So, who of you actually cares about the story in your shmups

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JBC
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So, who of you actually cares about the story in your shmups

Post by JBC »

Call me a simpleton, but i really really love the story behind the Gradius and R-Type series. I know they are very simple little things... but i still carry that knowlege throughout each play of the games.

When i'm flying that R9 through some bio-mechanicle labrynth in space i'm actually concerned about destroying these monstrosities that we ignorant humans have unleashed upon ourselves. Bastard Humans! oh, sorry... back on subject.

I actually wonder about the Moai heads in Gradius and what the game's connection to Easter Island is.

And even in Mars Matrix... did you know that in that game your pretty much the bad guy? People on Mars are tired of Earth's oppresive rule so they rebel. (Just like when the U.S. fought the Old World and stuff). So Earth sends this badass fighter ship after them and you fly through the game mowing down freedom fighters!!! How many people out there realize that i wonder?

So anyway... do you care about your shmups story?
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Ganelon
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Post by Ganelon »

Not I. I even tend to skip the story/intro sequences in shooters unless they're in anime form. Ironic I guess since RPG is my favorite genre...
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U K Narayan
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Post by U K Narayan »

I'm pretty indifferent whether a shmup has a good story or not; as it all comes down to gameplay. This of course, doesn't mean that I don't notice the good stories; Radiant Silvergun has a pretty awesome story that has multiple levels of understanding, and the "RAY" series has a good story to tell as well.

I can understand when companies don't flesh out the stories in their shmups, because all they really want to do is make the game and make their share of money. The majority of these shmups belong in the arcades after all; people are just there to play, not contemplate about the story.
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CMoon
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Post by CMoon »

I think it could be better implemented if the story was interactive (sort of rpg'ish)--you could make choices that affect the later levels you fought, and have completely different implications in the end.

As it stands though, story is typically pretty much servicable only in most shmups.
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professor ganson
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Post by professor ganson »

I have to say that I have yet to get interested in the storyline of any shmup. The few times I've been interested, I either didn't understand the Japanese (Harmful Park) or was put off by the awkward acting/translating (SNS2). It would be cool if the story could really motivate you to play better, to get the medicine for so-and-so in Gunbird 2, say. But this hasn't happened for me yet. :( Hopefully someday.
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Thunder Force
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Post by Thunder Force »

I care 8) Yes, the theme/story of a shmup is important to me. It helps create atmosphere so I care about what I'm shooting. It isn't strictly necessary, but it's a nice touch.

Potentially, a shmup with a really well made theme/story could even touch a player on an emotional level. Not a bad thing. It's part of a game's content, like all the other elements (music, art, etc.)
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it290
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Post by it290 »

I prefer stories that are ridiculous, like the ending of Thunderforce III or the intro to the famous Zero Wing. That said, MUSHA's intro is pretty cool, and Elemental Master had a pretty good story.

Some of the Amiga shmups like Apidya and Agony had decent stories, too.
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Post by BulletMagnet »

I tend to be more concerned about figuring out how a game's mechanics work, especially seeing as a lot of shmup storylines start sounding much the same after awhile ("Blast off and strike the evil _______ empire!" Just fill it in)...I do take note of a couple of storylines though. Mars Matrix's, for instance, caught my attention, since for once you weren't playing as the "small rebel faction" (on Mars), but rather the "oppressor" (of Earth, though you still did get the ever-present "experimental" ship). Most times, though, I just kind of figure "Must blow stuff up" will suffice.
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LoneSage
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Re: So, who of you actually cares about the story in your sh

Post by LoneSage »

circuitface wrote: I actually wonder about the Moai heads in Gradius and what the game's connection to Easter Island is.
I've always figured that they were the aliens that came to Earth thousands of years ago and just set the Moai heads there on the island as monuments. Really nice (and funny) way to connect Gradius with the real world.

To me, a good story in a shmup is a nice addition. I feel more motivated when I know why I'm shooting down countless ships and aliens, though.
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iatneH
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Post by iatneH »

Call me a pervert, but I care about the story in shmups if it has cutscenes with cute/hot anime girls :p
....although it's not a requirement for my enjoyment of shmups...

*spoilers*

Hehe... that part in Elemental Master with the fairy chick and the ring... that just screams "Put your finger in my hole!!"
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Post by BulletMagnet »

Space Megaforce did something similar to that, in having you fly over the Nazca lines in South America (rumored by some to be ancient guides for landing alien spacecraft) in the first stage, and then fly over some nearly-identical markings on an alien planet near the end of the game.
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Rob
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Post by Rob »

What I think would be great is if they hinted at a story but didn't use a word to explain it. Just a good opening attract scene and a feel for it thematically in graphics. I think the opening scenes in GW2 and the style of the levels give me more feeling for a "story" than the crappy dialogue I shut off ever did. I don't think pilots should be shown posing before or after a level blathering on. I'd rather feel like there's no time to talk and it's a continual flight. Leaving it to mystery is better than 99% of the stories out there.

