gosokkyu

エンド

  • 戦う人間発電所

owatte shimatta


sleepmode
@sleepmode

Sango Guardian Chaos Generation (”Sango Guardian” being a localisation of 三国演武, read sānguó yǎnwǔ or sangoku enbu) is one of my favourite poverty fighting games of all time. It is at once shockingly competent and shockingly amateurish -- its explosive, deeply silly gameplay feels fantastic to control; it also is at least 50% stolen assets by volume, with hitsparks from Street Fighter IV and animation skeletons from Street Fighter X Tekken, and every single fighting game mechanic under the sun, from Focus Attacks to aerial Magic Series chains to The King of Fighters XIII’s MAX Mode to Vampire Savior’s hop dashes as a universal mechanic but only if you press down three times. The PC version of the game takes six minutes to boot up on an SSD, all of its resolution settings are fake and the developers responded to requests for online features by looking at Fightcade. In all ways, it is a complete mess and I love it dearly.

Chaos Generation was developed as an arcade title by a Chinese company called Guangzhou Sealy Electronic Technology, whose bread and butter these days consists of large-scale VR attractions and their own spin on BEMANI’S DanceRush Stardom as well as a veritable army of ticket and prize games. By all metrics, Chaos Generation was one of, if not the only Actual Video Game the company made that wasn’t some kind of full-body novelty experience (DRS clone included). It got a Steam release back in 2017 and received a couple of updates that adjusted character balance and added QOL features like allowing local versus play from the main menu and fixing a training mode game crash caused by taking the dummy’s HP to 0 (god bless), but while it’s still available for purchase, the developer’s Steam account went inactive around the end of 2017, and the game has been all but abandoned otherwise.

Early in 2018, I sent an email to what was then the US branch of the Sealy game development division asking about the status of Chaos Generation. I got this response:

Hello Orin,
The principal who responsible the project left last year.
Actually, now I also don't know the development of the game.
We translated related documents last year,but don't have futher information from last year.
Thanks.

So on top of development being completely over, that division of the company seemingly no longer exists, as far as I can tell, and all the people responsible for its operation are probably no longer with the company.

Further, looking through the company’s website and related catalogues reveals that all mentions of Chaos Generation have been completely scrubbed. The company wants basically nothing to do with it. I recently emailed the company directly asking about the status of the game (and specifically whether they would be interested in releasing development files), but received no response.

It would seem that the only leads on this project are the name of the director, one Huang Wen Quan, the hanzi for which I don’t know, and two people who were apparently involved in the game’s debugging and general QA process:

Debug / Quality Control: Da Kou; Xiao Hai

That’s right. Da Kou and fucking Xiao Hai, two of the strongest King of Fighters players in Asia, apparently did QA for this dinky little game.

My only other potential leads are names associated with the company on LinkedIn (ugh), otherwise I’m kind of at a dead end here. I really want to figure out what’s going on with this game, though, because my ultimate goal (lofty as it may be) is, as stated previously, to obtain the game’s development files so that its port can be remade from scratch by the community. I will learn game development to do this, I promise.



Pre-registration has started for Touhou Gensou Eclipse, the horizontal, free-to-play smartphone STG announced years ago by danmaku veterans Cave and finally scheduled for release in Japan on November 22: fan artist u_u_zan is in charge of character designs and main illustrations, and they already have a ton of known community members and circles queued up to contribute art, music, etc.



if nothing else, they've at least cribbed from a ton of different games rather than just one:

  • colour-lumping with Pochi to Nyaa-esque anytime-ignition
  • chains and REN
  • auto-rising, 6x8 hex well
  • single-piece drops with hold; kinda uppy-downy, only the wrong way up
  • annoying character-specific gimmicks
  • really annoying 3/4P gimmick where dead players turn into ghosts that can mess around all over the screen?

Local-only is a bummer... the French Puyo Puyo player Hiku's been working on this game for a while, apparently, so I'd like to think there's something to it beyond the relatively lavish presentation, and that they attract enough interest to at least attempt native online multiplayer because I'm sick of watching these games die on the vine. It does have a demo, so that's something.