play actually is once you start breaking Intense Voice down to its smallest pieces. Looking forward to seeing it. Thank you! My procrastination could have easily carried me into 2023 were it not for the passion you've shown for Project DIVA in your own checklist. Seeing your progress helped light a fire under me, so I've gotta give credit where credit's due! ? As much as I'd love to see Project DIVA evolve towards the next stage, the only road forward looks bleak. Even if we were to get some sort of continuation outside of the constant arcade re-releases, it's hard to envision anything other than a half-hearted PDX-2 being sent out without much fanfare. I think the soul of Project DIVA lies within its Edit mode and the endless creative potential of the community that surrounds it. Being able to take any song you want, chart it however you please, and release it to the public would be the ideal. Though I'd imagine that dream is quickly strangled in some form or another by music copyright laws. ? I've been thinking about getting into PPD or unofficial mod packs like Eden Project V3 since that might be the closest we can get to that ideal, but the setup process is intimidating and I'm not sure if the player count (a small subset of super fans) would justify all the effort. Absolutely. Something I think DIVA has always nailed is something I'll loosely, and somewhat pretentiously, dub as "rhythmic coherence." If you've ever dabbled in games like DJMAX, Xonic, and, to a lesser extent, Taiko, it can often feel like there's a disconnect between the notes the chart requires you to play and the actual rhythm of the song. I don't really know how to describe it in a way that makes me sound like I know what I'm talking about, but it's as though the song only exists as a shaky template so that the chart can take whichever creative rhythmic liberties it wants. I remember being blown away by how awful some charts in DJMAX especially felt in this sense, but maybe I just don't understand other rhythm games. Charting in DIVA, whether you're at the lowest level of play or the highest always makes sense to me. Hopefully my chart analysis can do the series justice! ? 23 hours ago, AJ_Radio said: Eight months. Been too long. It really has been too long, but I'm glad to have finally scraped together enough of a reason to reopen the thread. ? When I last locked my thread, I felt like the whole "please destroy me" gimmick had kinda run its course. Any suspense most readers feel is likely low or nonexistent and, unfortunately, the actual emotions/struggles I feel sometimes have to be exaggerated for the sake of the narrative. I'm hoping that branching out with obscure games (not necessarily difficult) and lifting some of my old rules might breathe a little extra life into this thread before I feel the need to lock up again! 22 hours ago, Platinum_Vice said: Welcome back! I didn't find your checklist until it was already closed. ? But! I'm glad you're back and would like to follow along. You've piqued my interest with Moon Hunters... very interesting. Good luck with your white whale. Thank you and welcome to the checklist! ? I've actually lurked your own checklist from time to time while I've been away, but I always walk away jealous. You're over there with sharp analytic discourse, compelling insights, and effortless lucidity while my posts generally soak in a soup of self-aggrandizement and trite commentary. ? I didn't realize Moon Hunters would be so popular ? It was on sale just recently for $1.50. I noticed the rare trophies and had to scoop it up. I'll go ahead and add it to the new nomination list under your name! And, of course, if you ever spot other obscure games that pique your interest, I'd be excited to hear about them. I'd be lying if I said I wasn't a little scared. My white whale's haunted me for such a long time and there's no guarantee it won't continue to haunt me despite my best efforts over these next few weeks. I'll try my very best regardless! ? Having one less regret would make it all worthwhile. 23 hours ago, da-Noob123 said: Welcome back! Forums have become quite repetitive of late, good to see you back to shake things up. In regards to impossible games, I check in every once in a while on this one: https://psnprofiles.com/trophies/5578-attacking-zegeta-2 It and it's predecessor are seemingly impossible. There are a few forums that can give you more info with some regulars who might be able to point you towards other impossible games. It's interesting reading to what extent people have dissected these games. Thank you! I actually fell down the rabbit hole a few months back binge watching videos and reading every last thread I could about Attacking Zegeta 1/2 to learn more about its mysterious trophy sets. Seeing how much work the community's put in to try to unlock any of the game's trophies is inspiring, especially in the "So what's the furthest you've gotten?" thread. My only concern in playing AZ2 for myself is that one player had to switch over to a PS5 to earn the Maze Conqueror trophy since it was too laggy on PS4. I don't have a PS5 just yet, but I may actually get one fairly soon to get better capture for Project Diva. I'll put Attacking Zegeta 2 on the list and we'll see how things go if it's something people really want to see! 5 Link to comment Share on other sites More sharing options...
Destructor-8 Posted November 15, 2022 Share Posted November 15, 2022 (edited) 3 hours ago, ExistentialSolid said: Thanks, I'm glad to be back! It was actually that brief period of obscure game hunting in the Discord server that inspired the new nomination list idea. Verlet Swing was a hidden gem and Neon Drive (though not as obscure) was a ton of fun! In the same vein, I recently came across an indie platformer/multiplayer brawler, "Overruled!", that only had 1 completion, so I had to check it out for myself. It wasn't exactly the best, but the journey was more exciting than most since I was never 100% sure any given trophy would pop. Hopefully I'll experience more games that give me that same sort of thrill! Yeah it was cool reading the experiences that you had on it. I know it was something that you really went for & got it. It did inspire a few others to go for it so that was pretty cool. There's quite a lot of unknown stuff out there. I saw Tanuki Justice mentioned above & that's something I think about sometimes as I remember reading about it in the ultra rare clean up thread awhile back. That has to be one of the most difficult completions ever. Edited November 15, 2022 by Destructor-8 2 Link to comment Share on other sites More sharing options...
Trumpet_Boi_208 Posted November 15, 2022 Share Posted November 15, 2022 It's great to see you back demolishing absurdly difficult games, while introducing a new idea to keep things fresh! Having played a slew of unknown indies, I'd like to add Gonner 2 to your new list, being a twin-stick platforming rogue-like. Although I wrote a guide for it, providing decent information about most of the trophies, one of them has completely eluded me and the few that took to the forums of other websites to discuss it. It's a trophy that requires you to score an absurdly high (yet unknown) combo in a single set of levels (since finishing the levels ends your combo practically instantly). I've played a fair bit of the game, and came up short with only a combo of around 40-ish, while one only managed a combo of around 50. I don't necessarily think it's bugged, but I'm genuinely baffled as to whether or not there exists a strategy that makes such a ridiculous combo possible. I also wanted to change my regular nomination to a different game, since Rain Worlds challenge can be reduced via save scumming and frequent wiki visits. Allow me to introduce you to Polybius, an insanely fast-paced 3D arcade shoot-em-up that is certainly NOT for epileptics (if you heard of Tempest 4000, then it's developed by the same folks). Each level progresses at an insane pace at full speed, and the barrage of enemies, obstacles, particles, and other forms of visual flair, combined with a tough trophy list and very little information about it on external sources oughta make it a slightly more interesting game to talk about than a game that can be somewhat trivialized. Also, best of luck on your next endeavor! Curious to see how you'll learn to process and play alongside the chaos that ensues from some of those songs! 2 Link to comment Share on other sites More sharing options...
Platinum_Vice Posted November 15, 2022 Share Posted November 15, 2022 5 hours ago, ExistentialSolid said: Thank you and welcome to the checklist! I've actually lurked your own checklist from time to time while I've been away, but I always walk away jealous. You're over there with sharp analytic discourse, compelling insights, and effortless lucidity while my posts generally soak in a soup of self-aggrandizement and trite commentary. I didn't realize Moon Hunters would be so popular It was on sale just recently for $1.50. I noticed the rare trophies and had to scoop it up. I'll go ahead and add it to the new nomination list under your name! And, of course, if you ever spot other obscure games that pique your interest, I'd be excited to hear about them. I'd be lying if I said I wasn't a little scared. My white whale's haunted me for such a long time and there's no guarantee it won't continue to haunt me despite my best efforts over these next few weeks. I'll try my very best regardless! Having one less regret would make it all worthwhile. You flatter me! ? By the way: "self-aggrandizement and trite commentary" is a strange way to spell "confidence from success and interesting personal experiences," but you do you. ? Re Moon Hunters: fantastic... hopefully this is the common consensus. Everyone has their own white whale. Yours is a bit larger and whiter than mine. If you haul him in within a few weeks then that would be even more impressive. 2 Link to comment Share on other sites More sharing options...
