Bassa-Bassa wrote:
Check Oriental Legend for the most complex. Time requirements will force you to do with with confidence special attacks which rival KOF's super special moves. Use your special moves only if you can keep the ki bar charged up. Lose your weapon and good luck with your new set of moves. There're like 30 different items to learn which you must keep and use with a real-time icon-based subsystem, an unparalleled number of bosses, many of them optional, unique enemies for every stage, hidden paths and weapons, five characters to master, hidden combination techniques for simultaneous play...
It may not be the most deep (I think something like Alien vs Predator's Kurosawa mode is deeper while not being as complex), but if you want to spend time and time learning new things with every play for a proper clear and don't mind some ugliness here and there, this is the game everybody skips just for these reasons. And then, you can try the subsequent titles from the company, they were the last people making these after all.
Thanks, it's never been ported to anything, has it?
Rastan78 wrote:
Sengoku Strider wrote:
What's the most complex beat 'em up out there? I used to really enjoy this genre, but tbh SoR4 has sat half completed for months now, it just felt like it got repetitive.
I stuck with SOR4 long enough to clear arcade mode normal, but yeah it did really start to drag on. I had such mixed feelings about this game. There was so much it did well, and it's been a long time since a beat em up of that caliber came out. At the same time something just felt off about it.
Maybe for me it was the art, which again had a lot going for it. But honestly there are just very few 2D games done since the HD era began that I think work really well. With 240p games on CRT you had this softening of the image and artists knew how to create pixel art shading that gave objects a sense of volume and backgrounds a sense of depth within those limitations.
Then here comes the HD era where the perception is that total sharpness and higher pixel counts equal greater fidelity. So what happened is everything looks like a paper cutout. Any good painter knows that total sharpness doesn't look good. Edges have to be selectively softened if you want any sense of depth. Then the other element in art that kills depth and volume is hard outlines. And SOR4 is all about those thick black outlines.
A comparable game that I think handled this surprisingly well is Hollow Knight. They softened background elements to create a sense of depth. The player and enemies are crisp, but they stand out from the backgrounds at all times. The game doesn't look flat, and also it's very legible and playable. This makes the game easy on the eyes during longer sessions as your brain doesn't have to try hard to separate the playable elements from the BGs. Also it's not going to matter much if you were playing the game in 720p, 1080p, 4k whatever bc the art style is not geared towards absolute sharpness at the cost of all else. It looks great even in 720p.
Here you can see how the background has a great sense of depth and the boss is clearly in the foreground and easy to distinguish even without having a high color contrast to the BG. Imagine how different this would look if every element was equally sharp. Above all there's just a nice sense of atmosphere.
Then look at SOR4. They did apply some nice shadow effects to create a little depth, but the hard outlines and high color saturation and contrast in the BG bring it forward and make it harder to distinguish the characters from the BG even though bright colors are being used to help distinguish them. It's just not easy on the eyes.
Oh and BTW, everybody who likes beat em ups should definitely play Zero Team.
I 100% agree with the pixel art commentary. I still remember the very first time I saw a PC-Engine emulator on my friend's PC monitor, I didn't understand why but the ship sprite looked like it came off an Atari 5200 or something. I was telling him how cool these games were but the just looked embarrassingly bad on a monitor that sharp. I'm still not sure why it hasn't become a staple for ports to handle pixels with a proper CRT glow rather than just a smear filter.
Probably the best solution I've come across is the XBR scaling in the Sega Genesis Classics collection. Some artwork it doesn't play nice with, but at times it can do an amazing job at making something look like it came out 2 or 3 generations later without messing up the designers' intent at all:
As for SoR4 in particular, I didn't feel like the game was doing anything wrong per se, it felt like a clear evolution of its source material. I know some people love it, I know Mark MSX said he put over 100 hours into it. I think it was just that my tastes have changed over the years. I used to love Final Fight to death, which was way simpler.
I should probably just give Guardian Heroes another go. It's never clicked with me because it feels kinda slow, but I've never sat with it for a coupe of hours really trying to drill into it either.