
So anyone here into board games? "Ameritrash" is a term there.
Love me some board games, but a three to four hour play time? Fuck that.Sumez wrote: Twilight Imperium
Xyga wrote:Liar. I've known you only from latexmachomen.com and pantysniffers.org forums.chum wrote:the thing is that we actually go way back and have known each other on multiple websites, first clashing in a Naruto forum.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
What machine are you thinking of here?Xyga wrote: If we wanted to be anal then what to do with the fact that it's mostly about games running on an American machine?
They sure did, and that's part of what I'm trying to get at; Americans had an arcade cabinet industry. I'm still convinced *that* is the major difference here. Sure, European sensibiliies were into the artsy side of things, but nothing could have prevented to have, say, Agony with the same care put into background art and style direction, AND a compelling gameplay, if only the developers had to test it to sustain the interest that a single cabinet has to generate in an arcade room. An attraction that must endure, and beat the competition always-on around.Sumez wrote:in a rare defense of America, I'd say a lot of Americans at the time actually knew what they were doing.
I thought people here prided themselves on caring about gameplay over graphics, no?Turrican wrote:And yet, it was the Japanese that flooded their own creation with lolis
I think the best explanation is that Euroshmups are all about hiding or obfuscating the fundamentals of the genre with mechanics that make the things they're normally good at harder to enjoy.Hibou kinda wrote:Euroshmups are basically a kind of gaming spirit. In fact, all the specificies of euroshmups come from what pedant people would call a "cultural thing".
The real point is that, somehow, a shooter is mostly a game where you shoot things and dodge bullets.
This definition is far too vulgar for any European mind. I mean, no ''real European man'' can enjoy a simple thing like that AND keep looking into a mirror with some respect for himself. Because it's a definition that makes the game a matter of agility, and not of intelligence and strategy. And this, for a ''genuine European mind'', is the most despicable thing of all.
So Euroshmups are a (mostly missed) attempt to "level-up" the intellectual interest of the genre. So to say, a desperate attempt to turn poker into chess.
This is achieved by adding to shmups the most unexpected of elements, and there are basically three different types:
-adding difficulties to destroying enemies (limited ammo, weapon management, weak weapons, excessive enemy health, etc.)
-adding difficulties to controlling the ship (ship control taking care of gravity or inertia, needlessly aping the old Asteroids style of acceleration and turn buttons, etc.)
-adding difficulties in the level design and gameplay (level traps, things that kill you before you're dead because you need to know ahead of time that you need X amount of health to survive something that isn't dodgeable, everything that requires a complete anti-natural behavior)
So Euroshmups are basically games that tend to give the bigger possible malus to players who rely on action skill. They usually are insanely difficult and frustrating for those who try to beat them by playing them in the manner of a typical arcade action game.
While I enjoy most of Locomalito's games for what they are, I've often felt like he doesn't quite "get it" either. I think he has a tendency to ape the lesser of old arcade mechanics while missing or misunderstanding what people really like about classics.Turrican wrote:... and nowadays it's a single Spaniard that carries the Gradius torch on...
Yeah of course, I'm not blind... Let me rephrase, more than the evident crisis, is the approach on how to survive it that struck me as different.qmish wrote:Come on, look at all plaftorms, dammit. I dont see ton of (new) japanese shmups on other consoles either. "Crisis" just now? Have you not witnessed state of genre of last 5-8 years? 90% of new releases are indie/doujin, eh
What is the problem with that, though?Turrican wrote:In a sense, this perspective give Europe too much credit (they alone saw bare agility as something which had to be sophisticated, and took the burden to do that in their hands, failing).
I've seen a lot of people admit that the graphical representation is a huge part of why they like certain shooters. It definitely is a big thing for me, and I also mentioned that a few posts back, that I think the "spectacle" is an important part of a shooter.Shepardus wrote: I thought people here prided themselves on caring about gameplay over graphics, no?
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Nothing wrong per se, but let's try to put things into context: I think that for a time, these added layers of complexity, not only in gameplay elements (shops, branching paths, pods you name it) but also in the sense of an "artistic" research (Forgotten Worlds comes to mind here, with the egypt theme, but also the organic stages in Lifeforce) was pursued in Japan before, and Europe was "naturally" attracted to that, I guess. They tried to mimic a tendency that was there already. Japan then discarded it in the arcades, or to be more precise, they naturally refocused on the basic premises of dodging and shooting, prioritizing it over the "mood"... That is, cabinet approach versus home software approach: a dichotomy that explains it much better than "East versus West".Sumez wrote:What is the problem with that, though?
I think it's obvious that there's a lot more to the Euroshmup tendency than just "Europeans suck at making action games because they are from Europe". I think it's very obvious that there's a cultural aspect to not being able to accept the apparent simplicity of just dodging and shooting.
+ all usual shit like "we played them all in childhood, no progress of genre" "dont wanna memorize 45 min of game for 100 hours" etcWhat we need is a shmup with rpg leveling elements (shields/weapons,etc) and new parts for your ship that you can buy with some currency (kinda like Raptor: Call of the Shadows) that stays when you die and the ennemies should scale with your leveling to keep the challenge going forever!
I agree with this. Euroshmups as I understand them are games made for play on consoles/ home computers, not arcades.Turrican wrote:. That is, cabinet approach versus home software approach: a dichotomy that explains it much better than "East versus West".
Why would you, though? I don't see anything "euroshmuppy" about it.To Far Away Times wrote:Would Astebreed be considered a Euroshmup? It was pretty decent, not exceptional but not bad.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Isn't Astebreed Japanese?To Far Away Times wrote:Would Astebreed be considered a Euroshmup? It was pretty decent, not exceptional but not bad.
The term "euroshmup" doesn't refer to a game's nationality per se, it's just a slang term used to describe the style of shmup that is commonly associated with developers from the European PC 90s game scene. Non-arcadey design choices like big hitboxes, large health bars, inertia, etc.xxx1993 wrote:Isn't Astebreed Japanese?
The first Iridion is more a rail shooter akin to Star Fox, but yeah, it has a massive hitbox and life meter with health items. The second game is pretty decent for a shmup, and is very playable, but it does have some euroshmuppy elements such as the huge lifebar and fairly large hitbox I guess?xxx1993 wrote:So aren't games like Iridion, Nanostray, Sky Force, and Soldner-X all examples of "euroshmups"?
It was destined for failure. Stripping the central mechanics from Giga Wing and Espgaluda while removing their scoring meaningfulness was bad enough, but the various questionable choices such as Darius Gaiden-like low default autofire that could be broken with hardware autofire, no slowdown button for precision dodging through dense patterns, no control customization (only presets)... It was a shmup made by people who weren't playing modern shmups seriously enough to keep abreast of modern quality of life design choices that have become the expected norm.Sumez wrote:[Sine Mora was] an example of a game that really tried and wanted to be inspired by the Japanese shooters, but still didn't get it.
I think Hellsinker is an excellent example of how to step outside of arcade shooter paradigms while still retaining the thrill of arcade design.Weak Boson wrote:To me it makes perfect sense that a shmup developed for a home system could (not should) be different in conception from an arcade game. If you judge a Euroshmup as an arcade game of course it will fail. As it happens, many of them also fail as console games. But that doesn't mean it's impossible for a shmup with a different design philosophy to be good.