LordHypnos wrote:I don't see why you couldn't just ignore the enemy chaining in DDP though.
I never said you couldn't; only that the games are designed around them. I think the recent DFK topic hints at the general tendency of Cave games being far easier if you ignore their scoring systems ("this game is easy, but absolutely murder if you play for score!" etc.). No one accuses a Psikyo game being easy under any circumstance, playing "for score" or otherwise.
I'd be hesitant of saying Cave scoring systems allow for "oceans" of optimization potential (unless that was a joke, sorry!), because from what I can observe, high-level play tends to follow a very similar path each every time (one "real" way to chain a stage, e.g. Guwange, DOJ, etc.).
chempop wrote:Funny how people never mention Zerogunner2 and Cannon Spike when talking about how all of Psikyo's games are all the same.
Probably because they are too expensive? ha ha. I'm still waiting to find a cheap Zero Gunner 2.
Though I did neglect to bring that up; you are right. Psikyo's final two games pointed towards an interesting foray into 360 arena shooters, with Zero Gunner 2 refining a lot of the kinks and problems with Cannon Spike (which is still a good game). Their "Psikyoness" is still there, but in a really new and exciting context.