ExistentialSolid Posted November 15, 2022 Author Share Posted November 15, 2022 (edited) 12 hours ago, Trumpet_Boi_208 said: It's great to see you back demolishing absurdly difficult games, while introducing a new idea to keep things fresh! Having played a slew of unknown indies, I'd like to add Gonner 2 to your new list, being a twin-stick platforming rogue-like. Although I wrote a guide for it, providing decent information about most of the trophies, one of them has completely eluded me and the few that took to the forums of other websites to discuss it. It's a trophy that requires you to score an absurdly high (yet unknown) combo in a single set of levels (since finishing the levels ends your combo practically instantly). I've played a fair bit of the game, and came up short with only a combo of around 40-ish, while one only managed a combo of around 50. I don't necessarily think it's bugged, but I'm genuinely baffled as to whether or not there exists a strategy that makes such a ridiculous combo possible. I also wanted to change my regular nomination to a different game, since Rain Worlds challenge can be reduced via save scumming and frequent wiki visits. Allow me to introduce you to Polybius, an insanely fast-paced 3D arcade shoot-em-up that is certainly NOT for epileptics (if you heard of Tempest 4000, then it's developed by the same folks). Each level progresses at an insane pace at full speed, and the barrage of enemies, obstacles, particles, and other forms of visual flair, combined with a tough trophy list and very little information about it on external sources oughta make it a slightly more interesting game to talk about than a game that can be somewhat trivialized. Also, best of luck on your next endeavor! Curious to see how you'll learn to process and play alongside the chaos that ensues from some of those songs! I really appreciate the support, thank you! I might've accidentally gone on a 30 minute Gonner 2 deep dive after reading your post. ? When you mentioned in the "Broken Trophies" thread that you suspected the "Nice" trophy required a combo of 69, I wasn't sure how you came to that conclusion based solely on the trophy name (seemed excessive for a dev joke), but I quickly found a thread on TA where two separate players confirmed your suspicions with one claiming to have reached out to the developer directly. I checked through the profile of the player that claimed to reach out to the dev and found a massive "Get Unobtainables Fixed" thread with a little bit of additional info on Gonner 2: "There was a huge debate on how to accomplish meeting the achievement requirements/if it was secretly possible. At this point I can confirm from one on one dev talk that this achievement is broken. “I’m not actually sure if it’s even possible.” - Ditto (The Dev) I proposed working on it with him; waiting on availability." Seems like a dead end as this all happened in March of this year, but the developer's work email address seems to be posted in their Art In Heart facebook page for anyone brave enough to try reaching out again. You probably already knew all this, but I figured I'd share anyway since the mystery of it all sounded exciting. One last thing you mentioned in the broken trophies thread was there were two hypothetical ways of earning the trophy even in its current state: a bug/exploit that allows you to preserve your combo or hoping for RNG to spawn enough enemies to manage a 69x combo. Concerning the RNG specifically, you said, "if you even want a glimmer of hope of winning, you have to be consistently surviving runs, which require a fair degree of skill to do. However, considering how many more enemies are required for the trophy, this is also nigh impossible to rely on." Does consistently surviving runs affect RNG such that more enemies tend to spawn per run? If so, could this be abused via save scumming? Either way, I've added Gonner 2 to the new list! --- Polybius sounds like an ideal nominee for the original list and looks absolutely insane to boot! On the list it goes! ? Edited November 15, 2022 by ExistentialSolid 2 Link to comment Share on other sites More sharing options...
You Posted November 15, 2022 Share Posted November 15, 2022 On 11/14/2022 at 3:43 AM, ExistentialSolid said: Starting today, I'm going to be starting a second nomination list for games that are obscure, have a small (or nonexistent) pool of completionists, or might very well be impossible. As with my original nomination list on the front page of this thread, anyone is welcome to nominate a single PS4 game (excluding VR) that they believe meets these requirement Well there's this indie game called Yakuza 3, I don't think anyone has heard of that game before, might be one to consider....*cough* lol 2 Link to comment Share on other sites More sharing options...
Taruta13 Posted November 15, 2022 Share Posted November 15, 2022 I don't know if I nominated yet, but I am going to nominate the original Persona 5. I'd nominate Persona 4 Golden but I doubt you have a Vita and it's not porting to PS4 until 2023, but Persona 5 vanilla - oh my god, it's a godawful copy and paste trophy list from Golden, even the 250 unique navigation lines. Still trying to determine if Hardcore Risette lines carry over plays, but the navigator lines in Persona 5 definitely do not so you have to stay in Mementos for hours to farm unique navigation lines. Add in the bad design choices that Royal fixes(guns can only be used once per visit of a Palace or Mementos, you have to raise your companions' confidants to Rank 2 to unlock Baton Pass), and the dumb trophies you need to have a full calendar for(get all Confidants to Max Rank, catch the Golden God fish, etc.) and this game will destroy your soul. ? 1 Link to comment Share on other sites More sharing options...
Joe Dubz Posted November 15, 2022 Share Posted November 15, 2022 Welcome back Ex!! Good to see you my dude. I like the sound of your new approach here! The only thing off the top of my head that comes to mind is Attacking Zegeta 2?? I really do think that one is broken and unobtainable. Just wanted to throw something out there for you! 3 Link to comment Share on other sites More sharing options...
LegendExeter Posted November 15, 2022 Share Posted November 15, 2022 I enjoy reading your posts when I have time of course. Congratulations on Cloudberry Kingdom, I've been tempted to go and do that one since I got through Pain, yet have a bunch of games I've already purchased that I want to get through first. Currently what has me stumped is Fe Frog or (Iron) Frog in Zuma's Revenge. I do not understand how this is a Rare trophy, yet is so difficult to do. I would like to think that I've got some good game accomplishments under the ol' belt. Yet this one perplexes me. Even what someone said on the forums for using the PS button as a "pause" trick, hell I still lost round 6 of 10 using that the entire round. In fact I've never got past round 6. I would love a detailed explanation for how the hell to get this trophy: https://psnprofiles.com/trophies/1615-zumas-revenge/LegendExeter However if you want a somewhat mild challenge, you could join the 11 of us that have 100% this game: XPosed Reloaded https://psnprofiles.com/trophies/14787-xposed-reloaded/LegendExeter 1 Link to comment Share on other sites More sharing options...
Popular Post ExistentialSolid Posted November 16, 2022 Author Popular Post Share Posted November 16, 2022 (edited) Plan of Attack: The Intense Voice of Hatsune Miku (EXEX) It's time! Months of intense practice sandwiched between years of rust and procrastination have coalesced into the series of updates you're about to be subjected to. On the way, I'll do my very best to piece together everything you need to follow along, so let's not keep my white whale waiting! In this post, I'll be laying the groundwork and outlining the general structure you can expect from each upcoming update in my efforts to earn a "Perfect" on The Intense Voice of Hatsune Miku on Extra Extreme difficulty. We won't be covering the history of the game or any gameplay basics just yet, but we'll be running through a number of goals I plan to achieve before permanently blasting the game off my hard drive. While we will be playing the Project DIVA Future Tone arcade port throughout these updates, note that Intense Voice (EXEX) is also featured in the recently released Hatsune Miku: Project DIVA Mega Mix (Switch) and Mega Mix+ (PC). While I will do my best to explain any technical jargon we run into over the course of these updates, the level of complexity may be jarring to newcomers. For this reason, I'm going to be linking a few supplemental resources you may want to check out before we begin. The two Hisokeee videos I've linked below were actually what taught me everything I needed to get started back in 2017, so it's kinda surreal seeing them again. + Hisokeee's Competitive Tutorial for Online Rankings - helpful info on holds, hold switches, and cools. + Hisokeee's Controller Tutorial - detailed advice on button configurations, physically pulling off holds, and complex chart reading. + 108memo - fan site with comprehensive hold switch and score attack information (we will be pulling all score-related info from here!).A Quick Note on Controls! I want to emphasize that Hatsune Miku: Project DIVA Future Tone was not originally designed to be played on a DualShock 4 controller. The version we've got on PS4 was ported from the arcade cabinet, shown below, which released way back in 2013 (or 2010 if you include the original). While several in-game accommodations have been made to help console players adapt to the arcade's charting logic, the game presents a steep learning curve if you plan to chase high scores or play some of the more complex charts. Throughout these updates, we will be making full use of the button remapping features to assist in playing notes that would otherwise be difficult to physically perform (most notably, quad notes, which we'll discuss further in update #1). Just four main buttons and a touch slider up top. Simple and elegant. How is this going to work? Behind the scenes, I've divided Intense Voice (EXEX) into six sections—one for each of the main updates I expect to write. Each update will typically consist of an analysis component focused around one of these six sections followed by a video of me attempting to play the section we've just covered three times consecutively (and without mistakes) in practice mode. These videos will usually be labeled as "Proficiency Tests" and exist as a way to demonstrate some level of mastery and consistency over the covered sections. For the analysis portion of each update, we will be referring to one central reference video when discussing each