
and does it have lolis
RegalSin wrote:Wait a minute, everything else is better then an aerodactyle, with a man face on it.
This is right, even I didn't list everything, as the list would be endless and some things are impossibly hard to describe. (Like what a good stage design means in my opinion, graphics etc.)Zengeku3 wrote:Everything counts. You can't just come up with a checklist of things that you need to cover in order to have a good shmup.
I'll list a few games quick:dunpeal2064 wrote:Damn Cagar![]()
If that was the "standard", I think DDP, DOJ, Ketsui, Garegga, and Batrider would be a tad less popular.
What Cave games even make your cut?
Damn man seriously, it's just my opinion, which has nothing to do with popularity of certain games. Yuughhdunpeal2064 wrote: If that was the "standard", I think DDP, DOJ, Ketsui, Garegga, and Batrider would be a tad less popular.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
I don't feel the same way myself, though I can respect that.ACSeraph wrote:I can't really agree with this idea that graphics and artistic design don't matter in these games, for me at least they definitely do. They are not enough by themselves to make a game "good" though. And what constitutes good graphics also greatly depends on the person so lets just end it at cool artistic design.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Zil wrote:fun = good
Neither are good looks any criterion; and vulgarity, or at least what a given community terms so, does not necessarily impair certain mysterious characteristics, the fey grace, the elusive, shifty, soul-shattering, insidious charm that separates the good shmup from such coevals of it as are incomparably more dependent on the spatial world of synchronous phenomena than on that intangible island of entranced time where PoDD plays with its likes.
Probably my favorite thing so far from the thread is the mention of a game having good visual and aural feedback contributing highly to the enjoyment of it.CIT wrote:Good feedback from the game (for example, damage rate and soundeffects that really make you feel like you are tearing shit up or that blinblingbling slot machine feeling from scoring well)
This is really just a personal difference between us I think. For me if both sides aren't stimulated at once then the game has only half done its job.Squire Grooktook wrote:My personal philosophy on the matter, is that aesthetics (art, audio, story), and gameplay stimulate two completely different parts of the brain.
For example, no matter how well you design a game, you can never make it truly "emotional" or "tragic" or "funny" through gameplay design alone.
On the flip side, no matter how beautiful your story, art, and music are, that alone will never make a game "fun".
Now ideally, you want both those sides of your brain fired up at once, but ultimately the lack of emotion doesn't really harm the "fun factor" of the game, and the lack of fun doesn't really harm the emotion of a game. You just have to choose in some cases which is more important to you for what you want to play at the moment.