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I think I finally understand why I don't like shmups. They're not tactile. There's no friction. The difficulty comes from enemy and bullet patterns, but the act of moving your ship feels weightless and simple. It's like playing Atari's Adventure. I like when moving a character or a vehicle can be felt, when you have to put weight on the d-pad or the stick, when you can feel the resistance from the physics. It's why I feel good when I play Air Combat but awful when I play UN Squadron. Even early 2D platformers have some sort of momentum and weight that's missing from shmups. They're tactile.

Thanks for reading my blog.
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>>12038452
Counterpoint: Grazing in Touhou and similar games. You get a little satisfying sound effect for doing it and it makes you feel like you're actually interacting with the bullets in some way.
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>>12038452
>Even early 2D platformers have some sort of momentum and weight that's missing from shmups
Momentum and weight would ruin shmups. You need to have consistent movement where holding the dpad moves you the same amount every time.
Also, some 2D platformers follow the same rule and are praised for it. Example: Mega Man. Mega Man has no momentum and no one has ever asked for it to have momentum.
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>>12038452
Shmup movement is straight forward no bullshit nonsense. It's the best to have tight gameplay. If you have inertia, animations which slow down the responsiveness, or whatever, then it harms the gameplay. The more clunky your movement is, the more simple do the enemy patterns have to be, so you end up wth simple patterns which are way too easy to figure out.
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>>12038459
>>12038462
That's fine and understandable, it would "poison" the formula. But it makes me not enjoy the game, you know, I don't get the tickle I feel with other games. Even something more static like an RPG feels more intellectual, you think about what to do next, shmups are very instinctual I suppose, and I don't feel like I'm controlling someone or something, but instead being controlled by the game's design.
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Mork schizo thread
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>>12038469
>writing words mean you're schizo
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rts because they are overwhelming and i have adhd
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CRPGs and collectathons feel like work
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>>12038452
I like shmups
I hate nu-shmup fans
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I don't like Beat Em Ups at all. They feel extremely repetitive. The best ones like Streets of Rage II just coast off their music and art. Battle Circuit had a cool upgrade system but it's still just the same bad beat em up gameplay.
Going into 3D really saved these things. Games like God Hand and Devil May Cry are infinitely better than the old 2D beat em ups. I think beat em ups existing too early was a consequence of obviously needing games where you beat people up, but it really shouldn't have been a thing until the 2000s.
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A lot of games. Video games really didn't start until 6th gen.
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>>12038468
>an RPG feels more intellectual, you think about what to do next, shmups are very instinctual I suppose
There is a lot of strategy in shmups. They are like puzzle games where you constantly have to think about how to tackle the next challenge.

I guess you just prefer more slow paced games?
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>>12038452
I have been trying to articulate my issue with shmups for a while, and I'm not sure I can
but I think the problem is that they are extremely abstract, but then they put a ton of "makeup" on them that makes them seem more interesting than they actually are
it's like playing tetris, but with all these sprites flying around of cranes and construction workers placing the tetromino shaped girders or bricks and a pretty skyline in the background and a day night cycle and exciting music. but it's still an abstract puzzle
I think the same could be said of a lot of games and genres, but I feel like in other games the gameplay supports the fantasy better than in shmups, where I don't really feel like I'm piloting a cool spacecraft shooting at aliens or whatever. I'm just maneuvering a dot around the screen trying to avoid patterns of dots while also trying to upgrade my dot thrower to throw dots faster so I can finish faster and not have to keep avoiding the dots. and all the cool graphics and music and lore and cute girls just make me sad that I'm not interacting with that world in any meaningful way
actually, now I want to play a tetris game where you see little dudes moving around placing the pieces and stuff
I like tetris
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>>12038452
JRPGs and turn-based gameplay is a crutch in video games. it's fine for IRL tabletop, that's where it started and that's where it excels. but in video games it's a design crutch and a sign of lazy developers.
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>>12038503
Shmups are arcade games. If you want to interact with a world then play RPGs.
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>>12038452
>Explain why you don't like a genre
I usually dislike RPGs, because they have zero replayability. They are just interactive movie games. No challenge, no fun.
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>>12038452
Some shmups tried implementing inertia, it just doesn't work well

You do get feedback when you collect drops or get a BIG JUICY CANCEL from killing a big enemy
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racing games (cart racers excluded) just feel incredibly boring to me after a few hours
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>>12038508
>turn-based gameplay is a crutch in video games
there's no good way to control multiple characters in combat in real time without relying on AI
if you want an on-hands approach turn-based is the only way to do it
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>>12038452
>your ship feels weightless
Solar Jetman and SubTerannia
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>>12038531
CTR is a good and accessible one once you start chaining boosts/jumps.
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>>12038459
jumping and the gravity it implies gives at least some tactile element by comparison.
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>>12038531
This except Burnout.
I think you just need some kind of central gameplay conceit, if it's just a racer-played-straight I'm uninterested. It can have karts or real cars, doesn't matter, as long as there's *something* unique.
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RTS

