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Got a new computer. Testing things out. Garbage run. Re: Extreme with Miria For those who are into Touhou, ZUN branched off from Amusement Makers to continue the Touhou series while Amusement Makers began making Seihou. Eventually, some of the Amusement Makers members began to form a group called RebRank where they went on creating the Project Blank (P.N.B.) series. SMD-01 was Samidare, which was the first game. RefRain ~prism memories~ is SMD-02, the second game in the Project Blank series. This game allows you to attack the enemies with a set of your own special attacks (M.E.F.A2). The gauge for this charges when damage is dealt and increases faster the closer you are to the enemy. The Concept Reactor also allows you to turn all the bullets on the screen into prisms which you can shoot to help charge the M.E.F.A2 gauge. The Concept Reactor is charged as you pick up item pick-ups from destroyed enemies. Using proper resource management, you can juggle both of those mechanics to maintain an aggressive attack on the enemies. This game makes it so that playing normally and dodging is playing defensively, whereas using the Concept Reactor to defend yourself and destroying the prisms to charge your M.E.F.A2 gauge allows you to counter-attack and play offensively. This may not seem prevalent in the first two levels but becomes very noticeable in the third stage. For those looking for a doujin shooter with something challenging to dodge, turn away for all you will find here is nothing but fast-paced, aggressive gameplay consisting of armament and ordnance exchanges. Comments - Central 01: Very slow but that's just tradition for most Stage 1s in shmups. I wanted to dodge some attacks without using the M.E.F.A2 but I screwed up a couple of times on the boss. Central 02: This level reminds me of Seihou Banshiryuu's Stage 2 and it very well may be RebRank paying homage to just that. I started using the M.E.F.A2 and concept reactor more in this level since things start to pick up. Central 03: The meat of the game right here. Aggressive play picks up and proper use of the Concept Reactor and M.E.F.A2 is required for survival. Got a no-miss which surprised me. Did a no-M.E.F.A2 boss fight just because this boss is just simple streaming. Central 04: This stage is an obvious tribute to Ikaruga. The beginning and the descent reminds us of Ikaruga's stage 2 while the final midboss section of the stage reminds us of Ikaruga's Stage 4. Regardless, every emplacement is an absolute-defender; you can only destroy them using the M.E.F.A2 attacks. This is where the aggressive play peaks. I spent the second midboss section shooting missiles to build my M.E.F.A2 gauge so I wouldn't struggle with the third midboss section. Central 05-00: Not much to say on this one other than how the midboss is fun to dodge and that I fucked up dodging the final boss' second attack. The whole battle may or may not be a tribute to HELLSINKER's Segment 8 Attract Sequence but the background certainly gives it that feel. True Last Boss at Central 00 is intimidating first especially with the sudden music but is unfortunately easier than both the midboss and final boss. End: This game has the cheesiest ending music I've ever heard (I'm sure there are worse ones out there), but at least the Staff Roll track makes up for it.