Instead of spending November laser-focused on Queen's Domain, the indie sensation that deserves a gazillion GOTY awards, I've been combing the depths of shameless degeneracy. Ikki Tousen chronicles the misadventures of high school students who've inherited the souls of legendary 3rd century heroes. It's as if the Three Kingdoms never ended as school rivalries lead to ultraviolence. Of course, this being an ecchi series, the majority of the cast are buxom ladies whose clothes rarely survive a fight. I can't even begin to be surprised that Tamsoft, known for both Onechanbara and Senran Kagura, had developed a pair of Ikki Tousen games for the PSP.
After pressing the start button, players are given a choice of three modes, though the differences between the first two are rather minimal. In Story Mode, they choose one of three schools and then lead some of its students through 10 stages of side-scrolling beatemup action. There's a map screen, so they can decide where to go next, or revisit a previously cleared stage to earn some level-ups. In Arcade Mode, every unlocked character (and a partner) can be used to challenge those same ten stages. The map has been tossed out and replaced with a few bonus rounds. In either case, players are allowed to save their progress whenever they complete a stage. This is important not just because a typical playthrough can take multiple hours, but having a backup incase the heroines lose all of their spare lives will prevent headaches. Challenge Mode offers a slew of mini-stages with their own clear requirements. Besides being the best source for ability-unlocking battle points, sufficient progress raises the maximum number of available lives.
If you've played a Tamsoft game before, then you're all too aware of how hard it is to start from the beginning. Besides the obvious lack of attack power and health, level 1 heroines are only able to use a small fraction of their move-set. Performing the same meager combo for an inordinate period of time makes the earliest portions of the game an annoying slog. I suggest starting with Arcade mode, preferably on the normal or hard difficulty setting. Unlike most brawlers with RPG elements, experience is awarded when an enemy is hit, not defeated. Naturally, sturdier enemies provide better leveling opportunities. Heroines capable of landing several hits in a short time also benefit from this system. I can't say I like having to grind about a dozen levels just to unlock someone's full potential, but eh... it's not really a huge deal. I'm already playing as Guan Yu's successor in what could be considered a 2D Dynasty Warriors; the grind is expected.
Seriously, the brokenness is what makes the game sing. Pick a character out of a hat, and they've got tech that'll make the opposition look like an army of training dummies. Shimei Ryomou has the almighty piledriver button, a feature I would love to see in more beatemups. The best part though is her grab-range, which is content with checking that the enemy exists, never mind if they're close enough or in a state that would commonly be considered grabbable. Unchou Kan-u and Youjou Bashoku regularly lock their opponents in an infinite vortex. One of the lowkey best ideas this game has is the double jump-attack. You know how Haggar in Final Fight could switch from his drop-kick to body press in a single jump? Picture that, but astoundingly overpowered. Outside of very rare cases, living enemies can't be knocked offscreen, so all it takes is a jumping square and/or triangle to juggle them until boredom sets in. Other characters like the bow-toting Teni provide a different flavor of overpowered. Shred foes with arrow spam or spam the power move that combos into itself. There are over 20 characters to mess around with, and they all seem capable of atomizing an entire continent. It's insane.
I'm just going to say it: Xross Impact is a fun game. Yeah, it's an outright radioactive blend of sexploitative nonsense. At least a third of the animation frames include panty shots and the breasting boobily dial was turned all the way to the right. Rivals defeated with special moves are shown in compromising positions with their clothes all in tatters. While I believe myself to be on the right side of women's rights and make every effort to be aware of sexualization in media, I'm also a filthy motherfucker who spent way too many formative years on late-night Cinemax and bikini armor video games. The only reason I'm not offended is because that ship sailed many, many years ago. Dig deep enough and you'll discover that ** NSFW ALERT ** this isn't the first or even one of the first hundred trashy games that I've written about. Distressingly, my foremost concerns are often just whether the gameplay is good, which is why we're here today.
