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Ghosts 'n' Goblins Resurrection: Killing Demons in Your Underwear 2021

Ludendorkk

(he/him)
Finding iron ball has some pretty good situational uses, basically wherever the majority of enemies are ground based
 

Kzinssie

(she/her)
As a noted Mushroom Kingdom Fusion enjoyer being able to switch between two weapons definitely adds a lot to the Ghosts 'n' Goblins experience, even if I haven't unlocked it here yet.

Incidentally, there might be an argument for the lance being better than the knife this time around? Knives throw at a fixed speed now to prevent you from having to break your hand mashing, so I feel like the drop in DPS might not be as bad compared to the increased damage a single lance deals.
 

Ludendorkk

(he/him)
The Rygar... disc thing seems to be a better lance, given that you can angle it and it seems to have roughly the same fire rate
 

Ludendorkk

(he/him)
Back here to report that Spiked Ball slaps against Asteroth, goes through his hand so with proper positioning you can go through each phase in about 10-15 seconds

Also I beat Lucifer first try with no armor, I was sweatin'
 

R.R. Bigman

Coolest Guy
The turtle-shield-mirror thing has bad range, but it destroys enemy projectiles and goes through walls and obstacles. It’s very helpful to clear the screen of eyeballs and fireballs that fill the screen and until you accidentally jump into one.
 

R.R. Bigman

Coolest Guy
I feel the near total lack of buzz around this game not even a week after release is a sign that tripling down on the series’ infamous difficulty was maybe unwise on Capcom‘s part.

I am totally defeated at the shadow version of stage 5. It is meanness on a level that leads me to believe the designers have some...issues to deal with.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I feel the near total lack of buzz around this game not even a week after release is a sign that tripling down on the series’ infamous difficulty was maybe unwise on Capcom‘s part.
I mean, it's Ghosts 'n' Goblins, it's already a niche franchise.
 

Kzinssie

(she/her)
Yeah, this was never gonna be a major AAA release. From what I've seen, a lot of the target audience on social media is on board with it, so.
 

LBD_Nytetrayn

..and his little cat, too
(He/him)
Army of Zin was pretty sweet, though, and what I played felt more balanced.

This, though... I haven't played it yet, but from the word go, I've just struggled to see how this would grow the audience.

Anyway, I'm waiting to see if there will be an Xbox release. I want my defeats streamed on camera and my victories to add to my Gamerscore.
 

ShakeWell

Slam Master
(he, etc.)
I've finally spent some time with this! I was gonna stream some last night, but I got absolutely walloped by a migraine, one of the worst I've ever had, so I skipped it.

BUT! I like this game a lot. I'm playing on Knight, and wasn't having a ton of fun at first because the game seems to discourage you from using Banners of Resurrection, but never really spells out why? But once I said "screw it," and started using them, I began enjoying the game a lot more (the more frequent checkpoints are in line with arcade Ghouls 'n Ghosts, anyways). Plus, I'm having enough fun that I'll probably take a run at Legend later anyways.

Also? I think this one is largely easier than the other games in the series, especially once you get going. You can do magic whenever, the spells aren't tied to your weapons, carrying extra weapons feels almost broken, and the bosses in particular feel way more fair than most of what's in the first two games, especially.

I've done three of the first four stages, and I'm halfway through the frozen village and as a big fan of the series, this is really doing it for me.

Re: Maximo, I agree that Ghosts to Glory was just ok, especially if you're trying to get the good ending (where you have to use all your extra ability slots to hold the kisses), but Army of Zin was a good refinement of that, though I do kinda feel like I need to replay both.
 

R.R. Bigman

Coolest Guy
I beat the second run through and nothing happened. It appears you need to also find a bunch of hidden orbs in all the levels to get the true ending, which I think is something taken from the PSP game of all things. I think I’m done.
 

ShakeWell

Slam Master
(he, etc.)
Yeah, I think you get those from doing the Hell Portal bonus areas? I have a couple, I'm not being super obsessive about grabbing every Bee and every whatever else, but I do plan to go back later to mop up.
 

Ludendorkk

(he/him)
One orb is in a random Hell Portal, one orb is found in a specific Hell Portal, and one orb is found in a level, I believe
 

ShakeWell

Slam Master
(he, etc.)
A thing that I think is ultimately frustrating about this game is how little it tells you.

Why do all my completed levels show 0/6 (or however many) chests? But if I quit while I was playing them, it would show 4/6 or whatever.

What are the little purple swirls by each stage I've completed? Are they the orbs? Are they orbs there that I didn't get?

Why is "Banner of Resurrection" not the default choice when I lose a life? Why does it track how many times I use one? Am I going to be punished for using them? (I assume yes, on some level.)

I wish the game would just tell you this shit, but it just doesn't.
 

R.R. Bigman

Coolest Guy
Or what the skull icon on certain levels in the map means. What did I do to get it? The game sure as hell hasn’t told me.