section of the song. When referring to each grouping of notes, I will be calling them out according to the combo count number that appears when the player in our reference video hits that point in the song and precede said section with a "#" symbol. If, for example, I'm highlighting "#470-479", then the reader would be expected to skip to the point in the video where the combo count is at 470-479 to check out the notes I'm talking about. As visuals will be crucial throughout the analysis process, I encourage you to read along with the reference video in a separate tab so that you can more easily follow along with my train of thought. I will be using gifs and button emojis (, , etc) to lighten the reader's workload, but this is still going to require some heavy lifting on your part. I know this is a lot to ask, so if you'd like the quick version of any update, checking out the "Proficiency Test" videos is a great way to see whatever I've learned in action without getting bogged down in analysis! The video below is my white whale in the flesh and our central reference video for all future Intense Voice (EXEX) updates! I'll make sure to include it in every update for those that would like to follow along. There are three points in this song that terrify me, two of which I don't physically know how to perform: A. #281-305 (unsure how to perform, but I have an idea) B. #435-447 (very unsure how to perform; could be the hardest part of the song) C. #611-675 (the section I highlighted in last update's gif and why I gave up all those years ago) **Bit of trivia I can't figure out how to incorporate into the update: Even though the Project DIVA arcade has been around for ages, the chart we'll be playing actually released in 2018 and the devs have been releasing new DLC songs as recently as 2020. What else do you plan to do? 1. I really want to reclaim my place among the Western Clear% top 10 for the two Extra Extreme difficulty leaderboards**. Right now, I'm 15th on the "Future Sound" EXEX leaderboard and 12th on the "Colorful Tone" EXEX leaderboard. To get there, I'm going to have to improve my scores on quite a few songs. I'm expecting to introduce some of my latest efforts to climb the leaderboards in update #2 (with extra videos). 2. Do you remember the song statistics screenshot I posted in my last update? Well, it reminded me that I probably shouldn't leave behind any loose ends. If I'm going to leave this game behind, I don't want any regrets (even little ones). I'm going to mop up every last perfect I'm missing in Easy and Normal difficulty. This won't feature in any actual updates, but I may occasionally post the updated statistics from time to time before we reach the end of the journey. 3. When my white whale is slain, when my position among the clear% top 10 is secured, and when every last column on the song statistics sheet is filled with nothing but zeroes and perfects, I want to delete the game and be free. Project DIVA Future Tone has been on my hard drive since 2017, but it's time I moved on. **The clear% leaderboards, which are split into two halves because of the way DLC was handled, calculate the average of a given player's total song completion percentages and stacks them up against everyone else. You'll notice if you check the leaderboards (example from 2019) that these percentages can actually exceed 100%. That's because 100% means nothing in the world of DIVA; in fact, the maximum song completion percentage cap is different for every song and typically ranges from 100% to a high 106%. If that sounds unnecessarily complicated, it's because it is. ? Trying to calculate song completion percentages is confusing as hell. We'll talk more about song completion caps later, but here's what's important for now: the more "cool" note judgements you land and the better your "holds" are in each song, the better your clear% will be. Play accurately enough and you'll rocket up the leaderboards. We'll also talk more about what a "cool" note judgment is and what a "hold" is in future updates, so don't worry if you're not sure what these are yet! Closing Thoughts I'm getting behind on replies (I'm sorry!), but I'll get to anyone I've missed as soon as I can! The first update should be finished and posted in the next four days with more to come every 4-5 days after that! I'm thrilled to finally get all the formalities out of the way so we can start digging into the meat of the song. Thank you for reading and see you all soon! Edited November 19, 2022 by ExistentialSolid 7 Link to comment Share on other sites More sharing options...
ExistentialSolid Posted November 17, 2022 Author Share Posted November 17, 2022 On 11/15/2022 at 9:54 AM, enaysoft said: Well there's this indie game called Yakuza 3, I don't think anyone has heard of that game before, might be one to consider....*cough* lol If there's one constant in this thread, it's @enaysoft's unwavering determination to get me to play Yakuza 3. ? After playing 0 and Kiwami 2 basically back-to-back, I'm all Yakuza'd out for now, but a playthrough of 3 will happen one day, just you wait! ? Also, I'm probably in the minority, but I struggled far more with Kiwami 2's bouncer missions than I did with any of 0's climax battles. The last few were absolutely ridiculous even with the best gear in the game. Having Sango Amon's rocket launcher aimed at me scares me more than most horror games... On 11/15/2022 at 1:29 PM, Taruta13 said: I don't know if I nominated yet, but I am going to nominate the original Persona 5. I'd nominate Persona 4 Golden but I doubt you have a Vita and it's not porting to PS4 until 2023, but Persona 5 vanilla - oh my god, it's a godawful copy and paste trophy list from Golden, even the 250 unique navigation lines. Still trying to determine if Hardcore Risette lines carry over plays, but the navigator lines in Persona 5 definitely do not so you have to stay in Mementos for hours to farm unique navigation lines. Add in the bad design choices that Royal fixes(guns can only be used once per visit of a Palace or Mementos, you have to raise your companions' confidants to Rank 2 to unlock Baton Pass), and the dumb trophies you need to have a full calendar for(get all Confidants to Max Rank, catch the Golden God fish, etc.) and this game will destroy your soul. I loved Persona 5 to death, but you're spot-on about how soul destroying some of the game's trophies are to unlock. ? Getting all confidants to max rank is, to this day, one of the most stressful trophies I've ever earned in an RPG since I was never 100% sure if I was managing my time well enough to earn the trophy. Royal seems like a pleasant walk in the park by comparison, but I haven't had the patience to push through the same 100+ hours of story beats to get to the new content. ? I also really have to play P5 Strikers one of these days. While I technically already have the P5 plat, I do have an idea. I've never actually played an RPG in another language before, but I've always been curious how some players go about completing stacks of their favorite games in languages they don't understand. Since I have a JP account, I could get the JP version of P5 and see how difficult it would be to earn the platinum without understanding any of the menu options. I'll go ahead and put the JP version of Persona 5 on the original list under your name in case anyone's interested in the idea, but if you have another game you'd rather see in its place, feel free to let me know and I'll swap it out! On 11/15/2022 at 4:10 PM, Joe Dubz said: Welcome back Ex!! Good to see you my dude. I like the sound of your new approach here! The only thing off the top of my head that comes to mind is Attacking Zegeta 2?? I really do think that one is broken and unobtainable. Just wanted to throw something out there for you! Thank you, it's good to see you too! Both you and da-Noob123 think alike! I went ahead and put Attacking Zegeta 2 on the list, but the only issue right now is being able to play it on a PS5. On PS4, the game apparently struggles with serious lag spikes which can cause problems when exploring either the maze or level 1. In fact, the game's only known obtainable trophy, "Maze Conqueror" might be impossible on PS4. If I end up getting a PS5 in the near future, it'll be in the running for sure! On 11/15/2022 at 4:55 PM, LegendExeter said: I enjoy reading your posts when I have time of course. Congratulations on Cloudberry Kingdom, I've been tempted to go and do that one since I got through Pain, yet have a bunch of games I've already purchased that I want to get through first. Currently what has me stumped is Fe Frog or (Iron) Frog in Zuma's Revenge. I do not understand how this is a Rare trophy, yet is so difficult to do. I would like to think that I've got some good game accomplishments under the ol' belt. Yet this one perplexes me. Even what someone said on the forums for using the PS button as a "pause" trick, hell I still lost round 6 of 10 using that the entire round. In fact I've never got past round 6. I would love a detailed explanation for how the hell to get this trophy: https://psnprofiles.com/trophies/1615-zumas-revenge/LegendExeter However if you want a somewhat mild challenge, you could join the 11 of us that have 100% this game: XPosed Reloaded https://psnprofiles.com/trophies/14787-xposed-reloaded/LegendExeter Hey, thank you for the support! While I've never played Zuma's Revenge, I can see how Fe Frog would we frustrating considering it only takes one or two mistakes to end a 10 level run. It's tricky to tell where you could improve, but, just in case you're not using the pause trick optimally, I'll quickly explain how I would go about using this trick. As soon as you have control, pause the game and carefully plan out your shot. Once you know exactly where you're going to shoot, unpause the game, quickly take your shot, and immediately pause again to repeat the process. The game should never be unpaused for more than a split second to make your move. The goal here is to trim away any excess time that would normally be spent considering your next move. You'd also be far less likely to make mistakes since you have all the time in the world to plan where to fire with the game paused most of the time. Of course, using this trick optimally also depends on your knowledge of Zuma's Revenge. If you don't know where to fire your shot, it won't matter much whether you use this exploit or not. Hopefully you'll manage to get it done soon either way! Good luck! XPosed Reloaded looks interesting! I remember catching it on sale awhile back, but the name scared me away and I didn't give it much of a chance. I'll go ahead and add it to the list! ? 3 Link to comment Share on other sites More sharing options...
