Rank systems which I've heard referred to as "arcane" here on the board, namely a rank system which you are more or less required to make a conscious effort to control (usually by purposely doing worse) in order to have a shot at making it through the game. The concept in itself is distasteful enough to me, but the fact that it's almost never explained outright exactly what you need to do, leaving many players in the dark, irritates me even more.
It's remarkable the amount of people who complain about the lack of innovation or solid gameplay aspects in games nowadays, moan and complain when a company makes a conscious effort to try and create a game with deep, involving gameplay that forces the player to learn and exploit every aspect of it. Raizing seems to be the main offender here, and lately on the hardware side of the industry, I've noticed that Nintendo's DS has been attracting the same kind of opinion.
Yes, granted, even myself, a Raizing-fanboy, can find constant suiciding in Garegga and Bakraid very very annoying from time to time. Being penalised for powering up in Souky is baffling at times, and often lethal when I try to dodge a shower of powerups. If I want a Full Extend in Batrider, I have to miss all those Extends that appear, yet I have to kill myself to ensure I'm using the right ship at the right time to trigger the secret bosses? And when I try to keep track of all my items in Great Mahou, I crash into something. Heck, even the medal-juggling in Brave Blade can get really bloody irritating at times. And just how does the racing and the shooting fit together in Shippu Mahou? I could never make it past the third stage, shooting OR racing.
Even through all these gripes, I gave these games a chance, and tried to learn to exploit them, and found gameplay so deep, involving and rewarding that they quickly rose to the top of my rotation list. It was always inevitable that Raizing's games would get such a polar reaction - love them or hate them - but at least they tried to do something different with the games they created. I can't really say the same for the shmups that have appeared lately, by Cave, Takumi, Alfa System or anyone else for that matter, even though as a dedicated shmupper, I'll enjoy them anyway.
The only thing I can really ask is that players give these "arcane" systems a chance. Learn to exploit them, to develop tricks to work with them. Maybe then, you'll discover gameplay deeper than the Hyper system in Daioujou, the Kakusei system in Espgaluda, the cube chaining system in Mars Matrix, or the Tension system in Shikigami. And maybe after a bit more time, if you still hate them, then hey, I'll concede.
That wasn't a rant/comment aimed at anyone in particular, just an irritation I had to get off my chest.
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OnTopic, what do I hate in shmups? Cutscenes. If there's more than a 15 second break in the action, then my concentration is lost.