I don't think even the wildest aesthetics need compromise visibility. That's basic visual calibration. If the background is a sea of floppy white cocks, make the bullets dark. If floppy black cocks, light. If you've unleashed
United Colours Of Benetton The Shooting: Every Dick Is Beautiful (In Its Own Way) upon mankind, go with green or blue. Perhaps consider glowing highlights. Or even proximity-based audio/visual cues. As long as the contrast is good, it shouldn't matter how far out of (or into) the box a game goes.
Some of the worst offenders I can think off, offhand, are austere military affairs. Trigon's desert stage, P47's sunset stage, and Mad Shark's refinery stage all fumble the contrast for no real reason.
^ could almost believe the sun is a deliberate visual hazard there, as it is in real air combat. Not a fan of that either way, though! All great games. I just make a point of exclaiming "HELL NAWWW" on those stages. MB does fine despite a deliberately noisy BG.
Sometimes even chromatically-sound stages slip a howler. As if the art lead did a fuckoff massive rail of Bubble Coke™ to survive his 20hr workday, the poor prick going colourblind for a sec. Tragic!
But shamefur.
A puzzler from War Of Aero. All good in the hood until, for some reason, blue/white bullets on a blue/white BG.
It's a cool setpiece! tbh, I find its velocity more compelling than Rayforce's iconic example. And its seamless ImageFight nod is peak epigone. Would it have killed the groove to go with a different bullet colour? I don't think so. The coda is visually noisy, with its rushing white clouds, but as with MB up there, the contrast is sufficient.
Here's The Tin Star, an innovative belt arena rotary STG. Still admirably fresh today, full of ideas while maintaining sleek arcade form. Sadly, its first two stages's contrast is
fucking awful. Grey puffs on yellow/off-white BGs. Were they conveying the terror of a gunfight, where your brain might be dashed before it ever processes the bullet responsible? It's moot, as we reach the third and final stage: a baby blue floor, infinitely more readable. You can get an idea from the below GIF; watch as the bullets pass over the bartop.
Ironically with it being P47's stablemate, Task Force Harrier makes the rare concession of palette-swapping its bullets for contrast. I wish more designers had done this. Or make it a nighttime desert raid, there aren't enough of those.
I never found Garegga comparably bad here. Contrast is usually tolerable, and bullets have black highlighting that often helps when it's not. It's a bit naughty when bullets nestle amongst similarly metallic BLAST CHIPS. But shrap moves much faster, lacks bullets' distinct spike shape, and I generally know when something's exploding. Enough cognitive footholds for muh brain to adjust. Never used the Saturn's BLAST CHIP REDUCE nor RED BALLS for even my basic bitch 1CCs.
Even here, ruggedly implacable
Brutal Grey Factory: The STG doesn't need sparkly pink bullets, uwuu.
Get some fuckin chops! :O How about a morosely burning umber, redolent of furnace flame? Bro that's
\m/etal as fuck. Give 'em a nice rivet shape, too. Now your murderfactory is stylish
and functional!