Taruta13 Posted November 18, 2022 Share Posted November 18, 2022 (edited) 10 hours ago, ExistentialSolid said: While I technically already have the P5 plat Holy sh**, I can't believe it. Well, good luck trying to read Japanese menus. *walks into the Cortondo Gym with a Level 100 Sprigatito and cleans house* You didn't mention trying to find time to catch the rarest fish in the game and get 250 unique navigator lines. Persona 4 Golden really dropped the ball and, though I wish it was true, they aren't going to nerf the PS4 port of this game just to get more people to play it. I'm more interested in how badly they ruin the trophy list for Persona 3 Portable when it comes to PS4. Edited November 18, 2022 by Taruta13 1 Link to comment Share on other sites More sharing options...
AihaLoveleaf Posted November 18, 2022 Share Posted November 18, 2022 When I play Diva, I use one of these Not my pic -- just a random Reddit upload Which means I never got a chance to learn how to effectively macro. This might possibly be the least optimal way to play Future Tone, which is probably part of the reason my progression came to a halt a while back. Coming from a background of rhythm gaming on PC, I tend to do better when I can use my entire hand to play charts, even if it ends up baring some consequences (like being forced to play without macros). I don't have an Arcade controller for Diva right now, but I would like to play with one, so that's a potentially expensive problem that will need to be solved when the time comes to return to FT. Anyway, all of that is to say that when I look at the sections you highlighted to think about how I would personally approach them, I find it easier thinking about how I might approach them with an Arcade controller ( layout). On 11/16/2022 at 2:03 PM, ExistentialSolid said: A. #281-305 (unsure how to perform, but I have an idea) I can probably see how I would try to do that on an Arcade controller, and on the HORI controller, my best bet is likely to blast / and pray. At a bit of a loss of how I would try to get through it on a DualShock. Doing a bit of mental exercise on macro setups, I'm realizing that it's likely that macro setups have to be adjusted on a per-song basis -- Intense Voice included. Likely not a big deal for those at a top-10 level, but that's enough hassle for me to just go pricing arcade controllers on eBay instead, lol. Anyway, I guess you'll end up dedicating one of your macros to given that this is being highlighted. Interested to see what macro configuration you decide on in the future. On 11/16/2022 at 2:03 PM, ExistentialSolid said: B. #435-447 (very unsure how to perform; could be the hardest part of the song) That's a nasty section. On the HORI, I would probably devote my left hand to , while my right hand hangs out in the bottom-left corner for the triple. Regardless of the control method, though, that's a horribly uncomfortable pattern to have to deal with. If the triples were , I could just roll my hand over the buttons, but would need an uncomfortable reach to execute. I guess I'm lucky that F/F2 charts don't force this sort of dilemma on me, lol. My guess for DualShock is that there is going to be a macro combined with a bit of D-Pad/Face Button alternating. The actual practice and execution of this part is hard to fathom at my current level of play, so I can see why this chart requires quad-digit hours of skill building to work up to. On 11/16/2022 at 2:03 PM, ExistentialSolid said: C. #611-675 (the section I highlighted in last update's gif and why I gave up all those years ago) This part is just ridiculous. I can see the logic in how the icons between the quads rotate on both the DualShock and Arcade controller, but actually doing it is another thing entirely. Not sure what the required practice looks like at a top-10 level, but looking at it from my level, I'm seeing easily a triple digit amount of hours memorizing the note counts, note pattern rotations, and generally working up the ability to physically execute this section alone. The one saving grace here might be that if you can make it to around #661, then you should be home free if you're well-practiced on the final notes of the chart. I've never played this chart myself, though, and the final ~15 combo is probably nastier than it looks, but that's just my speculation based on eyeballing it. On 11/16/2022 at 2:03 PM, ExistentialSolid said: 2. Do you remember the song statistics screenshot I posted in my last update? Well, it reminded me that I probably shouldn't leave behind any loose ends. If I'm going to leave this game behind, I don't want any regrets (even little ones). I'm going to mop up every last perfect I'm missing in Easy and Normal difficulty. This won't feature in any actual updates, but I may occasionally post the updates statistics from time to time before we reach the end of the journey. I'm happy to see this being addressed. I was mildly triggered in the last update after seeing the Easy and Normal charts untouched, lol. Wasn't sure how much you cared for full completion in these games though, so I didn't want to accidentally impose the idea on you if you weren't already considering it on your own. I did end up doing the same for PDF, because I knew I wasn't going to be able to move on if those charts weren't finished. I've done the same preparation for F2 as well by getting the E/N/H charts out of the way, so I can finally shelf the game when I achieve my last Perfects on Extreme. Speaking of which, I was surprised by how tricky some of the Normals and Hards were in PDF and F 2nd. I could see the Normal All Perfect trophies in DT 2nd and Extend being Ultra Rare if those games had Intense Voice's Normal chart from F 2nd; the ending requires pattern execution you'd see on Extreme charts in the 8☆ range, which was pretty crazy to see from a Normal. Since the Diva discussion has been opened up here, a bit of an unrelated-but-still-related question: How far did you go with the Extreme charts in PDF/F2/X? Your trophy log shows that you played all three in 2017, before moving on to Future Tone. Wondering if Future Tone is where you "got good", or if you had already conquered the tracklists of the previous console games beforehand. 2 Link to comment Share on other sites More sharing options...
Popular Post ExistentialSolid Posted November 20, 2022 Author Popular Post Share Posted November 20, 2022 (edited) The Intense Voice of Hatsune Miku (EXEX) - Update #1 In this update, we'll be breaking down the first 235 notes of The Intense Voice of Hatsune Miku's Extra Extreme chart and testing for proficiency! We'll be playing on PS4's Hatsune Miku: Project DIVA Future Tone, but the chart we'll be analyzing can also be found in Hatsune Miku: Project DIVA Mega Mix (Switch) and Mega Mix+ (PC). Before we begin, I wanted to take the opportunity to film a "Before" video of me playing through the entire chart as best I could. As we gradually dissect and digest the chart, this video will serve as a baseline for comparison and a reminder of how far we've come.Analysis: #001-235 If you'd like to follow along with my analysis, I've linked a helpful reference video here! Each set of numbers below corresponds to a grouping of notes contained in the chart (chronologically ordered). A combo count will be displayed in the video that you can use to identify any particular grouping of notes should you wish to skip around. #001-003: Our chart begins with a common triplet (). To play triplets, you're usually going to want to take advantage of the dpad in conjunction with the face buttons. In Project DIVA, each of the directions on the dpad corresponds to one of the face buttons. Pressing up on the dpad () plays a triangle (), left on the dpad () plays a square (), and so on. As such, to play this triplet without wearing yourself out, you're going to either want to press or depending on which is more comfortable for you.#004-007: This is a great example of a common "360" pattern (). Depending on your level of experience with dpad input, there are two common ways to perform a 360. The first method (and the one I'd recommended in this case), is to alternate between your left and right hands and press either or . The second method, sometimes used for high speed 360s, is to rotate the left thumb along the dpad in a three-quarters rotation much like you would in a fighting game. Starting at the top (), you would slide you thumb across and before ending on . #008-011: Here, we encounter our first multi-notes beginning with a quad note (+++). While you could technically perform this input physically by pressing something like + on the dpad with one thumb and + with your other thumb, it is far easier to take advantage of Future Tone's button configuration menu to simplify such inputs. Under the customization settings, you'll find the button remapping screen by going to "Game/Control Config" > "Button Config". #008-011 (cont.): In this menu, you can customize the button configurations of any of the 12 main buttons on the PS4 controller. Most importantly, you can map multiple inputs on a single button. For this chart, I've chosen to map both and to (+++) to more easily perform quad notes and to make "holds" more manageable. Additionally, I've mapped and to (+) and (+) respectively to make several sections later on in the song easier to perform. We may change these mappings later on if necessary. In extreme cases, you may also wish to change around face button and dpad configurations, but we'll be leaving these alone for this song. Note that these configurations are usually referred to as "macros" in the community though they do not involve sets of scripted input. Now that we've remapped our controls, a simple tap of will take care of the quad note we encountered at #008. For double-notes #009, #010, and #011, we can simultaneously press one button on each side of the controller to perform these without much difficulty. #009 (+) can be handled by pressing + or + while #010 (+) can be managed by pressing + or +. #011 is identical to #009 and is performed the same way. In the future, you can identify multi-notes by their red inner-shading, yellow outline, and electricity lines. #012-028: This section combines many of the elements we've seen up to this point. #012-014 () is a complex triplet, but is performed much like the one we've encountered earlier (either or will work). #015-019 are all single-button notes that your right thumb can easily handle with the face buttons. #020-023 are double-notes that you'll be able to play by simultaneously pressing one button on each side of the controller (e.g. + or +). #024-026 is another complex triplet (〇X❑). #027 (❑+X) and #028 (▲+O) are both double-notes that are played like the ones we encountered in #008-011 with simultaneous input on both sides of the controller.