Prinny screens show new enemies and vehicles

Gpara has a ton of new screenshots from Prinny: Is It Okay If I Am The Main Character? They show Prinny fighting various enemies; such as the Mothman, archers and ninjas. A crab-like vehicle was also spotted. Another fact revealed was that some stages will contain hidden records, an item which allows you to change the background music of that level. Take a look at all the screenshots here.
[Via PSPHyper and Siliconera]
[Via PSPHyper and Siliconera]









Reader Comments (Page 1 of 1)
strike @ Nov 3rd 2008 12:36PM
This game only gets better and better......................
MATT @ Nov 3rd 2008 1:25PM
I found the controls in the demo to be quite bad. You can't jump from a standstill, then move -- only jump straight up. You must be already running to jump forward and I found myself frequently overshooting my jumps as Prinny jumps with too much inertia.
The combat was cool though, since you can slice up enemies really fast but the controls are too imprecise to make this a worthwhile platformer.
I have a feeling this will the the first and last time nippon-ichi strays from making SRPGs.
Gurbinder @ Nov 3rd 2008 2:50PM
I still havent even tried the demo :/ sickest name title for a psp game though. Is it okay If im the main character? lol ofc
Dr Haisook @ Nov 3rd 2008 4:13PM
Yes, I found the demo to be disappointing. Too annoying controls. It reminds of those cheap Japanese platformers released just as a fan-service. I'm not getting the game.
Nezrou @ Nov 4th 2008 9:56AM
So it's just just like in ghosts 'n goblins but without double jump. I don't see anything wrong with that, you just have to get used to it. If you simply remeber the distance that Prinny travels when he jumps forward you should have no problems with platforming parts. I guess that some people see it as archaic or clumsy controls, but for me who played and completed almost all megaman games for Nes, which were really difficult and reaquired a lot of precision jumping, it's nothing to complain about.
Kiroko-san @ Nov 4th 2008 11:09AM
Actually there is double jump, which Nezrou would know if he'd taken the time to play the demo before making an "evaluation" out of thin air.
I agree about the controls just being... bad. It's clear that the fact that you can't move on your first jump is a design choice. But it should be noted that you CAN change direction on your second jump, but it acts just like a moving jump from the ground in that you move right or left in one predefined distance... something that can get you into trouble of you over or undershoot your goal.
I found many times I would make my first jump to the right (while moving) then go to make the double jump to keep moving right and smack right into an enemy that I didn't plan to hit, simply because I couldn't slow Prinny down. Many floating platforms were missed because of this frustrating design choice as well.
The combat is pretty fun on the other hand. I'll agree with that. The air attack where you shoot beams in rapid succession has a vicerally satisfying appeal.
But the jumping -- a mainstay in any platformer -- feels either purposefully restricted to make things more frustrating or simply a flaw. Simply letting us move Prinny a bit to the left or a bit to the right while in the air (instead of a predefined distance -- or not at all, depending on which part of the double jump you're on) would be much appreciated.
The frustration caused by the strange jumping mechanic really hinders my opinion of this game and as a result I probably couldn't see myself buying it (whereas before playing the demo, I was stoked).
Nezrou saying "it's nothing to complain about" has no merit because hasn't played the game. Mega Man feels much better than this strangely executed game.
Play the demo, then evaluate.
Nezrou @ Nov 4th 2008 1:44PM
Kiriko-san, my evaluation was based on the fact that what MATT said about controls in Prinny sounded like it was like in Ultimate Ghosts 'n Goblins, I finished that game and even though jumping mechanics are similiar and made platforming slightly annoying I got used to it and it didn't prohibited me from having fun playing that game. So I thought that they were complaining about how designers made jump mechanics to make the game harder.
But you're right it could be different in Prinny, I shouldn't state my opinion without playing the demo, so I downloaded it to see if it's really making the game annoying to the point where I wouldn't want to play it. And my guessing was correct, I got used to jumping at predefined distance quickly and platforming sequences were not a problem. Fights were much more of a trouble, because I didn't know behaviour of different food-monsters. Disgaea games always were difficult from what I've read and imao this design of jumping was made to make this game also difficult. It doesn't feel like badly designed gameplay, it forces me to learn behaviour of enemy and make jump attacks according to how enemy will behave just like in megaman, also jumping onto moving platforms requires good timing. Just like I stated before, it's nothing to complain about imao, because this is cool old-school design that makes this game challenging, without it gameplay would be too simplistic and boring. But that's just my opinion.
Squirtbot @ Nov 3rd 2008 6:36PM
Is this still getting a North American release?
cafecito @ Nov 3rd 2008 8:01PM
I hope it is... and I hope it gets the same name. I love tha name!
Dago @ Nov 4th 2008 4:30AM
that "tank" came out in the demo, no?
http://www.youtube.com/watch?v=7PXUKwJji78