Psikyo > Cave
Until more people have played the cave games made in the last 2 years, I don't see the point of a thread like this. All of the psikyo games are easy to find and play, not true with the last 4 or 5 Cave releases. For example, people mention how Cave bullet patterns are slow and heavy, and that's true in many cases, but Mushi Futari has some of the fastest bullet patterns ever, as does Galuda 2 in zesshikai overmode.
The only Psikyo game I really got into was Dragon Blaze and I like the first Gunbird. They all feel a bit samey. Cave has a lot more diversity. They also have auto fire on their side, the lack of which is why I don't think I'll ever buy a Psikyo PCB.
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captpain wrote:Basically, the reason people don't like Bakraid is because they are fat and dumb
yes... it pointTWE wrote:Until more people have played the cave games made in the last 2 years, I don't see the point of a thread like this. All of the psikyo games are easy to find and play, not true with the last 4 or 5 Cave releases. For example, people mention how Cave bullet patterns are slow and heavy, and that's true in many cases, but Mushi Futari has some of the fastest bullet patterns ever, as does Galuda 2 in zesshikai overmode.
I actually like Dangun Feveron and Pro Gear. DDP is alright too.
I can't think of anything I've played by Psikyo that doesn't make me want to turn off the console and quit playing games for the day.
Therefore, I guess, despite the fact that I don't like Cave, I like Cave more than Psikyo.
I can't think of anything I've played by Psikyo that doesn't make me want to turn off the console and quit playing games for the day.
Therefore, I guess, despite the fact that I don't like Cave, I like Cave more than Psikyo.
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I really tried to get into Psikyo games, but I personally don't seem to enjoy them. And I find that all Psikyo shmups somehow feel pretty much the same, maybe for the exception of Space Bomber. Which I don't like either. I don't like the visuals or music of Psikyo games as well, so they just don't stick with me. On the other hand there are a lot of Cave games which I quickly got immersed to, so for me it is an obvious choice. But offcourse tastes are different.
IMO:
Cave > Raizing >>>>>> Psikyo
IMO:
Cave > Raizing >>>>>> Psikyo
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Gungriffon Geona
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hold that thought.Fighter17 wrote:Raizing was perfect on Battle Garegga, but Armed Police Batrider changed too many things and it went downhill after that.
so, the fact that the game wasn't a total rehash like alot of companies tend to do and really changed how the game was played is a bad thing? funny, I thought it was good business and kept things really unique. As if Raizing had ANY trouble keeping things unique in regards to art direction and gameplay design in the first place, they went the extra mile and rebuilt things from the ground up a good number of times.
I liked Raizing for their insane and rather wacky style. I especially love their boss designs for being some of the most ingenious and crazy things you could ever think of. tie into it the music and art, as well as the insane rank systems, and you get something that's pretty unique. I only started noticing Cave when the games started to feel more like that, and we all know why that happened too.
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Pssss, vgmuseum links go straight to the main site if you url name them.JoshF wrote:Cindy VoltonRob wrote:Pics of Strikers 1945 "pilots" here.
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mulletgeezer
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I play and enjoy Psikyo games, but most of them are quite poor. Cave games are amazingly well crafted - not just the obvious stuff like gameplay and stage design, but also the music, the sound effects (crucial to a good feel in a shmup) and even the titles of the games have obviously had a lot of time and thought applied to them.... On the other hand most Psikyo games (especially the earlier ones) seem to have been built by drawing a few new sprites, "composing" a couple of new tunes and then whacking them into the generic Psikyo game engine to earn some easy cash. I wonder what the average development time for Psikyo games was?
I totally agree with this. Spot on.mulletgeezer wrote:I play and enjoy Psikyo games, but most of them are quite poor. Cave games are amazingly well crafted - not just the obvious stuff like gameplay and stage design, but also the music, the sound effects (crucial to a good feel in a shmup) and even the titles of the games have obviously had a lot of time and thought applied to them.... On the other hand most Psikyo games (especially the earlier ones) seem to have been built by drawing a few new sprites, "composing" a couple of new tunes and then whacking them into the generic Psikyo game engine to earn some easy cash.
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PROMETHEUS
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haha, so now you're saying Cave games take no skill ? ;DRob wrote:Cave shooters: just slow enough to where people think they've got crazy twitch dodging skills. Seriously, I think you're playing the wrong shooters. How many ways can you improvise your way through the exact same pattern?
And you do improvise all the time in Cave games because patterns are never exactly the same (there's enough randomization so you need to re-read, and improvise everytime you dodge something).
Definitely ! I think a scoring system is good when it rates a player's skill. With Cave games, when you play them for the first time, completing the game is a fair challenge. But if you also want a good score, you need to be a lot better, because chaining for example actually forces you to let enemies live and shoot more bullets, and because of the rank systems. This makes the game playable for newbies, and really deep for better players.GaijinPunch wrote:This is the gem of Cave games. Play for survivial, and the games (save Ketsui & DOJ) are only moderately difficult. Try to get a high score, and suddenly you need to stock up on controllers.
Me three.TWE wrote:I totally agree with this. Spot on.
I don't care who is better I love raizing, cave, psikyo, toaplan, just all of them
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Yeah, so what? You haven't seen his DOJ replays!haha, so now you're saying Cave games take no skill ? ;D
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Anybody think that the difference in feel between Cave and Psikyo shooters is quite similar to the difference in feel between Capcom and SNK fighters, respectively? There's this polish in the former games that the later just don't seem to have, although it's hard to pinpoint any one contributing factor.
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mulletgeezer
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I think this too, but then again several members of Psikyo staff supposedly moved to SNK after they developed Fallen Angels and became part of the KOF development team, that may have something to do with it. I don't know if the chaps in question developed shmups for Psikyo or just the fighting games, but I think both companies' games have a similar amateurish vibe and a questionable visual style.Ganelon wrote:Anybody think that the difference in feel between Cave and Psikyo shooters is quite similar to the difference in feel between Capcom and SNK fighters, respectively? There's this polish in the former games that the later just don't seem to have, although it's hard to pinpoint any one contributing factor.
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I'm saying I think you're confused. There's very little randomness.PROMETHEUS wrote: haha, so now you're saying Cave games take no skill ? ;D
And you do improvise all the time in Cave games because patterns are never exactly the same (there's enough randomization so you need to re-read, and improvise everytime you dodge something).
Huh?Yeah, so what? You haven't seen his DOJ replays!