***Did you know there's a 75 emoticon limit per post? I sure didn't. But, for the rest of the post, we'll be using these symbols instead: ↓,→,↑,← (to represent dpad input) and 〇, ❑, ▲, X. #029-037: Here, we have a complex triplet (▲❑ X) that transitions into a stream of alternating single-notes (〇 and X). As soon as you perform the triplet, it's good practice to use whichever finger you used to press the middle note in the triplet to begin the stream. Doing this can help prevent you from overwhelming one of your thumbs. For example, if you play the triplet with a ▲←X then you might want to begin the stream with a → and continue the stream by alternating between → and X. #038-094: At #038, we reach our very first hold (▲(hold), ❑ (hold), X (hold), 〇). This may look intimidating, but bear with me! This hold is connected to a quad note and would normally involve holding onto three total buttons if we were playing on the arcade machine. However, by pressing and holding R2, which is mapped to all four buttons, we perform the quad note while initiating a hold on ▲, ❑, and X simultaneously. Once the hold has been initiated, you'll notice a banner on the bottom of the screen saying, "3 Triple Bonus" with bonus points accruing for as long as the hold is active. With R2 held, play the subsequent stream of 〇 notes by alternating between 〇 and →. When we reach #046, there will be a similar hold (▲, ❑ (hold), X (hold), 〇 (hold)). Since we are currently holding R2, press and hold L2, which is also mapped to all four buttons, to end the current hold that began at #038 and start the new hold. While we could also perform this new hold by simply letting go of R2 and pressing it again, doing so would end the previous hold a few fractions of a second early which costs us a few hold bonus points. By pressing L2 instead, we end the current hold at the very instant the new hold begins, which means no lost points. Once L2 has been pressed and is currently being held, let go of R2 and play the subsequent string of ▲ notes just as you did the 〇 notes before. At #054 (▲ (hold), ❑ , X (hold), 〇 (hold)), while holding L2, press and hold R2, release L2, and play the subsequent string of ❑ notes. If you're starting to see a pattern here, that's good because we'll be repeating this for awhile! At #062, while holding R2, press and hold L2, release R2, and play the subsequent string of X notes. At #066, while holding L2, press and hold R2, release L2, and play the subsequent string of X notes. At #070, while holding R2, press and hold L2, release R2, and play the subsequent string of 〇 notes. At #078, while holding L2, press and hold R2, release L2, and play the subsequent string of ▲ notes. At #086, while holding R2, press and hold L2, release R2, and play the subsequent string of ❑ notes. At #094, while holding L2, press and hold R2, release L2. ------- We still have a little more to learn on holds and there's a ton of chart to go, but, if you've made it this far, thank you for reading! ^.^ (still out of emojis) I know 99% of what I'm writing here today is not really digestible "update" material, but it helps me process the sea of notes I've got to sail through if we're ever going to catch my white whale. Let's carry on! ------- #095-102: With L2 being held from #094, play the three single-notes that follow until you reach our first extended slider note at #098 (it looks like a long orange arrow). To perform a slide, simply push either of the two analog sticks in the direction the slide is facing. So, in this case, push left on one of the sticks until the slider note turns entirely blue (this will ensure you get a "Max Slide" bonus). The difference between an "extended" slider note and a "normal" slider note is the length of time you need to hold on the sticks. Normal slider notes are instant, while extended slider notes like this one must briefly be held. Once you've played the slide, play the remaining four single notes. Your hold from #094 will end naturally as soon as you hit the first 〇. #103-121: This is probably the trickiest section we'll be looking at in this first update. To perform this section, keep in mind the remapping options I assigned to L1 (▲+❑) and R1 (X+〇) earlier. While these assignments are optional for this particular section, we will take advantage of them to make things a little easier. At #103, I use L1 to perform the double-note (▲+❑) followed by two taps of ❑ with my right thumb to take care of the single notes that follow. At #106, I use R1 to perform the next double-note (X+〇) followed by two taps of X with my right thumb for the notes that follow. Starting at #109, I again press L1 for the double-note, but I alternate thumbs for the single notes that come after by pressing ❑ and ↓, followed by another R1 for the double-note, and, keeping my thumbs where they were, tap ↓ and ❑ for the single notes. At #115, I again press L1 to perform the double-note (▲+❑) and use my left hand to quickly move the left analog stick to the right and left to take care of the two normal slider notes (remember, normal slider notes do not need to be held). At #118, we encounter another hold note (X (hold)+〇). I press and hold R1 to perform the double-note and initiate the hold on X. Using my left hand which is still on the analog stick, I push right and left to handle the two remaining slider notes. Because #121 is another hold note (▲+❑ (hold)), we will press and hold L1 to both perform the double note and initiate the hold on ❑. At this point you should be holding both L1 and R1. We must now transfer the holds from these two buttons onto one button to free up your index fingers. To do this, press and hold either L2 or R2 while continuing to hold L1 and R1. Once your are holding either L2 or R2, let go of L1 and R1. Both of the holds that were initiated at #118 and #121 are now being held by L2 or R2. The reason this works is because L2 and R2 are currently mapped to all four buttons (▲+❑+X+〇) and, by overlapping every possible input with L1 and R1, you can essentially "move" holds from one button to another. Because hold transferring is one of the most important things to understand when learning to play Future Tone competitively, I'm going to again link Hisokeee's Controller Tutorial in case you want a physical demonstration.#122: This is a double slider note. To perform it, simultaneously move the left stick towards the right and move the right stick towards the left.#123: Similar to #122, simultaneously move the left stick towards the left and move the right stick towards the right.#124-125: Slide either stick to the left, then the right for these normal slider notes.#126: If you're still holding onto either L2 or R2, we will now be getting ready to start a new hold (❑ (hold)). Let's assume you're holding onto R2 prior to this hold. You would then press and hold ❑. Once ❑ is held, quickly press L2, then release both ❑ and R2 to end the previous hold and initiate the new hold. You've moved the hold from ❑ to L2 to free up your right thumb.#127-132: Two single-note squares and two single-note circles are easily handled with one thumb or two (if you prefer to alternate). Move either stick to the right, then the left for the normal slider notes. At this point, we're about to veer off into competitive DIVA for a second and visit 108memo because we're about to encounter our first hold switch. Ordinarily, a hold ends when either the bonus point counter maxes out or you have to hit an upcoming note that overlaps the button that the hold is perched on. For example, if you've got an active hold on X, but you have a normal X note coming up, the hold will end as soon as you tap the normal X note. Holds can also be stacked on top of each other as we've seen in #103-121 when we were holding both L1 and R1 to maintain two separate holds. Generally, it is best to stack your holds whenever possible to maximize your score! However, it is sometimes more beneficial to your score to intentionally drop whichever hold is currently active in favor of the upcoming hold (rather than stacking the two). This is known as a hold switch.#133: Before reaching #133, release L2 to intentionally end the hold that began on #126. Press and hold X, then quickly tap R2 (or L2) to move your hold from X to R2 (which should free up your thumb). We've just performed our first hold switch. #134-137: Four quick single notes you can tap with one thumb or two - O, O, ❑, ❑.#138-139: Normal slider left and extended slider right that can each be done with one analog stick.#140-143: Double-note at #140 (O+❑) performed by pressing either ← + O or ❑ + → followed by single O note and two double-notes identical to #140. A hold is placed on #143, so continue to hold both buttons after performing the double-note, press L2, then release R2 and both buttons to stack the holds on #133 and #143 into a triple hold. (Optional: You may wish to make a mental note to use your middle finger to hold L2 before this upcoming section because you're about to need your index finger)#144: Extended slider note - hold left with one analog stick.#145: Press L1 to perform this double-note (▲+❑).#146-148: This is a complex triplet with two double-notes (▲+❑) and a single note (X) sandwiched between. Press L1, tap X, and press L1 again.#149-151: Similar to #146-148, this is a complex triplet with two double-notes (X+〇) and a single note (❑) in the middle. Press R1, tap ←, then R1 again.#152-154: Identical to #146-148.#155-157: Tap ▲, slide right, slide left.#158: Press and hold X, then press R2, then release X to free up your thumb. #159-162: Tap 〇, ❑, ❑, 〇.#163-164: Slide left, slide right.#165: Press and hold ❑, press L2, release R2 and ❑ to free up your thumb (holds #158 and #165 are now stacked).#166-169: Press ▲, 〇, 〇, ▲.#170-171: Slide right, extended slide left.#172-175: Double-note at #172 (▲+X) performed by pressing either ↑+X or ▲+↓ followed by single X note and two double-notes identical to #172. A hold is placed on #175, so continue to hold both buttons after performing the double-note, press R2, then release both buttons to free up your thumbs.