Skykid wrote:
Er. None of those games are start and stop. I've also never heard that accusation levelled at any of them (or anything) apart from the one I levelled at Uprising yonks ago.
I've heard such complaints of those games on other forums. And they (along with the concept of start and stop itself) were complete nonsense.
Skykid wrote:
The game is busted from stage two when the ground is littered with flora and fauna you can barely see, armadas of goons come rushing in from off screen either side of you, and the stage arrangement is generally designed so you trip over yourself every half a second. I don't expect to hold right and a button to make it through a game, but I do expect there to be a general fluidity given over to me by weaponry, enemy placement and careful arrangement of obstacles.
To each his own. Stage 2 was the moment I started loving the game. The cluttered (in a good way) opening forced me to pull off all sorts of wild acrobatic dodges as I pushed forward, finally breaking into a dashing push with weapons blazing that cleared a straight path through the hordes. IMO it's not only one of the most enjoyable parts of the stage, but one of my favorite moments in the franchise. I did find it fluid, varied, and engaging, and had a perfect balance of dodging, shooting, and pushing forward. Especially nice that there's two paths through it (on the ground or climbing through the trees) reminisient of Contra 1's non-flat multi-pathed stages.
The one or two flowers obscured by scenery is a gimmick lifted from arcade Super Contra, where it's much, much, much worse. While I do think it's a bit of a silly gimmick, I couldn't help but notice that they are placed just right so it is completely possible to see and react to them your first time if you're paying attention. It's nothing the second time around.
Skykid wrote:
It does not offer you a means to an end based on skill, only on grind. As I said before, anyone can pick up Contra 3 and on the very first attempt, based on their skill, can make good progress. That's a game that gives you the right balance of weaponry, throws you into the maelstrom, but gives you all the means to adapt on the fly. Uprising only expects you to laboriously carve some kind of path through its stages with utterly perfunctory weaponry and absurd penalising properties for taking even a single blow.
I enjoyed it at both the learning and learned stages of the game. Learning it, there's quite a bit of fun, improvised chaotic dodging. When fully learned, you can simply blaze through as a glorious fire ball of destruction. And I've also found that the latter path is generally fairly well telegraphed that I can see that I am meant to play that way the first time through, but simply playing the stage more was needed for proper experience and mastery of the stage to pull it off (which is awesome).
the "absurd penalising" again is not as bad an issue outside of stage 3 and 4 bosses, considering dual weapons and the frequent pick ups during the stages. And again: Rising Mode lets you fix it even more.
Skykid wrote:
No, back at you. I've seen speedrunners break the most disgusting pieces of code, Timecop being the example, with a grin on their face and a twinkle of satisfaction in the eye. It's an achievement. Uprising is far from a total turd, but it falls into a similar category of hard fucking work.
I was going to bring up the speedrunner example. But speedrunning is a special case: Even with awful games, there's true glory and fame to be won. Bad games often attract even greater attention from the speed run community, because the perfect games have been done to death and kusoge offer ample space for innovation and fame seeking. If there were no WR's to break or community to back it up, I imagine most of the kusoge would be dropped and never touched again in a heart beat.
I actually found Uprising to be enjoyable
when I first picked it up as well as when I put more serious time into it. Either way, it does not fall into that category for me.
Skykid wrote:
Same level as MD Hard Corps?
You mad son. Call a spade a spade. One is design expertise in motion,
This may be a matter of taste, but for me at least Hardcorps is in no way expertise in motion. Pacing, level design, and boss design are all flawed. Countless fights are safe spottable, or speed killable before they can do their most interesting attacks. The run and gun sections, as fun as they are, are completely gimped by every character but Ray and often suffer from flat level design (ie Alien Den with its AWESOME runner enemies held back by one flat path which results in no more zakos once its end is reached. Does not compare well to Contra 3's final stage which features similarly intense zako onslaught but has much more varied and tricky terrain to traverse while fending them off).
Probably the best example of what holds back MD Hardcorps is stage 4.5 if you take Missile or Alien Den route. Waiting an eternity for the stage 4 boss to climb the fuck up every wall while invulnerable, effortlessly speed killing all his most twitchy attacks before they can even fire, and then finally spending more time standing still and safe spotting during the
painfully dull Dr. Mandrake fight. Most of the rest of the game isn't quite as bad, but there are numerous lesser examples of such brain dead design throughout (hey guess what, you don't even have to
move during the opening of stage 3! just stand far right and fire forward) that hold the game back.
Still though, like Uprising, the parts where MD Hardcorps shine,
really shine. MD Hardcorps is a
fantastic game. But it's also flawed. It's still probably top 3 in the franchise for me though. The good parts are just
that good.
Skykid wrote:
other enough speed to accidentally crash into a litter of craply arranged obstacles, slogging it out on repeat with bosses that take ages to die and throwing you a bunch of utterly swag weaponry to combat offscreen threats, veiled dangers, and unexpected button slap events was a good idea. It wasn't.
Krystal speed feels just right for me.
Craply arranged = still disagree. I really like the enemy and platform placement.
As I mentioned, I rarely find myself falling back on the pea shooter for the only two bosses where this is a serious issue (stage 3 and 4). After the first attempt, I always had at least one at least decent weapon to use against them, and they were much better paced.
None of the bosses are repeated. Don't know what you're talking about there.
Skykid wrote:veiled dangers,
Basically
one hazard in the first 30 seconds of stage 2.