I want to like GnG Resurrection so much, yet between the absurd difficulty and lack of any guidance, I dread playing through it anymore just so I can scour both sets of stages for the secret portal or whatever that has the purple orbs that somehow unlock the final boss. I’m really sad about how this turned out.
 

Ludendorkk

(he/him)
What are the little purple swirls by each stage I've completed? Are they the orbs? Are they orbs there that I didn't get?

Why is "Banner of Resurrection" not the default choice when I lose a life? Why does it track how many times I use one? Am I going to be punished for using them? (I assume yes, on some level.)

Purple orb means you have the boss orb.

Banner of Resurrection is not the default on Knight but it is on Squire, weird UI choice. As far as I know there is no penalty for using Banners of Resurrection, which are functionally identical to the blue checkpoints.

After playing both I think it was a mistake for the game to label Knight as "normal difficulty", as it feels balanced around Squire; Knight feels like "hard" mode
 

ShakeWell

Slam Master
(he, etc.)
Or what the skull icon on certain levels in the map means. What did I do to get it? The game sure as hell hasn’t told me.

I want to like GnG Resurrection so much, yet between the absurd difficulty and lack of any guidance, I dread playing through it anymore just so I can scour both sets of stages for the secret portal or whatever that has the purple orbs that somehow unlock the final boss. I’m really sad about how this turned out.

Honestly? The absurd difficulty (at least on Knight) feels completely in line with the series as a whole. I've seen people say that they think this one is harder, but when I try really hard to think about the first times I played, say, Ghouls 'n Ghosts, before I knew the game well enough to try for a 1cc (which I still haven't accomplished, btw), this doesn't feel that much harder. And arcade Ghosts 'n Goblins is absolutely bananapants (as is often the case, the better-known NES port is easier if for no other reason than the hardware simply cannot handle everything the arcade game throws at you).

Also, once I've cleared both loops on my own, I 100% have no problem scouring a walkthrough to find the orbs, bees, etc, that I missed.
 

MetManMas

Me and My Bestie
(He, him)
Honestly? The absurd difficulty (at least on Knight) feels completely in line with the series as a whole. I've seen people say that they think this one is harder, but when I try really hard to think about the first times I played, say, Ghouls 'n Ghosts, before I knew the game well enough to try for a 1cc (which I still haven't accomplished, btw), this doesn't feel that much harder. And arcade Ghosts 'n Goblins is absolutely bananapants (as is often the case, the better-known NES port is easier if for no other reason than the hardware simply cannot handle everything the arcade game throws at you).

Also, once I've cleared both loops on my own, I 100% have no problem scouring a walkthrough to find the orbs, bees, etc, that I missed.
Seriously. While I've yet to play this, I expect it to be a lot fairer than a 1985 arcade game that was designed to munch quarters.

I mean c'mon, enemies would ignore little things like background physics, the game had the infamous house full of tough guys who could tank a bunch of hits and shoot projectiles forward and downward In the second stage (5 and 6 are much worse), and every victory I've had against the Red Arremer felt more like dumb luck than figuring out whatever trick there may be to dodging his flying swoops.

I'm grateful for the game creating the series in the first place, but much like Mega Man I prefer the later games to the original debut. Super G'nG's one of my faves 'cuz it's more tough but fair than outright cheap, even if you can and will die a lot.
 

ShakeWell

Slam Master
(he, etc.)
So... finished the first loop and was surprised to find out that I could fight Lucifer/Loki and get an actual ending instead of "A TRAP DEVISIT BY SATAN." I played a bit of the Graveyard with the shadow stuff and... well, this is going to be an adventure, isn't it?
 

Ludendorkk

(he/him)
The Shadow levels are actually mostly pretty great, leaning on interesting twists rather than masocore nonsense (most of the time)
 

gogglebob

The Goggles Do Nothing
(he/him)
I completed-completed this game the other day, and a few quick thoughts:

· Holy cow Gold Armor is a game-changer. The upgrades it gives to the weapons seem almost overpowered, particularly for some of the more chaotic areas. Gold Armor-Crossbow is practically Contra's Spread Gun, and it can fell a Red Arremer on its charge in a single shot.

· And I wouldn't even know that if not for (skill tree spoilers) the right branch eventually leading to an "armor powerup" spell. Yes, it takes forever to charge, but being able to start from practically any checkpoint with a gold armor powerup is amazing.

· And, relatedly, it seems like the bosses are balanced around very particular spells. Like, some of them are just bullet sponges, but if you bring in gold armor or the doppelgänger spell, some of the more boring phases are over in a matter of moments.

· And relatedly to that, it does seem like the spells are weirdly separated for "boss useful" or "level useful". You are absolutely supposed to use magic, and use it often, but whether you have access to a "screen crash" spell, or something that will help you dodge a boss's attack really determines where your issues are going to lie. This feels like two different games depending on what resources you have for when.

