Opinions may vary.S20-TBL wrote:Senko no Ronde DUO. A shmup that manages to combine the best of danmaku, arena shooting and a certain long-forgotten fighting game
I found Senko no Ronde to be totally boring and not much of a shooter at all.
Opinions may vary.S20-TBL wrote:Senko no Ronde DUO. A shmup that manages to combine the best of danmaku, arena shooting and a certain long-forgotten fighting game
Well, I don't know much about the first Ronde game (WarTech), but I was mentioning the sequel which is yet to be released in Japan on April 28th of this year. Still, it's looking pretty good from what's been shown so far, so I'll hold out on that first.Jockel wrote:I found Senko no Ronde to be totally boring and not much of a shooter at all.
Same, I can enjoy the crappiest of shooters and still got no enjoyment from this game.Jockel wrote:Opinions may vary.S20-TBL wrote:Senko no Ronde DUO. A shmup that manages to combine the best of danmaku, arena shooting and a certain long-forgotten fighting game
I found Senko no Ronde to be totally boring and not much of a shooter at all.
Galaxy Wars. It is, though.S20-TBL wrote:(case in point, someone suggested a shmup in which you are the bullet and you have to ram yourself into the enemy--not exactly a shmup anymore).
Unfortunately, with the popularity of Touhou and the infamy of Cave TLBs, I don't think the bullet hell trend is gonna go away soon. You give someone who only knows of Futari or DFK through their TLBs something like Raiden or Truxton II and they'll go "huh? A shmup that isn't bullet hell? Pfft, how hard or awesome could that possibly be?"S20-TBL wrote:For one thing, here is a ripe design challenge presented to us. Is it absolutely necessary that almost all modern shmups be bullet hell variants? Can't they be more like, say, U.N. Squadron/Area 88, Strikers or Cho Ren Sha in which twitch playing and fast reflexes matter a little bit more than being able to squeeze between a barrage of tightly packed Pepto-Bismol pills? Or maybe anticipation, careful planning and strategy like Einhander's weapon management or R-Type's maze navigation? What about slightly unorthodox playing styles? Your ship could be using a boomerang (hats off to the SHMUP-DEV forumers who come here too, you guys rock) instead of your standard machine guns and lasers to kill things, among other means. Or bosses could be fought and killed using radically different methods than just plain shooting the core.
Except that Treasure have so far made Puzzle Games dressed up to look like shoot'em ups. So while its true that a number of previously mainstream gamers found 2D shoot'em ups through the mainstream western release of Ikaruga, it can also be said that they were initially attracted to a puzzle game. A bit ironic, but there you go...Or maybe Treasure's coming eventually shmup will help?
I agree with your point, but the original Raiden is easy for the first loop. Raiden II or DX would prove your point though(Though I did convince someone that shmups didn't have to be 4th of July in bullet form to be difficult; I had them give the original Raiden a shot.)
That makes sense, but it seems like a "vicious cycle" - That is, because they appeal to a narrow audience, not many companies want to develop or publish them. Because there aren't very many being made, not many people are aware of them, so the potential audience shrinks.DEL wrote:Good point MmSadda.
Anyway, when it comes down to the main 'niche' question, it really all boils down to one thing -> accessibility.
2D Shoot'em ups have been buried by the developers and distributors. So much so that a lot of people don't even know they exist.
I was playing Mush in my local arcade a few years back and this guy came in and watched. He asked; "What kind of game is this?" I replied; "Its a shoot'em up". He answered; "What like Halo?"
He was looking at a 2D shooting game and STILL he couldn't connect the dots
This.S20-TBL wrote: For one thing, here is a ripe design challenge presented to us. Is it absolutely necessary that almost all modern shmups be bullet hell variants? Can't they be more like, say, U.N. Squadron/Area 88, Strikers or Cho Ren Sha in which twitch playing and fast reflexes matter a little bit more than being able to squeeze between a barrage of tightly packed Pepto-Bismol pills? Or maybe anticipation, careful planning and strategy like Einhander's weapon management or R-Type's maze navigation? What about slightly unorthodox playing styles? Your ship could be using a boomerang (hats off to the SHMUP-DEV forumers who come here too, you guys rock) instead of your standard machine guns and lasers to kill things, among other means. Or bosses could be fought and killed using radically different methods than just plain shooting the core.
I'm personally intrigued at what G-rev is doing, especially what they did with Senko no Ronde DUO. A shmup that manages to combine the best of danmaku, arena shooting and a certain long-forgotten fighting game by the moniker of Psychic Force? Grant me that any day over another CAVE offering. Not to say that I don't like CAVE games or danmaku in general; it's just that we're rather oversaturated with bullet hells nowadays (similar to the oversaturation of Gradius and R-Type wannabes back in the 90's--deja vu?) and it's IMHO one of the factors contributing to the fast decline of shmups into strict niche gaming positions.
Many people here have observed the same phenomenon; namely, that a single video of merciless curtain fire dodging can turn off an ungodly amount of potential fans. Can we really blame people if they find Superplays intimidating? What if, instead of merely attempting to alter the customer paradigm, we change the design paradigm as well in order to cure the stagnation and isolation? Again, I'm not saying we need drastic, sweeping changes to the whole concept of shmups, to the point that they simply could not be categorized in any way, shape or form as shmups anymore (as someone else in this forum wisely pointed out). But as Yuji Naka's innovation philosophy goes, what if we only need to add just the right amounts (and the right kinds!) of change to make it happen?
