I think the biggest difference between the two genres is based on their divergent evolution, not one direction being better than the other. Horis took after Gradius and R-Type while verts evolved along a different path. Games like Progear, DS, End Effector etc... show that a danmaku hori plays much like a danmaku vert. And of course games like RSG show that a vert can play a bit like an old-school hori. I do find it easier to see where my ship needs to be in a vert though. I love bullet hell games so I tend to play verts more often, but variety is good too. Parodius, Progear, and Border Down are my favorite horis.
neon guide wrote:What made cave go back to making horis after deciding not to make another one after Progear?
I would guess it is that they wanted to appeal more to people with widescreen TVs since they started porting their games to consoles more often. The arcade market was in decline, and a hori makes a little more sense to *most* console gamers. I don't think it is selling-out either, their horis are great and so are their verts. I'm glad they're making both. Vertizontals work on widescreens too, but I think they might want to keep their verts traditional when in the arcade setting since they still do make arcade games.
A_Civilian wrote:...Can't we just rotate the screen to make it whatever we want?
Barring that, tilt your head?
Only if the controls rotate too. Of course if you have an arcade stick, you can just rotate it is well, it just makes the button placement funky.
Frederik wrote:I also really like the "verizontal" type like Mars Matrix or Radiant Silvergun, even though that format doesn´t really make much sense... I just do

I think it makes perfect sense in games with slower bullets. A lot of classic verts have a lot of side-to-side scrolling (when your ship moves from all-the-way on one side to the other). Instead of scrolling, they could just show it all on screen and you end up with a square instead of a standing rectangle. Vertizontals just go a little wider and a little shorter; It doesn't change things as much as it appears, although a tate'd screen does provide a lot more vertical travel for bullets than a short widescreen of the same surface area. I love how a vert looks with a real "tate" screen, but verizontals look awesome too and very cinematic.
Frederik wrote:Sure, RSG has a lot of weaknesses.
I've only put about 50 hours into RSG, but I haven't found a single weakness or flaw yet. They must be very hidden.
Okay, the color chaining system is not everyone's cup of tea, but it adds a lot of life to the game once you get survival down. The color you are trying to chain at a given moment can totally change the way you complete a certain section (to a higher degree than most vertical scoring systems). The Saturn mode also allows you to play for survival with saved weapon levels and totally ignore the colors.
Not being liked by everyone doesn't make it a weakness or flaw. RSG is about as perfect as they come.