· And seemingly like any game that has that as a caveat, it feels kind of weird to have a GnG game where you may have to "re-spec" to deal with a particular challenge, or know that you may be "underleveled" for a boss. It's not as essential as it would be in, like, a JRPG, but it's still kind of... weird.

All that said, fun game, would stab ghosts and/or goblins again.
 

ShakeWell

Slam Master
(he, etc.)
I completed-completed this game the other day, and a few quick thoughts:

· Holy cow Gold Armor is a game-changer. The upgrades it gives to the weapons seem almost overpowered, particularly for some of the more chaotic areas. Gold Armor-Crossbow is practically Contra's Spread Gun, and it can fell a Red Arremer on its charge in a single shot.

· And I wouldn't even know that if not for (skill tree spoilers) the right branch eventually leading to an "armor powerup" spell. Yes, it takes forever to charge, but being able to start from practically any checkpoint with a gold armor powerup is amazing.

· And, relatedly, it seems like the bosses are balanced around very particular spells. Like, some of them are just bullet sponges, but if you bring in gold armor or the doppelgänger spell, some of the more boring phases are over in a matter of moments.

· And relatedly to that, it does seem like the spells are weirdly separated for "boss useful" or "level useful". You are absolutely supposed to use magic, and use it often, but whether you have access to a "screen crash" spell, or something that will help you dodge a boss's attack really determines where your issues are going to lie. This feels like two different games depending on what resources you have for when.

· And seemingly like any game that has that as a caveat, it feels kind of weird to have a GnG game where you may have to "re-spec" to deal with a particular challenge, or know that you may be "underleveled" for a boss. It's not as essential as it would be in, like, a JRPG, but it's still kind of... weird.

All that said, fun game, would stab ghosts and/or goblins again.

Yeah, the Gold Armor is super rare, but I do find it interesting that the Magic Crossbow is actually nerfed from Super Ghouls 'n Ghosts, where it fired three homing arrows, and was the absolute foe of Red Arremer. And yeah, the doppelgänger is crazy. Especially because you can change weapons once you've cast it, and the double will keep firing your original weapon, meaning you can double up different weapons. The Shield + Dagger is perhaps TOO effective against Astaroth. I'm excited to put some serious time into the Shadow stages.
 

gogglebob

The Goggles Do Nothing
(he/him)
where it fired three homing arrows, and was the absolute foe of Red Arremer

Given how often a homing arrow would chase (or, for some reason, circle) an invincible or otherwise "useless" target in Super, I prefer the new version, and feel it is a universal improvement. The homing arrows were great when they worked, but there were a lot of situations wherein they seemed deliberately balanced to be occasionally terrible.
 
Wow, the first level (top left selection on the map) was super hard. I’m finding the bottom path to be easier though.

Can you grind previously beat levels for fairies? I have the two first spells, but they don’t seem to do any damage to bosses or gargoyles, so I haven’t found them to be that useful.
 

ShakeWell

Slam Master
(he, etc.)
Given how often a homing arrow would chase (or, for some reason, circle) an invincible or otherwise "useless" target in Super, I prefer the new version, and feel it is a universal improvement. The homing arrows were great when they worked, but there were a lot of situations wherein they seemed deliberately balanced to be occasionally terrible.

True, which is why for like 90% of Super GnG, I still go hard in the paint with the dagger, but on the last stage, I'll switch to the crossbow, should one drop (especially on the first run, where I don't have to worry about having the Princess Bracelet before finishing the level).

Wow, the first level (top left selection on the map) was super hard. I’m finding the bottom path to be easier though.

Can you grind previously beat levels for fairies? I have the two first spells, but they don’t seem to do any damage to bosses or gargoyles, so I haven’t found them to be that useful.

I wasn't sure, since I played the Ghosts stages before the Ghouls stages, but I also found the Ghouls stages (the bottom ones) to be easier.

You cannot go back and grind for more Bees. Unless you count the Shadow stages, which spawn more in different spots.
 

R.R. Bigman

Coolest Guy
Shadow stages have way, way more umbra bees in them. Be advised that replaying and competing stages will eventually make them harder, as indicated by the skull icon on the map screen.

I’m working through my third go around, completing the hellholes so I can see the secret boss and ending. The challenges themselves are trivial at this point with my super powered Arthur, but finding the right tiny patch of stage real estate to spawn the dark treasure chest that spawns the white wizard that then must be killed to open up the portal to the challenges, which are usually located a bit before the chest location, not after? It’s really awful and I don’t know why the developers did this. I’m not spoiler tagging this since the game never tells you any of this and if you can manage to locate a number of these challenges during the first or second run with the treasure spotter upgrade, all the better. There’s also one single “loose” orb in the shadow version of the penultimate stage. It’s around the big grub monster.
 
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