SRB2infinity ver.2

SRB2infinity ver.2 ver.2 2.0.3

I'll be honest, this review on my end is very long overdue. I have 200 hours on this mod alone and the least I can say is I'm addicted.

The map design is spotless. There are the occasional weird skips that exist - I will post those I know of on the Discuss tab later - due to the existance of Rising Edge + large PP gains like Proto/Regenerator seemingly being forgotten while making the maps, sometimes the mod feeling a little less tested and a little blurted (take the patches up to v2.0.2, where Gungnir was unholy overpowered but apparently intended to be in the same league as Chainsawd).

I could say this for version 1 HM Brak, but frankly that was a fun challenge to attempt over and over. Sad how it's completely gone and no longer fightable in V2 (v2 HM Brak is really nerfed, like the crawla corpse swing which now doesnt take 1/2 of the sound to slap - Although honestly it's not like I dislike this change, I just wish there were ways to fight it besides getting V1 again and replaying the game).

Sometimes, drop rates are a mess. The abnormal shards being 1/300 makes them a pain to ever get and I frankly see more people just edit their saves for it rather than actually grinding for it. Some sort of system you can have at least 2-3 guaranteed abnormal shards (maybe from the Challenge Quests?) from would be nice, since it'd tone the save-editing player count down.

I'll be frank, I never played anything from Phatansy Star, but this is one ride I absolutely adore. Level Synch sadly almost always being disabled (LV80 players wanting to get levels over with to skim onto the stages where they don't one-tap or more everything can't say I'm not guilty on that notion either) due to level synch just feeling like a sluggish old replay of a stage they've done a lot before or less atleast) doesn't really help newer players remain on a playable range, and to be honest it'd be neat if they could still receive that boost on levels where they wouldn't have a chance survive (say, an LV1 who just joined a netgame (as that seems to be the main way of SRB2i being discovered from what I can tell), playing for the first time, landing on 4-X hard).

That aside, there's the occasional unexplained mechanics (what does Elementless do? What's the point in using "Element: Elementless" when I can have an element and take less damage from enemies that deal elemental damage opposing their primary weakness? Or, why not just keep it on Dark at all times when I know there's a corrupted enemy, as their bullets always deal Dark damage?) or rather weak, yet really hard to gain items. Of course the Wiki is constantly being edited by a bunch of people with a large amount of datamining at play (say, the around 20K bytes NPC page comprised of just Re and I editing in the dialogue, him doing basically all the heavy-lifting for it) and viewing the code, but it just feels wrong in a sense.

To give an example on hard to get yet honestly weak items, I'd like to hop on the Lumiel stuff. They're really underwhelming despite being one pain to grind for, and being the only other stack of *11 that's obtainable. The only way I've found to make even one of them viable is by pairing it with Pandora Extreme and Proto/Verschmelz or just not having Verschmelz on vs an Abberation. It isn't useless for sure, but for the large grind it feels rather underwhelming to receive such a tiny regen on PP and HP, especially having to combo that with 175210 EXP necessary to be gained for it to have a good large heal use. I've barely ever gotten all of them (I've grinded enough to have about a hundred abnormals, and still only have a singular batch of Lumiels, now 2 off as I gave them to friends).

That, and, frankly, there's little to no point in using anything besides Hunter. Yes, the description says "self-sufficient", but in terms of everything... The other types are far behind from it.

Ranger depends on coordination at times so teammates let the Chain rack up and know when to break, and can hardly be useful at anything (atleast, from personal experience), meanwhile Force has *extreme* survivability since V1 (Photon Absorb + cast Resta, this was a primary thing versus HM V1 Brak imo), being more an all-rounder.

And, there's Hunter with a Photo Blast to sustain fatal damage from non-multihit attacks (with multiple uses), giving almost complete invulnerability if you save your trimates and dimates for the usage of it, practically a free Scape Doll for 1 type skill point (Free Will), irrelevantizing supportwork with Chain Adrenaline, large chainbuilding with Hunter's Gale. Of course these all have level requirements and downsides to extents, but the amount of "self-sufficiency" it's given feels a bit too much, but I'm likely just looking at it the wrong way. The possibility of 3 total free revives is just really insane to think of (TSCM/Angel (yes, i know it would have to be held, so this is theoretical i part) + Free Will + Scape Doll) when the max others can have is 2, and of course, by themselves, not from teammates.

