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Spoon 1183th Post
Red Carpet Premium Member+
| "Re(5):Espgaluda 2, Ibara 2, hangover" , posted Wed 27 Jul 07:47
quote: Wasn't Gigawing 2 the same ? Like, the best way to beat the last bosses was doing bomb - reflect force -bomb - reflect force -bomb - reflect force -bomb - reflect force until the boss dies or you run out of bombs ?
Depends. That's definitely the easiest way, with one player. Not necessarily the best way, from what I hear.
It's fun with more players and few/no bombs, because then you can try surviving by doing successive reflect forces... and you can have fun yelling at the guy who got the timing wrong.
Polly: Just keep in mind that all these games are Cave games, and Cave games... have a tendency to play like Cave games. I don't really like the style of HUGE BULLET SPAM that Cave espouses, but that's their style and some people like it that way.
Yeah, I do kinda prefer games that seem... easier? Dunno if that's the right word for it. Say, I find the challenges of Ikaruga, Gradius V, Gyruss, etc. a bit easier but more balanced-seeming, and that to me seems more fun. The thing I like about the Touhou games is that on the normal or even a bit above normal difficulty, nothing seems impossible even on your first try... and admittedly, that is a way of saying, "this game is easier." Whereas, I watch the boss of DoDonPachi Daioujou on the Super Replay, and I just think to myself, "this is NOT worth it."
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Pollyanna 1255th Post
Red Carpet Executive Member
| "Re(6):Espgaluda 2, Ibara 2, hangover" , posted Wed 27 Jul 10:01
I don't remember Gigawing 2 being very difficult. (though maybe that's not the point)
Anyway, I also don't remember old Cave games being quite as crazy. I thought Guwange was too easy, actually. Maybe someone can blame Atlus' involvement.
Anyway, the thing is, some shooters are difficult in a way that is just totally beyond me. With older shooters, if I played and played them, I could memorize patterns and such, but with so many new ones, there's this level of precision where you have to get within a pixel that I absolutely can't touch (and never will). It's hardcore for the hardcore I guess, though I think real shooter fans probably think normal mode is a joke. I think if I can't win a shooter on 3 continues, then I shouldn't be playing.
I liked Gradius V a lot and it was refreshing to play a shooter that utilized the entire screen. I mean...well, you MOVED around the screen more than in other shooters. The level design was really amazing. But...like with all Gradius/Parodius games, I can't stand the power up system, because there's always that point where you lose everything and you're better off just quiting.
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jiji 138th Post
Regular Customer
| "Re(8):Espgaluda 2, Ibara 2, hangover" , posted Thu 28 Jul 00:19
quote: I agree Cave seems to becoming more and more specialized in catering only to the hardest of the hardcore, and upping their bullet counts on every turn. I think they do it with the belief that if they didn't do it, people would think they were going soft. It's an odd sort of macho videogame reflex.
They have to push further into shooter-maniac territory with their scoring systems and bullet patterns and chaining, otherwise their core fanbase would get bored. But I think they definitely have a desire to pull in new fans.
Each successive game of theirs after DOJ (Ibara excluded?) has been more newbie-friendly than the last. Espgaluda's scoring and survival ends are almost completely separate - going for a 1CC isn't a major task, relatively, but the amount of room for scoring is huge. Likewise with Mushi, Original mode is made to cater to beginning players. The bullets are fast, but they're sparse and they're more like the ones found in pre-manic shooters like Raiden. The lack of a well-defined scoring layer in Original should help things be a bit less confusing, too. Both games have less of a barrier to entry-level play than previous games of theirs, and both (and even Ibara) have recognizable characters featured more prominently than ever before. I think it's a trend that will continue, because it seems to have been successful for them so far.
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kurushimi 91th Post
Occasional Customer
| "Re(3):Re(10):Espgaluda 2, Ibara 2, hangover" , posted Thu 28 Jul 08:48
quote: Well, I wouldn't say their games cater to "beginners" (to shooting games at least) but as I find Mushihimesama's original mode at least somewhat playable, it must cater to some lower common denominator. The bottom line is, I don't think I'll ever be able to win it, though.
The issue here might be that I'm just not good enough at shooting games. I would say I'm not devoted enough, but the problem is I'm not getting much better the more I play. Even if I can see shots coming, I can't match the level of precision they need from me.
I think there just needs to be more of a gradual curve in the difficulty. I mean, spamming the screen with bullets in just the first level is too much fustration factor. Perhaps this is the game showing its arcade roots, as they ARE supposed to be quarter munchers.
Speaking of character-based shooters, I wonder how Shikigami no Shiro 3 is shaping up...
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NARUTO 3156th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Re(10):Espgaluda 2, Ibara 2, hangover" , posted Thu 28 Jul 18:16
This only proove one things to me: some time ago many player were complaining that the Shump is a dead style with no more player, because the 3D is comming, because the market was different, because... Like many other style..."Cough2DvsCough"
Well what ever! And seeing that 2 game of a "dead" style are sucessfull, only show me one thing ANY kind of game, whatever the style is, can be sucsessfull if there are well done...TAKE THE LESSON CAPCOM & IMOYA!!!
BAck on topic, I glad to see thos sequel, especialy Mushihime sama...
We are all mad at some point...
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