Just food for thought. Back to work...
Like Jockel said , pick the first one up from a bargain bin for like $10. The second one looks to be pretty similar, if expanded. I think it was a very enjoyable game, but I'd pay maybe $30 for it, not the full $60 they'll likely release it for.S20-TBL wrote:I don't know much about the first Ronde game (WarTech), but I was mentioning the sequel which is yet to be released in Japan on April 28th of this year. Still, it's looking pretty good from what's been shown so far, so I'll hold out on that first.
Now if G-Rev would actually make their videos showcase more gameplay instead of trying to explain every little nook and cranny of the game every 10 seconds with an annoying popup for 2 minutes before showing the actual battles.
That may be true, but those games are a fair bit more interesting and innovative than most of the shmups in the past couple years....DEL wrote: Except that Treasure have so far made Puzzle Games dressed up to look like shoot'em ups. So while its true that a number of previously mainstream gamers found 2D shoot'em ups through the mainstream western release of Ikaruga, it can also be said that they were initially attracted to a puzzle game. A bit ironic, but there you go...
ST-V is an arcade board, so I'm guessing ST-G is too.rockyraccoon5 wrote:What do STG or STV mean?
I'm not sure where STG game from....rockyraccoon5 wrote:What do STG or STV mean?
Treasure also made Gradius V, which is a straightforward, candid blaster first and foremost. On top of that, Konami have deigned to release Gradius V in all regions, with the PAL version featuring 60 Hz mode, at budget price. The world's got its chance.DEL wrote:Exarion wrote;Except that Treasure have so far made Puzzle Games dressed up to look like shoot'em ups. So while its true that a number of previously mainstream gamers found 2D shoot'em ups through the mainstream western release of Ikaruga, it can also be said that they were initially attracted to a puzzle game. A bit ironic, but there you go...Or maybe Treasure's coming eventually shmup will help?
DAMN IT MAN.DEL wrote:He asked; "What kind of game is this?" I replied; "Its a shoot'em up". He answered; "What like Halo?"
Seeing as Capcom's one entry is that 1942 joint strike mediocrefest, I'm not exactly thinking that's a bad thing. Even when they do participate they don't seem to want to put any effort into it; it's seen as a quick cash grab. Fucking sad.neorichieb1971 wrote:Lets face it, the genre would be totally different if Sony, EA, Konami, Sega, Hudson, Capcom were still putting money into the genre.
The general theme these days is 5 short, insanely well designed, super difficult levels that can be mastered over years of play. If a shmup went back to ye olde 8-10 lengthy level marathons, you can bet stage quality would overall suffer as a result.BryanM wrote:* These games are short. Why aren't there alternate courses? Freakin' Mario Kart has a few courses. Why isn't that a standard feature for the genre?
Since most of these are arcade games, easy mode doesn't look so good on the spec sheet when an arcade operator is reading it. Most console/PC shmups do have a wide variety of skill levels to choose from.BryanM wrote:* Not much effort is put into difficultly scaling. Easy should let your 6 year old niece 1cc the game, hard should be a hellish nightmare that makes grown-ups cry.
Arcade releases still have a high good/crap ratio. Console/PC, not so much (especially with over 9000 shareware/XBLA shmups that all blow doggies)BryanM wrote:* Glut. Thousands of these games have been released - the crap to non crap ratio is high.
When arcade operators keen on making a profit to keep them afloat, they'll be searching for the perfect balance of difficulty to set their PCBs on. If it is set too high with the difficulty setting, then profit goes down.Udderdude wrote:Since most of these are arcade games, easy mode doesn't look so good on the spec sheet when an arcade operator is reading it. Most console/PC shmups do have a wide variety of skill levels to choose from.BryanM wrote:* Not much effort is put into difficultly scaling. Easy should let your 6 year old niece 1cc the game, hard should be a hellish nightmare that makes grown-ups cry.
Agreed on most all counts.BryanM wrote:There are a few reasons
* These games are short. Why aren't there alternate courses? Freakin' Mario Kart has a few courses. Why isn't that a standard feature for the genre?
* Not much effort is put into difficultly scaling. Easy should let your 6 year old niece 1cc the game, hard should be a hellish nightmare that makes grown-ups cry.
* Glut. Thousands of these games have been released - the crap to non crap ratio is high.
* People just suck in general.
DAMN IT MAN.DEL wrote:He asked; "What kind of game is this?" I replied; "Its a shoot'em up". He answered; "What like Halo?"
This was the perfect chance to say "....what's a halo?"
If the high scores happened by accident, they should be easily overtaken with some knowledge of the systems. You can know how by spending a few minutes reading about it. It's odd that someone with an Ibara board (your friend) is not aware of this.MmSadda wrote:Another friend of mine tried it the other day, and topped both of our high scores on his first try, but could never replicate that. When you're playing a game for score, but don't know how the hell things are scored, what fun is that?
As in the Darius games? G-Darius also had parts of stages you'd be given a choice to go up or down, and that would change which part of the stage you flew through.MmSadda wrote:As for alternate courses, I totally agree - what if Shmups had multiple routes like Starfox? It seems entirely feasible. For what it's worth, I do know one shmup that does this (albeit a level select screen, instead of opening alternate paths a la starfox): Ironclad on Neo Geo. That game also has some pretty decent music.