The balancing can be iffy, but it's only if you care enough to be grinding the mod a lot or wanna get everything.

To make it clear, I REALLY love this mod. If ratings were still a visible thing I'd rather wish this was on the #1 spot of top resources. If I thought otherwise, I'd probably not have went for a 200 hour landmark.

To be a critic, the only large issues in my opinion are occasional lack of a quick playtest on some items (take, Gungnir pre-v2.0.2), or types being a little unbalanced on use, but not on paper.

I've been playing Force since V1 and will honestly love seeing whatever is coming forward in V2, and considering the plan listed on the latest log; all I can say is that this is honestly the sole thing that's made me wanna get on the MB at all, and I look forward to whatever's gonna happen.

If I may make one small suggestion, perhaps include a link to the Wiki in the mod itself so people can read on a few things if they do not wanna datamine for the info, even if the Wiki is still being edited largely. Knowing things like how elemental damage functions is something I didn't know until reading about it in the response given a few reviews down.

I adore this, and apologies if I regurgitiate a lot of points here. I wanted to try and not just go "i love this" on every scale.

With all that said, Bernie gaming.
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I have never had anything to do with phantasy star online before.. and still don't. So I have no idea how well anything is ported over from the original, what adjustments have been made, etc.. that didn't stop me from enjoying this addon a lot though.
Combat takes some getting used to, but it gives a more tactical feeling, along with the satifaction of building up a big chain for big damage, it's pretty great. dodging is useful, both in mobility and avoiding attacks and allows for some clutch moments, but luckily not the end-all-be-all tool for every situation, positioning is still important, so it overall manages to have a good mix of both. I also like how the npcs scattered around the hub have something different to say after every mission.
And multiplayer, I only got to play with one other person, but the experience for that has been positive as well. you get to keep your own gear, can share items and overall feels pretty synergistic. and multiplayer support is just always fun.

There are some things i'd like to critique though. To start with something minor, the Jump Pads early on feel like a relic of development, given how we not only never see them again after the early missions, but also see them replaced with springs later on.
The coffee shop felt rather... useless, until i was pretty late into the game. i never found materials for it and the gear would've been outdated pretty quickly anyway. Having a limited inventory of 60 also feels a bit redundant, because consumable items are stacked and have their own limits anyway, so it's kinda just for gear you find. And I know we could have more space, the storage exists after all. The fact you can just send anything at any time there anyway makes it less of a consideration on what to bring, but just an inconvenience to bring more items to sell.
The length of the Missions also blows up a looooot later. From beating a mission in 10 minutes at first to later on get an S-Rank after almost passing the 1 hour mark in a mission.
A bigger point for me would be how poorly some things are explained. And if there's a place in the game that explains it, i have no idea where that's supposed to be. for example, elements. weapons, some skills and even armor can have elements and enemies have elemental weaknesses as well. But for a long time, i wondered if it even did anything. Testing the same attack on 2 different enemies didn't feel any different, despite one of them being supposed to be weak to it. Did i do extra damage, does it have an extra effect, do the elements even work?.. They do, but i didn't really feel it until i went all in with elemental damage. And the elements on the armor are even less transparent, because.. what kinda damage do the enemies even deal? how do i know? do most of them even deal any? Is it even supposed to be a damage reduction? And besides the elements, the game fails to explain other minor things like the how technique-based weapons allow you the freedom to choose for yourself what attacks build chain and which ones break it. my coop parter also didn't know about a lot of things, until i told him, like how units work, how you can quick-switch weapons with the corresponding weapon buttons (doing it via the manu is pretty clunky after all), that you can level up your weapon proficiencies or that you can buy new skills at the shop.
Lastly.. there's a bunch of endgame gear to grind and unlock, but.. for what? there's no endgame to speak of. nothing feels like it was meant for this equipment, even though max level is where you really start unlocking all your possibilities, all the variety and some extra rare gear. but you can beat everything in the game with much less. so what's the point in even grinding anyway, particulary the last few levels don't feel like they're really meant for fun repeat play. i guess the Arena kinda fulfills that, but it's limited and not enough, especially since it's pretty much the same every time and lacks the usual stage gameplay. No cool post-game stages, enemies or bosses for my shiny gear. But i suppose, it all boils down to.. i just want more.
I know the negative section is a bit longer, but don't let it fool you, the issues are overall relatively minor compared to how this is has been a very fun experience for me, it's a great Addon with lots of effort behind it. I had a lot of fun with it and am certainly looking forward for more!
Lat'
Lat'
Thanks for the insightful review!

