Reviews from

in the past


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

JOGO DE JAPONÊS SAFADO VAI A MERDA GIBACHI FILHO DA PUTAAAAAA

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

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

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

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


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

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

Finding bliss in utter sensory overload.

Man does DoDonPachi DaiOuJou feel great to play. Shooting with a powered up ship, your shots nearly covering the entire screen (or fully covering the screen if you ride with Type-B) is exhilarating but the combination of doing so while dodging bullet hell enemy shot patterns is what makes you feel like a god. At first glance these patterns can look impossible, however the lightbulb moment for me was seeing this image of your ship's hitbox from the shmups wiki. Your hitbox is a tiny fraction of the size of your ship; the same goes with enemy bullets. The result is complete instinctual play, dodging and weaving through an array of bullets requires precision but doesn't hinder the game from feeling damn good.

I finished a full loop with a boat load of continues - but as the title translates, it was a blissful death. I know for a fact that there's a massive amount of optimization and bonus content that I missed but to me, that doesn't matter - what matters is how this is one of the most satisfying game feels out there. Excited to play this on arcade hardware when I visit Galloping Ghost next month.

Also I've heard rumors of a remaster coming from M2 - fingers crossed on that.

if the rather somber soundtrack, washed out cityscapes and the incredibly cruel plot weren't enough to make this game gloomy, the gameplay does the job. from third stage onwards, you're being bombarded right when the level starts and before you take care of whatever's throwing carpets of bullets at you, something else has starting attacking. there is not a single second of relief to be able to even breathe.
can't say this game is for me but I appreciate what it's going for

The evolution is clear in this game, it's really cool to see a franchise evolve that much. It's actually the first of the franchise that it seems worth to talk a lot about it, so let's go.

First of all, what's more interesting about this game for me is that the chances of a failure were huge. The hardware it was made in was outdated and the Arcade Divison of Cave would be ended if the game didn't do it well, maybe this sudden change of aesthetics of space ships to robot anime girls was a way to appeal to more people, because they couldn't risk to be a failure. but i don't know, maybe the true is that the team was fucking insane and they just threw anime girls in it.
Now about the actual game, it's a refined version of the previous games, as all sequels should be.

The shooting is even more safistying because of how many giant bullets come of your space ship, it just crush all in your way. The hyper gauge is fun too and there's a good variety in the ships and characters. I felt that the game is a bit more fair than the previous one, the hitbox feels smaller but maybe that just me.

The soundtrack is masterful, Manabu Namiki did a amazing job in this game, it complements the atmosphere of the stages very well. Looking foward to his others works, i will eventually hear it in other games.

The stages are still somewhat generic, but the stage where you're in the space (stage 3 i think) is a beautifiul level, in a vertical screen at least, it's just astonishing. Those giant space ships in the background of the stage and how tiny you are in comparison is what strikes me the most. The first stage is pretty cool also, but my personal favorite is definitely the space one.

The sprites are always beautiful, but i'm not that big of a fan of this anime girls to be honest, at least the artstyle is unique enough. Is not that bad and don't even appear enough to matter btw.

To be fair, it's a great game. It's that type of game that even if you're bad, it's fun as fuck and that's what makes it worth to play it and also it's a short game, give it a try. It will literally take it 20 minutes/1 Hour MAX to beat it. btw if i played this in a arcade the money i spent in credits would be enough to buy a fucking island lol

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

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

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

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

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

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

TAPORRA 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥

Videogame é sobre isso

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

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

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

Pretty appealing visually, probably the best DoDonPachi game so far.

'ate the turtle
'ate chaining
'ate the rails
'ate hibachi
'ate white label
'ate the washing machine
'ate second loop
'ate stealing your extends away
luv namiki
luv the visuals
luv me lenyan
simple as-


Fodase, Cave só mita, sem condição

I think the original DoDonPachi is one of the weaker early Cave shooters, having a lot of stage portions and scoring mechanics that don't jell well with one another as much as it seems they intended to do so. While still being a good game, I would prefer going back to games like Guwange or the original DonPachi nowadays.

DaiOuJou on the other hand, feels like a realization of what they wanted to originally do with DoDonPachi, and it works

This is another case of being a game that is primarily filled with highs and lows like the original DoDonPachi, but I feel DaiOuJou has them much more well sparsed throughout the game. While the balance somehow seems worse than the original, with some ships like B-S and A-L being absolutely abysmal, and how with the Shot and Laser types, dropping a life makes your secondary shot drop all levels. This wasn't as bad in the OG DDP since you still dropped power-ups upon death, but not in this game, making the supposedly expert only EX type feel like a better option in many ocassions even with the lower bomb count. Also, exclusive to WL, for some god forsaken reason, your life total cannot go up over 5 lives, making the last life up completely useless if you no missed up to that point. WL in general feels very rushed out the door, which makes sense, as it was made in around 4 to 5 months.

This is luckily the only real complaints I have with this game, everything else is a direct upgrade from DDP. Stages feel much better designed and most chains feel like they have a lot of intentionality behind them. Bosses are just as good as in DDP which is great since they were the best part of that game. Bees being a multiplier of your current chain adds a lot of neat optimization to the game, and the newly added hyper system works wonderfully as a screen clear, and scoring tool, without being extremely centralizing as in DFK. It recharges your chain meter upon activation while increasing the number of chain hits you deal, according to the number of hyper medals you have collected. All of this makes for a game very open to routing for the player, with optimizations being found everywhere, instead of being a very static but brutal affair as it was in the original DDP.

My sole reason to go back to DDP nowadays is to get the remaining 1-All with the other ships, if I want some good DDP chaining and hypering action, DaiOuJou satisfies all my needs.

For reference, this is how I rate each version:

WL: 7.5/10
DDP3: 8/10
BL: 9/10

sometimes "dodonpachi but now your giant fuck you laser has a hyper mode to turn it into an even bigger fuck you laser" is the main thing you want out of a sequel and this has easily the coolest fuck you laser out of the cave games i've played so far, but i'm still working on playing through more of their catalog so that is subject to change.

(the actual review is that it's quite good and the tweaks to the DDP formula are very cool and fun)

Played co-op with a friend on a cabinet at my local arcade, fucking loved it.