Not because of some design flaws or stuff like that

I'm just too dumb for them,i don't strategize fast enough

That's why i prefer Tactical RPG,where i can take all the time i want for m'y next movement
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I don't like RPGs.
Dice-roll mechanics suck. Gambling is for losers.
Number go up is shallow. A crutch for more interesting and imaginative mechanics.
JRPG battles take place in a void, removing environmental interaction and tactical placement.
Throw in random encounters, and now you can't even explore without filler battles interrupting the flow.
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That's a lot of words to say "I was filtered and want to blame the game for my lack of skill, but can't because the controls are perfectly tight", OP
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>>12038541
>there's no good way to control multiple characters in combat in real time
Real time with pause like in Baldurs Gate 1+2 works perfectly.
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>>12038452
Platformers, very very common 1982 to the 80s and done to death again on the PS1. Bored of it.
Fetch quests with platformers, same.
Pac man clones. Same.
>>12038496
still enjoy them and their evolution up to the last decade.
>>12038497
You're just a moron, common for milennials.
>>12038512
>Shmups
Still like them, the introduced far more variety and variation
>>12038452
>when you have to put weight on the d-pad or the stick, when you can feel the resistance from the physics
check out the old forcefeedback sidewinder joystick from Microsoft of all people
>>12038452
>when you can feel the resistance from the physics.
Asteroids but also lunar lander clones which used be very common.
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>>12038496
Counterpoint: DMC is a bloated mess that feels utterly unsatisfying to play. Every encounter is a slog. Beat em ups are great for their simplicity and intensely challenging difficulty. The game doesn't need to be flashy or fancy as long as the difficulty is satisfying - in fact, simpler controls lend themselves better to highly difficult games. The more complex the game becomes, the more artificial the difficulty becomes. When all you have is a dpad, an attack button and a jump button, you have no excuses for failing other than a pure lack of skill, plain and simple.
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>>12038696
I'm talking about Devil May Cry, the first one. I really don't like 3-5 for similar reasons as you, but DMC1 strikes a nice balance.
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>>12038496
3d beat em ups don't allow you to hit multiple enemies at once anymore. That's the most satisfying thing about arcade beat em ups. To smack a bunch of enemies at once.
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>>12038452
In the hunt is a good example where your vehicle has a feeling of weight. It is a submarine shootemup and the game design made the vehicle feel deliberately more sluggish than a space ship in gradius or darius. The submarine roxks back and forth as you make evasive maneuvers and it is a pretty comfy game.

https://m.youtube.com/watch?v=m8YRUlesVec
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>>12038704
I liked stuff like streets of rage, double dragon, golden axe, even enjoyed stuff like fighting force which a lot of people shit on, still like the genre through the ps2 with spartan total warrior, god of war, dmc, buddy the vampire slayer, god hand on up though seventh gen too. Its a genre that has steadily evolved and done it well throughout. Shit like 2D platformers just is what it is and 3D did not ad much to that, they shifted completly into something else into parkour plays as components in other games and only their legacy exists. Its a ho hum a fucking platform sequence, fuck this shit moment. They were never great, they came to be common because of limitations in machine power and the mechanic is simple and boring even if stuff like rayman, gex, crash etc raised the bar as high as it could go. People who repeately speedrun platforms I suspect ate 99% on adderal and ritalin and under care. Driving games, shmups (see space invaders to R-Type) eveolved constantly as did beat em ups, platforming just is what it is as is running around mazes another tedious as fuck mechanism.
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>>12038727
>3d beat em ups don't allow you to hit multiple enemies at once anymore.
Blatantly untrue and can't be discussed due to board rules but you must knkow fuck all about hundreds of games were you can
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>>12038452
Video games are never "tactile", that's what pinball is for
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I hate fighting games. I guess I the way I see games is you start them and eventually finish them. I dont see them as a skill check in which you just do the same thing over and over until you can play blindfolded. I dont even really see playing through them once on a career/story mode because its just the same thing each stage. Also the difficulty seems artifical from 0-10 on the bullshit meter. They just do nothing for me
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>>12038748
It's not the same. Enemies are more spread out in a 3d space, while in belt scrollers you constantly manipulate them to bundle them up in clusters.
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>>12038512
yes, absolutely
it's just a shame they always make them look so cool and I can never enjoy them. for me, personally
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>>12038521
Then stop playing trash RPGs, stupid faggot. I don't know if this explains it well enough for you shmuptards, but JRPGs are the Euroshmups of RPGs. They do not represent the genre. Please drive that into your skulls immediately.
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>>12038760
The problem with fighting games is they are designed for two people playing against each other, the single-player AI is just there for you to learn movement and moves against. So unless you actually want to get into playing the game against other people, the genre doesn't have much to offer.
The AI often cheats and will be able to pull off moves no human ever could, and usually requires a specific brand of cheese to reliably beat. Even if you put in the time to git gud at a specific character and game to beat it, your reward is a few static images and some text. Unless you want to play the exact same thing again, your next move is to git gud at another character for another few images and some text. Playing a sequel usually means needing to learn the new system and what changed with your moveset, all so you can get a few screens and some text again.
I had Soul Calibur on the DC, and it was one of the few fighting games I ever enjoyed. Played through and beat it with every character, and beat the campaign mode. I still had more fun playing the game with friends than I did 100%'ing it. Fighting games are just not good single player games.
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>>12038752
Pinball isn't tactile either, it's controlled with leaf switches and solenoids and has been since the first flipper game
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>>12038741
To be clear: there isn't actually any inertia to the movement (because that would make it impossible to dodge), it's just very elaborate animation work.



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