To go point by point...
-Yes, jump pads are relics of v1.x, however, I didn't change the level design of these earlier maps as there was nothing inherently wrong with them and remaking them would've taken time that was better spent making on the new stuff.

- The café shop lets you exchange rare weapons from the fields for the weapon types of your choices and eventually fuse all of them into a stronger weapon. It also has exchanges that act as a pity system for rare drops in hard mode.
Also worth knowing that you can get items to "limit break" weapons from the café which boost their stats closer to the strongest weapons, which lets you keep using the ones you like the Potentials of.

-Inventory space is more of a holdover from how things are in the source material rather than specific consideration being put into it. I don't actually have anything more to add to it but it's maybe something that'll be taken a look at eventually.

-Mission length is intentionally much higher starting with the ver.2 content. Missions before then were very easy to complete without putting much thought into bringing anything, whereas the longer ones means players prepare a bit more and also make use of telepipes every now and then. 7-2 is of course intentionally the longest mission.

-Weapon / Armour element is indeed not explained anywhere and kind of relies on general gaming tropes of "hit weakness for more damage". Every enemy does actually deal elemental damage, the element being the opposite of their main weakness (Fire <-> Ice, Elec <-> Earth, Light <-> Dark), and matching armour element with enemy attacks' will reduce damage.
With that said, I'll look into adding ways to tell which element dealt damage to the player as well as some extra visual flair when hitting enemy weaknesses.
Overall, I'd like to add some tutorial missions to explain both basics and advanced concepts with more numbers at some point but it unfortunately isn't in the cards yet.


- The lack of postgame is something that is being adressed in the next update which will add a new difficulty level to all missions (and new non-story missions) where strong equipment and mechanical skill is *expected* of the player.
Right now, it's true that equipment (especially 10 and 11-star rarity gear) outscales the difficulty curve set by late hard mode.
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MULTIPLE WEAPONS WITH MULTIPLE ATTACKS? COUNT ME THE HECK IN AND LET ME COOK (Laughs in Devil May Cry player)
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First off, love the mod. In fact, the most fun thing to do in SRB2. I played it for at least 3 days straight and love having the modded characters available to use. No shade or anything like that, but I've encountered an error on map 7-2. The first enemies won't load, but the rest works as intended. I know It's beta and issues are expected, just wanted to ask if this happens to others or if there is a fix for it. I'd love to play further and look forward to the mod updating in the future.
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I said it once and I'll say it again, this mod is one of the best if not the best conversion mod for the game, last time I played it alone and it was amazing and now with a friend and with all the new additions I just feel bad for all those fans of games of this style who don't know the mod, 20/5 god tier,also i hope one day there is a pvp style mode
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This mod is one of not the best mods ever to come to SRB2!
I can't wait to see how this mod will grow! My only question is: when are you planning to add local split screen multiplayer support?
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this addon is so cool, i'm don't like too much the stand still and hit the opponent but it is amazing right now, i think the only """negative""" thing is that most of the weapons that have the same type have exactly the same attacks, like the dual saber that have two attacks for every weapon (i'm not good at english if i said something wrong forgive me)
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Honestly, insane addons like this which totally change up the gameplay style are phenomenal and I'd love to see more of these. 10/10.
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litterally AWESOME but no seperate chat mod :(
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Absolutely gas game mod that really scratches the Phantasy Star Online itch that I've been having for years.

The current version is relatively bare bones compared to what a potential final and complete experience would be but what I see hear in combination with the community and their modding contributions give this game probably the potential to give a unique experience that meets and maybe even passes its contemporaries that are officially from Sega.