After pressing the start button, players are given a choice of three modes, though the differences between the first two are rather minimal. In Story Mode, they choose one of three schools and then lead some of its students through 10 stages of side-scrolling beatemup action. There's a map screen, so they can decide where to go next, or revisit a previously cleared stage to earn some level-ups. In Arcade Mode, every unlocked character (and a partner) can be used to challenge those same ten stages. The map has been tossed out and replaced with a few bonus rounds. In either case, players are allowed to save their progress whenever they complete a stage. This is important not just because a typical playthrough can take multiple hours, but having a backup incase the heroines lose all of their spare lives will prevent headaches. Challenge Mode offers a slew of mini-stages with their own clear requirements. Besides being the best source for ability-unlocking battle points, sufficient progress raises the maximum number of available lives.
If you've played a Tamsoft game before, then you're all too aware of how hard it is to start from the beginning. Besides the obvious lack of attack power and health, level 1 heroines are only able to use a small fraction of their move-set. Performing the same meager combo for an inordinate period of time makes the earliest portions of the game an annoying slog. I suggest starting with Arcade mode, preferably on the normal or hard difficulty setting. Unlike most brawlers with RPG elements, experience is awarded when an enemy is hit, not defeated. Naturally, sturdier enemies provide better leveling opportunities. Heroines capable of landing several hits in a short time also benefit from this system. I can't say I like having to grind about a dozen levels just to unlock someone's full potential, but eh... it's not really a huge deal. I'm already playing as Guan Yu's successor in what could be considered a 2D Dynasty Warriors; the grind is expected.
To be clear, this is an atypical beatemup. Hitboxes are comically large, so just about anything the gals do will hit somebody. However, only a long series of strikes, a power move, or super is going to stun someone, let alone knock them down. Interrupting an attack with a single button press is most likely not happening, which makes sense once you spend more than a minute with the game. These gals all fight like the descendants of ancient China's most powerful warriors. Crushing adversity underneath a parade of combos is simply a matter of hammering square and triangle at a 4:1 ratio. In Xross Impact, limitations don't exist. An enemy lying flat on their back is just one move away from being lifted back into the air and juggled to infinite oblivions. Burst mechanics or combo breaks don't exist, so even bosses can be corner carried and effortlessly dispatched. "Playing with your food" is very much the norm here. Keep in mind though that the difficulty setting does affect the enemy's attack power. Women in gas masks and tight leather can get lucky with devastating rapid punch combinations. Otherwise, I'd only worry about a game over if I'm attempting hard mode with a low-level character.
Seriously, the brokenness is what makes the game sing. Pick a character out of a hat, and they've got tech that'll make the opposition look like an army of training dummies. Shimei Ryomou has the almighty piledriver button, a feature I would love to see in more beatemups. The best part though is her grab-range, which is content with checking that the enemy exists, never mind if they're close enough or in a state that would commonly be considered grabbable. Unchou Kan-u and Youjou Bashoku regularly lock their opponents in an infinite vortex. One of the lowkey best ideas this game has is the double jump-attack. You know how Haggar in Final Fight could switch from his drop-kick to body press in a single jump? Picture that, but astoundingly overpowered. Outside of very rare cases, living enemies can't be knocked offscreen, so all it takes is a jumping square and/or triangle to juggle them until boredom sets in. Other characters like the bow-toting Teni provide a different flavor of overpowered. Shred foes with arrow spam or spam the power move that combos into itself. There are over 20 characters to mess around with, and they all seem capable of atomizing an entire continent. It's insane.
Since combat encounters are shattered with hardly a modicum of effort, that just leaves the rest of game, which is a cacophony of loud-noises and panty-shots. Somehow, that also makes it a fine game for those nights when I'm 15% awake and uninterested in facing the immediate future. Absorbed in unbalanced gratuitous schlock, I revel in my many vices, then sleep through tomorrow as if I had literally given the day away. Sure, I'll grumble to myself about overlong and repetitive stages; but given my unwillingness to play a different game (let alone do something productive), these and other complaints are just words that flutter like butterflies lost in the fog.
In short, I really shouldn't be playing this shit.
































