moozooh wrote:-Bridget- wrote:The "one pixel at a time" bit certainly really, really doesnt help (and is an aspect of the entire SERIES, no less), and drastically slows down the overall "feel" of the gameplay.... as if it wasnt pretty slow to begin with.
To be fair, the only times you would do that during aggressive scoreplay is boss milking — and make no mistake, barring several specific cases this is not the case of just tapping one direction to move completely out of the harm's way (something that can be seen in some Cave patterns as well, by the way). The rest usually involves camping around the upper third of the screen to take advantage of the item autocollection, strategic dying and bombing (so much that several Touhou games play very similar to Yagawa classics because of it), getting into the "eye of the storm" of patterns to reap graze points, and so on.
If you're talking about simply dodging an enemy attack by moving a hitbox's worth of distance away, well, that's hardly new. I remember doing that blindly in Thunder Dragon 2 because I couldn't see bullets behind my shot cone, and hey, it worked just as well. But in that game it didn't get in the way of scoring, while it most usually does in Touhou games.
-Bridget- wrote:They're ALL fights against some tiny little sprite with WAY too much health that you spend much of the time not actually hitting, because it's so small.
Huh? The boss would usually move in front of you most of the time unless she is fixed to moving in a fixed pattern or sitting in one spot. This is probably the first time I see this come up as a part of critique. Have you got the same problem with Gradius games as well? The bosses are pretty large there, but their vulnerable spots are indeed very small, and often conveniently blocked by appendages, other obstacles, and whatnot.
-Bridget- wrote:The game ends up being more about the "spellcards" as mentioned above, evidenced by the fact that each individual bullet pattern takes WAY TOO LONG.
I do admit that having a strict order of attacks looped unto itself and separated from each other is not as interesting as rotating or shuffling them, but each of them taking too long is, again, only something that happens in two cases: 1) you're milking it, 2) you flat-out suck at it. That simple.
I know you like many oldschool games, it shouldn't be a surprise to you that a great damn lot of them has abundant milking, in some cases without so much as timing out. Battle Garegga, a top shmup of the last two top-25s, has it in abundance, and it's not always the most exciting thing both to do and to see (cue Junky Monkey). Other Yagawa games are not particularly different in the boss fight length department, which somehow doesn't detract much from them in the eyes of the audience. Probably because it's not a big deal if you like the game, and at the same time it appears as an exaggerated eyesore if you don't like it in the first place. It's like when you get tired of your marriage you return home after a long day and start getting irritated by the most negligible, mundane things.
-Bridget- wrote:The fact that many of these bullet patterns, even on the hardest difficulties, are.... well, kinda easy, isnt helping. The fact that, for some patterns (and this is something alot of people seem to notice about this series) that you only have to move a couple of pixels every now and then to avoid it.... that doesnt help. WHILE the pattern takes a billionty years, no less.
Rehashing the same tired arguments. The bullet patterns that are easy in survival become progressively harder in scoring. Patterns that can be escaped by moving away a couple of pixels at a time are not prevalent and become even less prevalent if you're aiming for a high score. The patterns take at most 1.5 minutes each (because that's how long the longest timers are, the normal length is 30-60 seconds), and you're only going to sit that out of your own accord, otherwise they go down in as little as 10-20 seconds depending on the character.
You were praising my previous post, but it doesn't seem like you even read into it, because you're ignoring the same premises that I was using and stressing there, here. It's like the existence of that post itself mattered more than the content. I have stated and will state it again that difficulty and length in Touhou games (as well as many other games to a different extent) are voluntary, they aren't enforced as strongly as in Futari Ultra or something, but dismissing the games because you aren't playing them as intended makes for a shoddy argument.
Also, "outgrowing" is a yet another snobbish term typical of Western gamers predominantly, because Asian players I know have been playing Touhou games and arcade games/ports in parallel. Said GFA2-ISO has competed in Perfect Cherry Blossom for years,
unlike the arcade releases he submitted scores for. That quite clearly indicates that even after all these years, and having played so many high quality arcade releases, he still considers these games worth his time.
Haha.
I probably shouldnt have MADE that last post, when I think about it. That last post of mine came A: right after I woke up, and B: was made without caffiene (total caffiene addict. No caffiene and being half-asleep makes for HULK SMAAAASH).
Anyway, do forgive some of my phrasing there.
Like I said, I dont honestly think that the Touhou games are BAD, or anything. My previous post was me attempting to explain the concept of the games being a bit "slow", in terms of pacing. That's all. And then I think I went off on a tangent, like I do.
Also, since the scoring systems in the Touhou series simply serve to give me headaches, I've never bothered playing them for score (thus, yes, why I find them easy), so I cant really entirely judge the gameplay by how it's done when played for score. I have to judge them from a pure design standpoint (which is what I'm trying to do).
I mean, I understand the difficulty is voluntary. But still, in my mind, that doesnt really excuse the often boring attack patterns, lack of stage design, and stuff like that... that's why I tend to find the games as being "meh" instead of good. I prefer playing for score in any shmup, usually.... but there ARE still shmups that I think can stand on their own WITHOUT needing to be played for score (like the original Mushi. To this day, I *still* dont have the foggiest clue how that game's scoring works).
As for the aspect of "milking", since you'd mentioned that..... ooh, I've always HATED the concept of milking. A shmup that requires it, for scoring well, is often (no, ALWAYS) a shmup I pretty much wont even bother to play. I have no real patience for.... well, much of anything, so MILKING a boss, which makes it take infinitely longer is.... yeah. No. Just no. Not happening, not from me anyway.
This being said, I dont mind a long boss fight.... so long as it's done well, and.... yeah, I guess I just never found the bosses in Touhou to be whatsoever interesting. I couldnt care less about the characters, so that aspect sure as heck doesnt hold me, and I find the attack patterns uninteresting.... combine with the fact that the fights are long, and... yeah. Not my thing.
As for the bosses being tiny.... that's more a personal preference than anything. It always strikes me that a "boss" in a shmup should usually be something enormous, because..... it's a boss. When it's some little girl, I rather feel like a doof when fighting it. I dont even know what a "doof" is, but that word works as well as any. The games being a little easy for me.... in terms of survival difficulty.... I dont actually have much TROUBLE damaging the girls, but it still seems like they have WAY too much health.
This is probably the first time I see this come up as a part of critique. Have you got the same problem with Gradius games as well? The bosses are pretty large there, but their vulnerable spots are indeed very small, and often conveniently blocked by appendages, other obstacles, and whatnot.
This part brings up an interesting point. And a bizarre one. If I'm playing something like Gradius, I've always had the habit of, instead of trying to hang back and aim carefully, well, I'll instead press the ship up against the weak point and just rapid-fire it to death (unless of course the boss is like, dancing around way too fast or something like that). Point-blanking, essentially.... something I have a (sometimes bad) habit of doing in, well, pretty much every shmup, including danmaku types. I tend to be very aggressive overall in gaming, and that's how it manifests in shmups.
But come to think of it.... on the off-chance that I'm messing around with a Touhou game, it WILL NOT OCCUR TO ME TO DO THIS. It just wont. Why? ..... I havent the foggiest idea. But me trying to hang back and fire instead of doing what I usually do probably amounts, at least somewhat, to the healthbars taking longer than they should to go down. Hm, interesting.
Anyway, hopefully this post made SOME sense at least, cause I'm not entirely sure it did, lol. I'm more awake at this point, but still havent had caffiene (so I'm at "Hulk.... smash?" instead of "HULK SMAAASH"). But I apologize if any of my phrasing earlier (or now) sounded kinda snotty. It really wasnt meant as such.