#176: Extended slide right. #177-180: Double note at #177 (X+〇) performed more easily by pressing R1. Complex triplet involving the same double note. Press R1, tap ←, then R1 again.#181-183: Some double-note combos are fairly easy to perform with a single thumb. In this case, I press #181 (❑+X) with my right thumb, tap ↑, then press #183 (❑+X) with my right thumb again. This may feel uncomfortable or unnatural at first.#184-186: Complex triplet involving a double-note (▲+❑). Press L1, tap X, then L1 again.#187-189: Tap ▲. Press and hold ▲ at #188, press and hold R2, then release ▲ to free up your thumb. Extended slide right.#190-196: Tap ▲, X, ❑, O, ❑, X, ▲.#197-198: Tap ❑ then immediately press and hold ↓. With ↓ held, press and hold R2, and release ↓.#199: Press and hold O, press and hold L2, then release both R2 and O (holds #198 and #199 are stacked).#200: Press and hold ❑, press and hold R2, then release both L2 and ❑ (holds #198, #199, and #200 are stacked).#201-208: To play this section, we will again be using one thumb to perform the double-note (❑+X) just as we saw in #181-183. Tap (❑+X), ↑, (❑+X), →, (❑+X), ↑, (❑+X), →. #209-216: Tap O, O, slide left, slide right, tap O, X, ❑, ▲.#217-218: Tap ▲ and quickly slide left with the left analog stick.#219-233: The following section is intentionally designed to be difficult to read, but is not very difficult to play. To play this section, tap ▲, then ↑ immediately followed by either ▲+O with one thumb (if comfortable) or by pressing ↑+O. At #222, tap X, tap ❑+↓, slide left, tap ↑+O, tap ❑. At #227, simultaneously push the left analog stick to the right and the right analog stick to the left. At #228, slide right, tap ↑+O, tap X, tap ❑+↓, and slide left. At #233, press and hold ↑+O, press and hold R2, then release ↑+O. #234: Press and hold X, press and hold L2, then release R2 and X (holds #233 and #234 are now stacked).#235: Press and hold ❑, press and hold R2, then release L2 and ❑ (holds #233, 234, and 235 are now stacked). Proficiency Test #1 - Passed! At the end of each of these updates, I'm including a video of me clearing the section we've just analyzed three times consecutively in practice mode. Consistency is important if I ever hope to chain this monstrous thing together! Pay close attention to the holds and note the hold switch at #133. [Minor Correction: This was filmed when I was originally planning to analyze #001-233, but I realized a few days later that it made more sense to also include #234 and 235 since these notes each stack onto previous holds. So the last two notes are absent from this video!] Closing Thoughts Phew, we made it to the end of the first update! I know this was a lot, but thank you for sticking with it. Future updates should be significantly shorter now that we've covered the basics of gameplay like holds, hold switches, hold transferring, slider notes, and multi-notes. Update #2, which should be out in 4-5 days, will involve a much shorter section of notes along with some leaderboard grinding! If you have any questions about the chart, my analysis, or the game itself, please feel free to ask. I'm doomed to forever be a few days behind on replies, but thank you for being patient with me! Thanks as always for reading and see you all soon! Edited November 23, 2022 by ExistentialSolid 8 Link to comment Share on other sites More sharing options...
ExistentialSolid Posted November 21, 2022 Author Share Posted November 21, 2022 (edited) On 11/18/2022 at 4:42 PM, AihaLoveleaf said: When I play Diva, I use one of these Not my pic -- just a random Reddit upload Which means I never got a chance to learn how to effectively macro. This might possibly be the least optimal way to play Future Tone, which is probably part of the reason my progression came to a halt a while back. Coming from a background of rhythm gaming on PC, I tend to do better when I can use my entire hand to play charts, even if it ends up baring some consequences (like being forced to play without macros). I don't have an Arcade controller for Diva right now, but I would like to play with one, so that's a potentially expensive problem that will need to be solved when the time comes to return to FT. Anyway, all of that is to say that when I look at the sections you highlighted to think about how I would personally approach them, I find it easier thinking about how I might approach them with an Arcade controller ( layout). Clarification for Readers: Generally, the word "macro" is used on PSNP to refer to a long set of scripted inputs. Members of the Project DIVA community call the button remapping options in the menu you've seen in update #1 "macros" because you can map multiple simultaneous inputs onto one button (i.e. If you press , you perform the inputs +++). Keep in mind that the in-game button configuration "macros" are wildly different from external software "macros" you see elsewhere on PSNP (Final Fantasy IX Jump Rope is a famous example). ---------------- Learning how to button reconfigure (macro) effectively is a must when playing on a DS4, though there are a handful of high-level purists out there that manage to play on DS4 without them. I tend to fall into the opposing camp of "use every tool at your disposal" and actually really enjoy the strategic element that macros can introduce into your play. ? If you're planning to play on an actual Arcade controller, that's a different story though (it's the genuine experience after all)! The unfortunate side effect of doing so is that you won't be able to perform holds as optimally as DS4 players which may be discouraging if you're planning on tearing up the leaderboards right away. On DS4, new holds can begin on the same frame that previous holds end (or maybe 1 frame later?) thanks to macros, while players on the arcade have to lift up their hands to manually end holds a few frames (minimum) before they initiate new holds because anything else would be physically impossible. Some score attack routes aren't viable on an Arcade controller either. ? A few points here and there is a small price to pay for the real deal though and it'd be cool to see the perspective of someone that has to adapt to the intended difficulties of each chart! On 11/18/2022 at 4:42 PM, AihaLoveleaf said: [#281-305] - I can probably see how I would try to do that on an Arcade controller, and on the HORI controller, my best bet is likely to blast / and pray. At a bit of a loss of how I would try to get through it on a DualShock. Doing a bit of mental exercise on macro setups, I'm realizing that it's likely that macro setups have to be adjusted on a per-song basis -- Intense Voice included. Likely not a big deal for those at a top-10 level, but that's enough hassle for me to just go pricing arcade controllers on eBay instead, lol. Anyway, I guess you'll end up dedicating one of your macros to given that this is being highlighted. Interested to see what macro configuration you decide on in the future. Macro setups do kinda have to be adjusted on a per song basis, especially for harder charts, but it can be fun testing different configurations and seeing what works and what doesn't in practice mode. Strong macro setups can trivialize some difficult sections entirely while weaker setups can leave you scratching your head for hours. For 95% of the game's charts, macros really only serve to perform quad notes and manage holds (by mapping and to quads and mindlessly transferring any incoming holds onto those buttons). The more insane 9 and 10 star charts are usually the only ones that demand a little extra. As for this particular section, what seems to be working for me strangely enough is using a claw hold to press + with one thumb and reaching over with my index to tap while my other hand takes care of the other (index switches over to mid spam along with other hand). Unfortunately, this strategy is very hit or miss with my consistency hovering around 10-15%. I'm not there yet, but I'll either practice this method until my consistency is high enough or figure something else out. On 11/18/2022 at 4:42 PM, AihaLoveleaf said: [#435-447] - That's a nasty section. On the HORI, I would probably devote my left hand to , while my right hand hangs out in the bottom-left corner for the triple. Regardless of the control method, though, that's a horribly uncomfortable pattern to have to deal with. If the triples were , I could just roll my hand over the buttons, but would need an uncomfortable reach to execute. I guess I'm lucky that F/F2 charts don't force this sort of dilemma on me, lol. My guess for DualShock is that there is going to be a macro combined with a bit of D-Pad/Face Button alternating. The actual practice and execution of this part is hard to fathom at my current level of play, so I can see why this chart requires quad-digit hours of skill building to work up to. I've tried a version of what you're describing with the HORI except devoting my left hand to an L1 macro (+) and using two fingers to tap , but my fingers feel a little too slow to pull it off. It's interesting that you mention rolling, because another idea I've been messing with is rolling my right thumb to tap and (or and if it ends up being more effective) in quick succession with a tap of thrown somewhere in there, but I'm not quite there yet. If this were the only difficult part of the song, I'd leave my L1 macro as it is and macro R1 to . Unfortunately, I think I'm going to need my macros as they are to get me through the ending and the more difficult parts of the song. The ending especially would be too difficult for me to perform without + and + macros. On 11/18/2022 at 4:42 PM, AihaLoveleaf said: [#611-675] - This part is just ridiculous. I can see the logic in how the icons between the quads rotate on both the DualShock and Arcade controller, but actually doing it is another thing entirely. Not sure what the required practice looks like at a top-10 level, but looking at it from my level, I'm seeing easily a triple digit amount of hours memorizing the note counts, note pattern rotations, and generally working up the ability to physically execute this section alone. The one saving grace here might be that if you can make it to around #661, then you should be home free if you're well-practiced on the final notes of the chart. I've never played this chart myself, though, and the final ~15 combo is probably nastier than it looks, but that's just my