sadepisara wrote: ↑Mon Oct 02, 2023 2:34 pm
Lemnear wrote: ↑Mon Oct 02, 2023 8:40 am
The other one is JamesTown+. Why every articles suggest this game in their lists? Why it is spammed everywhere? Looks like an indie attempt to the genre...
It's got high production values for sure; if we'd go by that alone, something like Cave shooters seem positively amateurish and low budget in comparison.
Of course that's not to say anything about gameplay or system design or balance, but still!
IDK, maybe is that design...so "clean" for a 2D STG...i have the impression that is a "wannabe-Shoot Em Up" and not a real one. Maybe is the absence of a famous dev behind it, that disincentivizes me or that is not "historically" acclaimed.
Lander wrote: ↑Mon Oct 02, 2023 8:16 pm
Sima Tuna wrote: ↑Mon Oct 02, 2023 9:36 am
I'm going to have to chalk that up to you tryhards playing shmups on a more advanced tier than the rest of the internet, so the flaws are more obvious to you. The games seem too easy or simple or whatever.
As someone who sucks massive donger at shmups, I really like Compile and Hudson Soft shmups. They feel a little more
breezy. Little easier for me to dedicate the time for a clear, since I know it's not a 50 hour commitment. Raging Blasters was a similar situation for me. A lot of people say that game is too easy. I was just happy the Normal 1cc didn't take me six months to (fail to) achieve.
Breezy is a good term; they're comfy clears that focus on intrinsic fun and still put up something of a fight for non-veteran players. Worthy of a seat at the table, even if it appears to be a high chair
I'm still proud of baby's first and second Zanac clears - gotta start somewhere.
I read an interview somewhere where they talked about the company culture and design approach; very much about trying to pack in as much entertainment value as possible to give console players a total package - like letting the programmers run wild adding tons of unplanned weapons - versus the precisely-measured balance the arcade heavyweights had to operate on.
Excactly! Breeze Shooter !!! The kind of STG you want with a lemonade and a chill session
XoPachi wrote: ↑Tue Oct 03, 2023 8:20 pm
Any EuroShmup that ever got any traction. I don't know if the ones I'm thinking of were *super* popular, but I typically see "normies" praise Tyrian 2000, Raptor Call of the Shadows, and Jets n Guns when STG's are a topic. I just always thought all of them were horrible. Especially Tyrian.
Raptor has some cool music though.
Battle Garegga gave me issues when I first played it because particularly in level 1, the bullets blend in with the background more than I'd like. But if I just focused bit more (than should be required), it's not horrible. Tyrian was just...a mess. It's been a long time since I've touched it, but I distinctly remember enjoying absolutely nothing about it.
I don't think I look at Japanese STG's and think "that doesn't deserve praise." I avoid Touhou because it's aesthetic is thoroughly off putting to me. But I cleared Scarlet Devil on normal years ago just to say I played *one* and I'd be an ass to call Touhou bad or not worth it's praises. Any games I don't think are very good are generally considered as such or not talked about like Blazeon or something. I feel the games that are rated massively positively, especially by this forum, generally deserve it.
I'm sure that Arcade STG are always better, more calibrated and pixel-perfectly programmed, because they ask you to PAY for every credits. And because of that, they can't commit errors or inpreciions, if you lose, would be ONLY for your errors, and never for game faults.
Meanwhile, STG for consoles are (usually but not always) more friendly, with pushed graphics for their hardware, good soundtracks (Gleylancer, Thunder Force IV) and with some extra mechanics to the gameplay, or at least they tried.
As an European, the first 2 SHMUPS i've played are Super Space Invaders and Apidya (don't touch my Apidya!).
EuroSHUMPS are clearly all amatourish games, the devs normally developed other kind of games, so they can only have been "inspired" by japanese STG's , and only by the few that were released worldwide probably, and they developed them without all the knowledge necessary for a good STG...BUT, i like how they tried, and i like all their errors, in the same way which i like the bugs in Oblivion.
Not mentioning about their really odd, and mostly creepy, design, i think that is one of their trademarks.
Steven wrote: ↑Wed Oct 04, 2023 2:39 am
Kyuukyoku Tiger is officially the definitive version of the game and that's the one the devs want you to play.
Uemura Tatsuya wrote:
Originally in the overseas versions you didn't return to a checkpoint when you died, and simultaneous play was a must. The players at that time in America were always playing in a somewhat drunken fashion, not making strategies or plans.
The shooting game I envisioned is over when you don't return to a checkpoint after a miss because you are no longer creating a pattern.
There's always a recovery pattern in the games I make. Even if your weapons go to zero, you can always recover.
It's also way better than Twin Cobra.
Remember, kids:
don't play like an American drunkard.
Do play Kyuukyoku Tiger instead of Twin Cobra.
But...i give my best in an altered-state-of-consciousness
By the way...i hate checkpoint