So no, I really don't care. I never ever read the manual for story and couldn't say more than a sentence for any of my favorite games.
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Post by Fighter17 »

iatneH wrote:Call me a pervert, but I care about the story in shmups if it has cutscenes with cute/hot anime girls :p
....although it's not a requirement for my enjoyment of shmups...

*spoilers*

Hehe... that part in Elemental Master with the fairy chick and the ring... that just screams "Put your finger in my hole!!"
OMG, that's funny. Regular dreams of a man. :lol:

Well anyway on topic. I don't care for the story line at all.
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Post by system11 »

I like the story to at least be not ridiculous. Check out the Megablast story for an example of a truly terrible one. Of course many will have the same plot, but if they're going to tell a story at all, I like it to be told well. Silpheed on PS2 got this just right - it made sense, it was well told, the FMV was brilliant, but you could skip it all if you didn't care.
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Bydo Dragon
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Post by Bydo Dragon »

As ridiculous as they often are, I also care about shmup stories. I've even gone so far as to write an R-TYPE Delta fanfiction...sad, no? It was completely un-canon, but it's surprising how much of the fanfiction was actually mirrored in R-TYPE Final's story. :? Either the R-TYPE plot was extremely predictable, or that was one damn creepy coincidence.
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Post by Ghegs »

I like it when companies spend a bit more effort in making a decent story instead of just the basic "kill the bad guys"-plot. Makes me feel all warm inside.

Case in point: Spriggan Mark 2. Quite possibly the most story-intense shmup ever (not that I understand one bit of it), but you can turn it all off if so desired.
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tehkao
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Post by tehkao »

I dunno, most shmups don't integrate story into the gameplay itself very well. Some notable exceptions are Elemental Master and Gley Lancer.
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Post by SheSaidDutch »

I rather a good intro, either brief or longer, but I'm not fond of cutscenes inbetween stages, If so please include an option to skip :roll:
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Post by Davey »

Only if the story is funny (like Bangai-O), and even then I'll only read it the first time.
Rob wrote:I think the opening scenes in GW2 and the style of the levels give me more feeling for a "story" than the crappy dialogue I shut off ever did.
Yeah, the ambiance is like a built-in storyteller. From what I hear, pictures are somewhere around 1,000 times better than words at telling stories.
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Post by SheSaidDutch »

Davey wrote:Only if the story is funny (like Bangai-O), and even then I'll only read it the first time.
Rob wrote:I think the opening scenes in GW2 and the style of the levels give me more feeling for a "story" than the crappy dialogue I shut off ever did.
Yeah, the ambiance is like a built-in storyteller. From what I hear, pictures are somewhere around 1,000 times better than words at telling stories.
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Post by MovingTarget »

I care a lot more about the overall feel and atmosphere of the location and the background story. I'm not interested really in the plot.
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Post by cigsthecat »

Story is just a waste of time- get me to the game. Although Dimahoo's intro is the best thing ever.
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Post by Sly Cherry Chunks »

Story can help to create a little bit of extra depth and for some reason I just think all that stuff about the Bydo is cool.

The Gradius V story is completely stupid though. Its a good job the game is awesome.
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Post by Kiken »

This came up in many of discussions about Ikaruga's story.

I think that Ikaruga really presented the story well. The integration into the levels in the forms of the telops was brilliant. It felt like a breather, rather than an interuption. And even then, the texts were somewhat vague, leaving the actual ambience of the game to fill in the gaps.
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Post by 8 1/2 »

Intros, endings and artwork are all major plusses, but as far as an actual "story" goes, no thank you. Just show the attack, show off the ship in action... we all know why were here, we have no dillusions of a peaceful resolution to this conflict. There is no space senate discussing anything and now is the time to blast that scum back to their own part of the galaxy.
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Nemo
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Post by Nemo »

A great story can definitely enhance the shooter experience and a bad one can hinder it. The best example of this is probably Robo-Aleste which had an amazing on-going story that turned an otherwise mediocre Compile title into one of the best.
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Post by M0nk3y »

I'll sit there and watch all the intro/attract sequences and all plot/cut scene bits of any new game I get. After that, it all depends on my mood, and how long I have to play as to whether I watch or skip straight to blasting.

It's not like I can actually understand any of the Japanese jibberings anyhow. But yeah, you do get funky anime art, cute anime gals and cool mobilesuits/mech in Japanese game cut-scenes.
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Post by UnscathedFlyingObject »

No one thinks Einhander's story is good? It is cliche, but they pulled it out well and even had a cool plot twist.
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Post by LoneSage »

Einhander's story was awesome because it was set in future Germany! Really cool stuff.

When does the plot twist happen? I haven't beat the whole game yet.
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tehkao
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Post by tehkao »

Keio Flying Squadron (Sega CD) also had a great (although somewhat inane) storyline.
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