speculation based on eyeballing it. It's even worse than it looks. The spamming speed is eerily difficult to match (I find myself consistently going too fast or too slow with no in-between) and it usually leaves me exhausted in just a few minutes. What's especially rough is interjecting or (to take care of the quad notes) into a spam of that speed and not getting your sense of rhythm thrown off. Stretching your hand to reach the triggers can also hamper your spamming speed and it's all just a storm of troubles to adapt to. Having the discipline to take a breather and get right back into things is brutal, but all I can do is keep trying again and again until muscle memory does its thing. I just hope I don't hit the triple digit hour mark in practicing this one spam. I'm actually a little more worried about the final 15 notes because the last 8 notes are going to require matching my index finger spamming speed with my thumb spamming speed since I'm planning to use / macros. If I'm moving my whole hands, it may not be as bad as I'm expecting, but it still scares me. I get exactly what you're saying through, because once you're "in the flow," you feel invincible and the notes practically play themselves. On 11/18/2022 at 4:42 PM, AihaLoveleaf said: I'm happy to see this being addressed. I was mildly triggered in the last update after seeing the Easy and Normal charts untouched, lol. Wasn't sure how much you cared for full completion in these games though, so I didn't want to accidentally impose the idea on you if you weren't already considering it on your own. I did end up doing the same for PDF, because I knew I wasn't going to be able to move on if those charts weren't finished. I've done the same preparation for F2 as well by getting the E/N/H charts out of the way, so I can finally shelf the game when I achieve my last Perfects on Extreme. Speaking of which, I was surprised by how tricky some of the Normals and Hards were in PDF and F 2nd. I could see the Normal All Perfect trophies in DT 2nd and Extend being Ultra Rare if those games had Intense Voice's Normal chart from F 2nd; the ending requires pattern execution you'd see on Extreme charts in the 8☆ range, which was pretty crazy to see from a Normal. Even in Future Tone the Normal charts go a lot harder than I'd expect. One of the toughest things to adjust to when I first started playing was incoming note speed, but some normal charts have notes that rocket across the screen and patterns that seriously ramp up during the challenge time segments. Part of me is glad I never once bothered with the challenge modifiers or I'd be seeing something other than 0's in the bottom half of the stats image. On 11/18/2022 at 4:42 PM, AihaLoveleaf said: Since the Diva discussion has been opened up here, a bit of an unrelated-but-still-related question: How far did you go with the Extreme charts in PDF/F2/X? Your trophy log shows that you played all three in 2017, before moving on to Future Tone. Wondering if Future Tone is where you "got good", or if you had already conquered the tracklists of the previous console games beforehand. Well, when I was playing through PDF/F2/X, I was discouraged by the lack of a practice mode and assumed that I'd improve at a much quicker rate if I used these other games as a warm-up before moving on to Future Tone (since it includes practice mode). I was able to get a few 8 and 9 star perfects along the way, but I didn't make a serious effort to push any further until Future Tone. As much as I like to encourage players to hone their skills in the edit modes of the earlier games, I personally find it faster to improve through constant repetitions in practice mode. The leaderboards of Future Tone also made the idea more appealing since I'm naturally competitive. I never went back to the older games to clean-up, but the idea's crossed my mind from time to time. Edited November 23, 2022 by ExistentialSolid 4 Link to comment Share on other sites More sharing options...
Thedah Posted November 21, 2022 Share Posted November 21, 2022 (edited) I mainly lurk in this thread and am glad to see it reopened! Always love to see your approach on difficult and obscure games. I'd like to nominate Mr Driller: DrillLand. It's only got 4 achievers between the PS4 and PS5 versions and they're all from Asia. https://psnprofiles.com/trophies/14525-mr-driller-drillland Here's a thread on the forums about the difficulty. Edited November 21, 2022 by Thedah 3 Link to comment Share on other sites More sharing options...
Popular Post ExistentialSolid Posted November 25, 2022 Author Popular Post Share Posted November 25, 2022 (edited) The Intense Voice of Hatsune Miku (EXEX) - Update #2 In this update, we'll be breaking down notes 236-264 of The Intense Voice of Hatsune Miku's Extra Extreme chart, testing for proficiency, and diving into the logistics behind the leaderboard grind! We'll be playing on PS4's Hatsune Miku: Project DIVA Future Tone, but the chart we'll be analyzing can also be found in Hatsune Miku: Project DIVA Mega Mix (Switch) and Mega Mix+ (PC). While the previous update was largely instructional, we are entering the realm of brainstorming and guesswork with each section of the chart we analyze beyond this point. It should be noted that most of the analysis we'll be conducting for this specific section is optional if the player only wants the Perfect/Full Combo. The complex holds we'll be performing here are being done to maximize our score and are not necessary to maintain our combo. Analysis: #236-264If you'd like to follow along with my analysis, I've linked a helpful reference video here! Each set of numbers below corresponds to a grouping of notes contained in the chart (chronologically ordered). A combo count will be displayed in the video that you can use to identify any particular grouping of notes should you wish to skip around.Button Configuration Recap: = (+) = (+) = (+++) = (+++)#236-239: Most hold notes in Project DIVA accompany a brief window of empty, uncharted space (check out #158, #175, or #198-200 for some examples of what I mean). We usually take advantage of this empty space to transfer any active holds to or which frees up our thumbs to continue playing the chart as normal. However, there are some instances where attempting to transfer active holds is not possible because we don't have enough empty space to do so. Let's take a closer look at #236 ((hold) + ) and #237 ((hold) +.) You'll notice these are both double notes with one hold connected to each. Because there is no empty space between #236 and #237, if we were to attempt to perform and immediately transfer #236's hold onto or to free up one of our thumbs, we would break our combo in the process because the game would read our shoulder button input as an incorrect attempt to play #237. If we can't free up our thumbs, we either have to break the combo to preserve the hold or break our hold to preserve the combo (remember, we usually need both thumbs to perform double notes). So, how are we supposed to perform these holds when we can't free up our thumbs right away? Well... my approach involves an index finger and a claw grip. First, I hold the controller such that my right thumb and index finger can hover over any of the four main face buttons while my middle finger is positioned over . To play #236, I press and hold with my index finger while simultaneously tapping with my left hand. Likewise, for #237, I press and hold with my thumb while simultaneously tapping with my left hand. With both and being held by my right hand, my left hand slides the left analog stick to the right to perform the extended slide note at #238. While the slide is ongoing (can also be done in the space afterwards), I take the opportunity to press with my middle finger to transfer both holds from and to free up my right thumb and index finger. With my fingers free, I perform #239 by using my left thumb to press and hold while my right thumb presses and holds . I then press and hold while releasing , , and to transfer over all active holds and free up my fingers.Now that we have a template for how to perform these holds, it's time to rinse and repeat!#240- 243: For #240, I press and hold my index finger onto while simultaneously tapping . For #241, I press and hold my thumb onto while simultaneously tapping . With these held, I use my left hand to slide the left analog stick to the left to perform #242's extended slider note. During or after the extended slider note, I press to transfer all active holds and free up my fingers. For #243, I press and hold + followed by pressing and holding to transfer all holds. I then release all other buttons.#244-247: For #244, I press and hold my index finger onto while simultaneously tapping . For #245, I press and hold my thumb onto while simultaneously tapping . With these held, I use my left hand to slide the left analog stick to the left to perform #246's extended slider note. During or after the extended slider note, I press to transfer all active holds and free up my fingers. For #247, I press and hold + followed by pressing and holding to transfer all holds. I then release all other buttons.#248-252: For #248, I tap . For #249, I press and hold my index finger onto while simultaneously tapping . For #250, I press and hold my thumb onto while simultaneously tapping . With these held, I use my left hand to slide the left analog stick to the left to perform #251's extended slider note. During or after the extended slider note, I press to transfer all active holds and free up my fingers. For #252, I press and hold + followed by pressing and holding to transfer all holds. I then release all other buttons.#253-256: For #253, I press and hold my thumb onto while simultaneously tapping . For #254, I press and hold my index finger onto while simultaneously tapping . With these held, I use my left hand to slide the left analog stick to the left to perform #255's extended slider note. During or after the extended slider note, I press to transfer all active holds and free up my fingers. For #256, I press and hold + followed by pressing and holding to transfer all holds. I then release all other buttons. For these next two sets of holds, I take a different approach out of convenience, but the same claw-hold approach would be just as effective!The 75 emoticon limit strikes again! For the rest of this post, we'll be using these symbols instead: ↓,→,↑,← (to represent dpad input) and 〇, ❑, ▲, X. #257-260: For #257, I press and hold my right thumb onto both ▲ and 〇. For #258, I press and hold my left thumb onto both ← and ↓. With these held, I use my right hand's index to slide the right analog stick to the left to perform #259's extended slider note. During or after the extended slider note, I press R2 to transfer all active holds and free up my thumbs. For #260, I press and hold ← + 〇 followed by pressing and holding L2 to transfer all holds. I then release all other buttons.