- Awesome Music: The soundtrack for the game, composed of techno-beats, is certainly awesome, but these ones in particular stand out:
- "Mothertrucker (BR Version)": how do you signify that things are getting serious when fighting a boss? Throw in heavy metal guitars, of course!
- "Blue Revolution", the track that plays during the true Final Battle against Dee and... whoever else is facing you, is a very fitting theme for a high-stakes showdown against the head of Blue Revolver. Also kickass, too.
- Funny Moments: All three endings:
- Mae: She agrees to stop building hazardous Devices and to be taught how to build safer ones. But she ends up being a freelance Device designer rather than building the Devices herselves so that she doesn't have to do the dirty work, much to Dee's complaint.
- Val: The events of the game were All Just a Dream, and she's so bewildered that she decides call out of work, and...that's it.
- Dee: The events of the game were a combat simulation that Dee was running, but she complains that it's harder than she expected, and accuses Ira of messing with the simulation parameters. Said simulation, by the way, appears to be the game itself, as her holo-screen shows the game's own high score table interface. If you play XP Mode, the game starts off with a hacked intro by Ira, so Dee's ending implies that she got tricked into playing that mode.
- Low-Tier Letdown:
- As detailed in this post
◊, some shot types and special weapons have been noted to be significantly on the low-tier side; both characters' "variable" shot types have poor low damage output which is not helped by being difficult to use, and Val's Hyper Laser does significantly less damage than Mae's. These were fixed in the version 1.1 update, which, among other things, buffs these shot types up to be more usable, although this may have Gone Horribly Right as Val's Variable shot now has the best DPS of any shot type in the game by a wide margin, making the other shot types feel useless in comparison. - Mae's Vortex Barrier is generally considered the worst of the special shots. Its gimmick is that holding down the special button causes square-shaped projectiles to orbit your ship and block enemy bullets, and then launch forward to trigger the Flourish effect when the button is released (similar to the "Roll" Powerful Shot in Dangun Feveron). However, the projectiles only trigger the Flourish bonuses after being launched, generating a decent number of projectiles consumes a lot of energy, which is problematic if you want to fire off Vortex Barrier a second time before the Flourish timer expires, even more problematic on Stages 3 and 5 due to their lack of ground enemies and therefore one major source of special shot energy. While it's great for blocking bullets, it's a poor choice for scoring, and thus earning extra lives.
- As detailed in this post
- Scrappy Mechanic: Turned on Free Play and decided to use a continue? The game will disqualify the score you got on your first credit from the rankings.
- Spiritual Adaptation: Imagine DonPachi or Ketsui with a more forgiving version of Battle Garegga's rank system and intentional-death incentives, Dangun Feveron's ship customization variety, and a wide choice of Attack Drone options, whether they're Donpachi-style or Gradius-style.
- That One Achievement: Most of the achievments are already hard enough, requiring that the player reach and defeat specific bosses on specific difficulties without continues, but of note is "Nothing I Could Do", which requires defeating the True Final Boss without using any bombs or dying at all. It's telling that as of January 2017, the Steam global achievement stats indicate that 0.1% of all players, possibly even less (as 0.0% would indicate no players), have earned it.
- That One Attack: The Stage 3 boss's third attack, LB-50 "Rapid Eye Movement". It drops pods that fire lateral shots that can be confusing to follow (think Cinderella Amber from Ketsui) amidst the more conventional barrages that the bossnote fires. You may be tempted to destroy the pods, which can be great to your survival...but if you're trying to get the Break bonus here, you cannot destroy them.
- That One Level:
- Both stages 3 and 5 are this, due to them both having no ground units to get special weapon energy from.
- Stage 4, as that's when all the enemies (ESPECIALLY the beefier ones) start spamming ultra-dense bullet patterns at you. Gratuitous use of your special weapons and bombs is a necessity here.
- That One Sidequest: The first Break on the Stage 1 boss, Delphi, is surprisingly difficult to get. It requires finishing off the boss's first attack pattern with none of its attack pods present, but those pods respawn a few after being destroyed and shooting the pods contributes to the boss's damage. There are many ways to screw this up. The second of the boss's two Breaks is, in comparison, a lot simpler: just destroy both side attachments on the final attack pattern before killing the boss.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/BlueRevolver
Go To