As someone who's been playing PSO since DC V1, all the way up to NGS with over 15k hours on PSO2 over the course of 10 years and a long time player of SRB2 itself; this mod feels like a hole made just for me.

Recommend this heavily if you're an enthusiastic fan of Phantasy Star. The fact that this experience is being delivered with a Sonic theme ala SRB2 is icing on the cake, but most importantly; if this is anything like SRB2P, this mod will have its own identity in time that allows it to give a game play experience that can't be found anywhere else and instead of making you feel like, "Wow this makes me want to play PSO/PSU/PSP/PSZ/PSO2/PSN." it instead will make you want to say, "Wow! I want to play more SRB2i!"

The game is still buggy and unfinished of course so it still feels like something that just left the proof of concept stage, but with respect to that; I think it's fair to say no SRB2 mod comes polished out of the box; especially when the undertaking and vision is incredibly vast and robust. So I wouldn't personally hold any issues such as bugs or missing features against this mod and I implore you to see it for what it would eventually be.

If you choose to take issue with aspects of the mod then so be it; I'm only mentioning this to help temper expectations. :)

10/10 new hobby will be around in this community for ages to come.
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hoping this gets an overhaul someday🙏
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Anything that awesome should have a story mode.
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i didn't expect much from this since it sounds silly, but it's *incredible*. I've had a ton of fun with this, more than most official Phantasy Star games i've played! (Maybe just because this is smaller and more manageable?) I've only played through as Hunter so far (both difficulties) but i intend for two more full plays, especially if i can get a group together.

The combat is really well-tuned with a *lot* of genuinely interesting strategy if you're going for ranks. The enemies are a lot more varied than i'd expect, and i was switching between all 3 different hunter weapons just based on what's the safest/best for any given situation, which is really rare to see in games in general, let alone an SRB2 mod! Special shoutouts to the final boss for being amazing too.

The one "bug" i'd like to report is the sometimes extremely loud enemy/item spawning sound since they all stack, especially when a boss dies. It's an actual health hazard to some people like me, and i know stuff like that isn't uncommon in SRB2, but since there's only one cause of it in this mod, it's worth fixing it whenever the next release is (just limiting it to one instance per frame somehow).
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its perfect super fun with a friend too
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awesome mod ever
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I'm not a fan of having to stand still to attack, but that's just a detail. One of the most fun game modes I've ever played. I can't wait for bigger campaigns for this mode as it's amazing and so well done!
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Are there any weapons that have the rainbow star/yellow star proficiency or is it just the red star proficiency for now?
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Been having fun so far in this mod as both a sonic fan and phantasy star fan. But I seem to hit a snagfu in canyon mission 2-1, for some reason the jump pads aren't showing up for me to retrieve the keycard needing to advance the mission. At first I thought killing the enemy on the platform last made the keycard spawn on it making me think I soft locked the game. Upon watching a walk through I saw there was jump pads that help retrieve the keycard though when went to play through the mission again, still no jump pads. I don't know if it's the version I'm playing on or if I'm missing a file but am I the only one that has this issue? Still this a fun mod to play. Kudos to you!
Lat'
Lat'
This is unfortunately a bug with the Android version of SRB2 most likely related to the fact that some objects are disabled when too far from the player to save on processing power, if there are optimization settings, see if disabling them helps.

I don't officially support the Android version as its specific quirks make it hard to maintain, sorry.
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This is a full-on Action MMO experience condensed into an SRB2 mod. ...I swear to God Lat' is some kind of wizard. How do people come up with these things?

Combat is fun and highly varied, if a bit rough around the edges in places (Ranger is a particular sticking point for me, having PP management issues that result in a lot of waiting around), but the real star of the show is the social aspect. Hopping into a server, gearing up, and rip-roaring through the campaign with a team is an absolute blast. Throw in a fully-functional emote system in the style of Symbol Arts, and you have yourself a fantastic way to burn an hour or three, either with friends or strangers.

My biggest complaint is that I want so much more of this, and that is a wonderful complaint to have.
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amazing RPG on SRB2
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