Shmups mentioned in indie magazine from Dejobaan Games

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Zeether
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Shmups mentioned in indie magazine from Dejobaan Games

Post by Zeether »

http://bit.ly/heB0Rf

Two of our own guys are interviewed on pages 28-35. Malc is also quoted.

Pretty cool stuff.
<Aquas> EDMOND DROPPED OUT OF HIGH SCHOOL TO SMOKE COPIOUS AMOUNTS OF OPIUM
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TrevHead (TVR)
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Re: Shmups mentioned in indie magazine from Dejobaan Games

Post by TrevHead (TVR) »

THX for the link it was an intresting article with the opinions of both of them been basically the same as mine, especially this part where they're discussing the FPS genre.
Chris: [The] Quake series has stood up as the
vanguard of twitch-based versus FPS. As for single
player skill, I don’t think there’s anything that
really matches up.
Matt: I was involved in online matches with the
original Unreal Tournament. The players were
faster and less realistic than the newer Unreal
Tournaments, and it allowed “basic” video game
skill to play a dominant role. As soon as UT 2003
came out, the next version, I stopped playing
because the realism got in the way. So I don’t
think they match up to shmups at all, in primal
quick-twitch skill, but some FPS’s used to. The
intricacies of multiplayer capture the flag, for
example, held my interest indefinitely, just as
shmups do.
Ive allways thought the same, modern FPS games are too realistic and story / experience based, and have forgotten their twitch based roots that the likes of quake 2 was so good at. HL2 was the main watershed, but I also see console FPS's as a major cause of it aswell. as aiming with a pad is so slow and inacurate that devs are relying on other aspects rather the just simple aim and shoot. Thank god for serious sam and croteam.
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damakable
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Re: Shmups mentioned in indie magazine from Dejobaan Games

Post by damakable »

That's a pretty neat zine! Dejobaan games made something I've been playing lately called AaAaAA!!! It's not a shmup, but it is a lot of fun. The article on shmups' influence on indie devs is really good and goes into a lot of detail, e.g. the "Shoot the Core" column which nails the question of awarding a multiplier based on kill speed vs. kill proximity. That kind of attention to detail in design is what makes a quality shmup stand out from all the trash on XBox Live / PSN / Steam etc.. I haven't played Duality ZF though so I can't weigh in on Matt's credentials. ;)
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HamidoOs
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Re: Shmups mentioned in indie magazine from Dejobaan Games

Post by HamidoOs »

TrevHead (TVR) wrote:Ive allways thought the same, modern FPS games are too realistic and story / experience based, and have forgotten their twitch based roots that the likes of quake 2 was so good at. HL2 was the main watershed, but I also see console FPS's as a major cause of it aswell. as aiming with a pad is so slow and inacurate that devs are relying on other aspects rather the just simple aim and shoot. Thank god for serious sam and croteam.
I feel EXACTLY the same. That's probably the main reason why I don't play FPS games anymore. Even id's Rage doesn't seem to change anything. I think I read somewhere that Quake 5 will be another "Arena" one. I'm getting my hopes up.

Since this is getting so off-topic, I also express my hate on realism in RTS games. (Company of Heroes is an exception though :mrgreen:)
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