#261-264: For #261, I again press and hold my right thumb onto both ▲ and 〇. For #262, I press and hold my left thumb onto both ← and ↓. With these held, I use my right hand's index to slide the right analog stick to the right to perform #263's extended slider note. During or after the extended slider note, I press R2 to transfer all active holds and free up my thumbs. For #264, I press and hold ↑ + X followed by pressing and holding L2 to transfer all holds. I then release all other buttons.**Note: In the last update, we visited 108memo for information on hold switches (to help optimize our score). Our first hold switch was at #133 and we're now encountering our second "optional" hold switch on #264. If I'm being honest here, in all the years I've spent playing this game, I have no idea what makes a hold switch "optional." When I tested the hold switch out in practice mode, I came short an average of 200-300 points compared to my score when I ignore the optional hold switch. Because I don't understand the benefits of performing said switch, I will be leaving this out for now. However, if you were to perform this hold switch, you would modify the instructions in #261-264 to release R2 just before #264 to intentionally end the preceding hold before performing #264 as normal and transferring the new hold to L2. You would then keep it held until the hold naturally ends at #273 later in the chart.Proficiency Test #2 - Passed!At the end of each chunk of analysis, I include a video of me clearing the section we've just analyzed three times consecutively in practice mode. Consistency is important if I ever hope to chain this monstrous thing together! Because this section is being performed in practice mode, note that the combo count has been reset and will not match the numbers included in the section above! This may make identifying each section slightly more difficult. Pay close attention to the holds and note that I've chosen to ignore the "optional" hold switch at #264/#29. Leaderboards Progress Update In my "Plan of Attack" update, I mentioned that I wanted to reclaim my place among the Western Clear% top 10 for the game's two Extra Extreme leaderboards. Well, over these past few weeks, I've been sneaking away from all the Intense Voice practice to do some leaderboard grinding! Let's talk about how that went! When climbing the clear% leaderboards, you really only have one goal: increasing your average completion rate. To increase your average completion rate, you'll typically need to replay songs you may have already earned a Perfect on, but play them... better. When I'm trying to bump up my ranking, I'm constantly on the lookout for "easy pickings." What I mean by that is that I'm looking for the easiest songs that offer the most potential completion% points to earn. I hunt for charts that aren't brutally difficult and compare my current completion percentage (which is conveniently labeled on the song selection menu) with the maximum possible completion percentage over on 108memo. For example, the first song I picked out was a fairly simple ★7.5 chart called Clover Club. My completion percentage for Clover Club stood at a 105.37%, but the maximum possible completion percentage, which varies chart by chart, was looming large at a 106.17%. Compared to some of my other options, this seemed like a pretty significant gap, so I decided to try improving my score. To improve my completion percentage, I need to do two things: 1. Earn as many "Cool" note judgments on the chart as possible. 2. Perform each hold optimally (including hold switches if applicable). Usually, it's not very difficult to perform holds optimally even at low level play thanks to shoulder button configuration options coupled with hold transferring. The problem is trying to maximize the number of "Cool" note judgements you receive. "Cools" are usually judged within a 3-frame window while "Goods" (worse than cools) tack on an extra 2 frames to each end of that window. Some notes have a 4-frame "Cool" window for technical reasons and slider notes have an even larger "Cool" window though I'm struggling to find exactly how large that window is. On multi-notes, the value of the "Cool" judgment doubles if you're playing a double note, triples if you're playing a triple note, and quadruples if you're playing a quad note. To improve your accuracy and earn more "cools," you need to spend some serious time practicing the chart. No matter your skill level, developing the song-specific muscle memory you need to earn more cools takes time. I found myself often hanging out in practice mode until the hardest section of each song was awash in a sea of cools. The finished product will usually look something like this... Almost all Cool... if it weren't for that one good! In the top-right corner of the results screen, you'll find your new completion percentage, which, in my case, is 106.12% (up quite a bit from 105.37%, but just shy of the maximum of 106.17%). I managed to get 515/516 cool note judgments and thought about pushing further, but I'm all too familiar with the point of diminishing returns. It might take 15 minutes or 15 hours to shave off that last good and I'm not that concerned over another 0.05%. It's time to move on the next song! By repeating this same general process, I improved my completion percentage across 10 different songs in a concentrated effort to climb the Colorful Tone Extra Extreme Clear% leaderboards (I've linked the screenshotted results of each song below alongside my original completion percentages). I began my climb in 12th place, but quickly began to rise as I improved score after score.★7.5 Clover Club - 105.37% >>> 106.12%★7.5 Finder (DSLR Remix) - 104.74% >>> 105.36%★8.0 The World is Mine - 105.41% >>> 105.71%★8.5 Hanamai Tsukuyomi Tan - 101.92% >>> 102.37%★8.5 Rosary Pale - 105.04% >>> 105.86% ★8.5 Stardust Utopia - 105.35% >>> 106.15% ★9.0 Meiteki Cybernetics - 104.10% >>> 105.28%★9.0 Magical Sound Shower - 102.30% >>> 103.43% ★9.0 Kipple Industries, Inc. - 102.48% >>> 103.37%★9.5 One-Sided Love Samba - 102.18% >>> 102.36% If you'd like to check out one or two of these score improvements for yourself, I've included three videos below!★7.5 Clover Club★8.5 Hanamai Tsukuyomi Tan★9.5 One-Sided Love Samba Before I knew it, I was staring proudly at my new position in the CT EXEX leaderboard with fleeting thoughts of pushing even further... One leaderboard down, one to go! Closing Thoughts I miiiiight be using the leaderboard grind as an excuse to procrastinate a little, but managing an 8th place slot on the CT EXEX boards helped me come to terms with years of rust and has given me just a little more confidence that I can actually get this done! Before I start grinding out of my 15th place position on the FS EXEX leaderboards, I want to hunker down and start making progress on Intense Voice. I haven't even passed the next update's "Proficiency Test" yet, so I've got some serious work to do! In the next 4-5 days, we're going to be analyzing our first truly difficult section of the Intense Voice EXEX chart! I hope you're ready because I'm most definitely not! Thank you for reading and see you all soon (sorry for always being behind on replies)! Edited November 27, 2022 by ExistentialSolid 7 Link to comment Share on other sites More sharing options...
da-Noob123 Posted November 26, 2022 Share Posted November 26, 2022 Wow that is some insane button pressing you need to do! I have never really been into rhythm games beyond playing Guitar Hero/ Rockband (on easy) at my cousins' houses however when I played Yakuza Like a Dragon, I really enjoyed doing the karaoke songs. Now it is nowhere near as complex as what you're doing in Hatsune but I will admit I liked the challenge of getting at least 90% completion in all of the songs. I am kind of looking forward to this part of the other Yakuza games - right now at least lol. 1 Link to comment Share on other sites More sharing options...
You Posted November 26, 2022 Share Posted November 26, 2022 8 minutes ago, da-Noob123 said: Wow that is some insane button pressing you need to do! I have never really been into rhythm games beyond playing Guitar Hero/ Rockband (on easy) at my cousins' houses however when I played Yakuza Like a Dragon, I really enjoyed doing the karaoke songs. Now it is nowhere near as complex as what you're doing in Hatsune but I will admit I liked the challenge of getting at least 90% completion in all of the songs. I am kind of looking forward to this part of the other Yakuza games - right now at least lol. Just watching that Hatsune Miku video, made me whince. I love music games but I stopped playing them mostly since the PS2 era. I think for me the biggest problem with music games now, is that they slowly became increasingly too difficult. I mean I guess that's to be expected over time. I mean, Beatmania IIDX 30, most of the songs on the game are way more intense than playing actual music on a real piano. The time required to get good at playing musical games now, it honestly seems better to take up a real instrument route, or at least it seems a way more better use of your time, in that you can go over to someone's house and they have a piano there and your skills can be used elsewhere outside of the PS4 and electricity. I think these days something like Rock Smith on PS3 and PS4 that allows you to play on a real guitar, that just seems somehow a slightly better use of one's time. That's just me though I guess. lol 1 Link to comment Share on other sites More sharing options...
Baker Posted November 26, 2022 Share Posted November 26, 2022 Hey welcome back. I want to switch my original recommendation of Ys Origin to Pure Pool. With only 13 100% achievers it’s both difficult and obscure. Try and beat my current fastest completion time, which can easily be done btw.. ? 1 Link to comment Share on other sites More sharing options...
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