BulletMagnet wrote:I'm curious...you say you dislike bullet-curtain shooters if they're just about "traditional bullet dodging with a score system pasted on someplace"...what sets PCB apart from EoSD or IN in that regard? Aren't the latter two basically about dodging lots of bullets and scoring points as well? I'm not trying to bust your chops or anything, I'm just curious as to how you perceive these games, or others like them, in that regard.
Well, it's a little bit more than just "dodging and shooting with a score system tacked onto it," but I'll try to explain myself as best as I can here.
EoSD I don't mind because it represents a new beginning for the Touhou series- ZUN scrapped most of the gameplay mechanics he introduced in his previous Touhou shmups and instead focused again more on shooting and dodging. However, somewhere along the development of this game, he realized a few things. One of them was that there was a lot of filler in the PC-98 titles where many of the enemies were just sitting targets for your attacks. He made sure that almost every second in the stage there was something going on to keep you on your toes. The graphics, framerate, and sound have improved a lot from the PC-98 games. The bullet patterns also felt very different, as some of them (like Meling's) felt very artsy, and all of the attacks always gave you a fair warning since they came in slow enough to respond to them, but fast enough that you still needed some twitch reflexes to navigate through, something which the later Touhou games (except PoFV) will use very sparingly. Like I said earlier, the POC was introduced into this game because ZUN wanted to give players incentive to risk going up to the top of the screen when you have maximum firepower in order to collect all of the items that randomly drop from destroyed enemies, since there's almost nothing that will surprise you from the bottom of the screen.
In short, EoSD was a stepping stone to something greater. PCB was definitely not it, since the Supernatural Border literally screamed to me, "FIND A WAY TO USE ME PROPERLY" every time it turned on, which drove me insane to no end because it was so unorthodox to the point I wondered if I could understand it after I became a Zen Buddhist monk. Not only did the highlight of the game fail to impress me, there were no other significant improvements to the way the game played other than revealing the hitbox during slow mode and having the boss marker at the bottom of the screen.
Imperishable Night was what PCB was supposed to become. Three gameplay features were streamlined for the better, the first was hitting the slow button with one of the characters would make them switch to the other character, who had a weapon style that was similar (if not exact) to the character's B shot (ex- Reimu would fire her A shot, Yukari would fire Reimu B's shot), and if it wasn't similar, at least you didn't have to switch to the same character's shot style in order to get a completely different attack. The second was that the POC can be used even though you aren't at max firepower as long as you were in slow mode when you reached the POC area, so even tapping the slow button when there would suffice for it to activate. The third feature was that the Border of Life and Death ( or however it's called; chance to use your bomb upon getting hit by something) was slow enough for most people to react to, (only for boss spell cards though) and there was even a graphic that accompanied the sequence as well.
The Last Spell, the highlight of the game, was done cleverly as well, and the way to get it is really up to your style on how you want to accomplish this through use of the human/phantom meter as well as killing only the owners of the slaves. AND IT MAKES SENSE WITHOUT HAVING TO RESORT TO EXTREME MATHEMATICAL POSTULATES TO ACCOMPLISH.
I would say Imperishable Night is the beginning of ZUN's stride, as every offical Touhou game that's come after that so far was interesting, if not very good.
EDIT:
-------------------------------------------------------------------------------------
Abridged Edition
EoSD was created to introduce ZUN's new style, PCB was supposed to demonstrate ZUN's great creativity with shmup gameplay mechanics, but ends up becoming something like Devil May Cry 2 for me, and IN's gameplay features more than makes up for the mistake PCB left in its wake.