At the very least he gave the game a try. A streamer I used to watch noped out on BR:DA from RANK 3 stage 1 midboss pattern shown on steam page. If the guy in the vid actually tries out hori bullet hell like Rolling Gunner and properly play BR on vert screen, he might at least change his mind.
Posts by Nevo
If they aren’t grinding expert mode until frustration before resigning to novice mode, I don’t think they’re interested in the first place.
You realize that’s he’s quoting an article about Absolum in the original post, right? www.pcgamer.com/games/roguel...
Play through the whole game using just one button, a macro button with TAS inputs recorded.
Doesn’t matter how complex a shmup’s mechanics are, if it can be routed to avoid any random components or doesn’t have any random components to begin with, then it’s a shallow memo game. What I’m saying is, dad memo-shmups like R-Type are ultimately shallow.
There are 2 (or maybe 3) types of people I’ve encountered when showing footages of danmaku (doesn’t even have to be ultra mode or tlb): those who say “I’m not good at this type of game” or “wtf is this shit”, and “Holy fuck this looks so cool!” It’s like you could see immediately who’s gonna make it
CAVE don’t even clear their own ultra mode, heck IKD couldn’t even clear Hibachi when he released it. The fact that Inbachi was cleared should be proof enough that if a challenge seems theoretically doable, it will eventually be done.
Should someone who can’t find fun from games even be tasked with making one in the first place?
I’ve been thinking (albeit implementationally), what if the game also actively analyze the player’s gameplay weaknesses and increases the chance of throwing in preset patterns that exploit the player’s gameplay weaknesses? Like an idealized version of Zanac’s dynamic difficulty or something.
Of course that would happen, the upper lip is visible.
The Silksong situation is really frustrating for me. I’ve watched my acquaintances tackle the game and blame it when the solution to each encounter is not obvious. Same thing when they couldn’t read MagHori first boss. And in the end they got together and bash the game. It feels so over.
With the advent of language machines, the scoring system could be based on real social skills, emotional intelligence, and bed performance, using the punching machine thing to measure the physical performance.
Then suddenly the game is a flop.
Arcade VR VN eroge will be revolutionary, guaranteed hit with salarymen
Genuine question, especially in a hypothetical scenario where the health adverse effects of the morphine are gone.
wait
> hates danmaku and calls them too hard
> praises RSG and Ikaruga
> has never played either of them
This can't be?! The great-granddaddy of shmup is....a tourist....!
Could really feel the rhythm on this one
What would you say is the most efficient way to learn this game? Last week I got hit with 99 minutes cleartime and 63 fails on stage 3-2 wraith, so I’m certain I don’t know what I’m doing. I just remapped my controls and trying to get better rank on early stages. Is that a good idea?
If you have to pick between this and what’s available on Sigma 2, which one would you pick?
Wait, I thought you’re satisfied with Absolut. Didn’t know you’re actually particular with your drinks.
A hard mode would be to disqualify games that are primarily multiplayer too, and all that’s left that I can think of are horror games and narrative rpgmakers like Poppy Playtime, Mita Miside, and The Coffin of Andy and Leyley. Anything that’s viral or streamer-friendly.
It’s a lot more entertaining to read too. The contrast between the characterization of each reviewer make them seems more human and colorful in addition to validating multiple viewpoints. This was used to great effect in Ishuzoku Reviewers. Game reviews should be more like reviewing brothels.
Coincidentally, played my first ever credit of Final Fight today at my local arcade and chose Haggar. I really appreciate it punishing me for underestimating the first boss by ending both of my lives at the boss, from full health. I blame the oily concave buttons.
Honestly I agree with this. Arcade games relies on a lot of non-obvious techniques that are hard to guide players toward through level design alone, coupled with the fact that tutorialized first level hurt the challenge design. A good tutorial and practice mode seems to be the most logical solution.
Ah I’ve watched that one before. I thought it was quite funny that timer was the straw that broke the camel’s back. I get that it doesn’t mesh well with the rpg gear mechanics, but it made me feel like the rpg systems delegitimize challenges in general.
Woah, you’re thinking about making a vid about state machines? Sounds interesting, count me as interested.
I think a lot can be said about the gaming culture that supports this view, considering the 2% dislike ratio and numbers of comments quoting Sid Myers on optimization, which shouldn’t even be relevant to this discussion. “Integrity” in terms of both art and competition is not very valued, it seems.
I truly did not know what I signed up for when I decided to play Granny to study its mechanics. 5 different main door escape routes for 5 possible randomized item location presets. This is not a fun time.
Just curious, if the character only use 2 action buttons, then shouldn’t it be possible to make a bmup where you control 2 characters at once using controller, with thumbs on sticks, indexes on bumpers, and middles on triggers? Then all the depth of 2 players mode can be forced into singleplayer.
I would like to look more into this. Which game do you think is the worst offender?