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Shmups are boring if you suck at them

2

Comments

  • Give us fire! Give us ruin! Give us our glory!
    ^^No you still have to grind. You just have to grind less if you're good.
  • edited 2011-10-04 22:33:37
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I wouldn't call Demon's Souls difficult, so much as it's unforgiving.

    It's not hard to kill one monster, or to damage a boss or to evade an attack. The game just requires you to become good enough at those tasks that you don't ever screw it up.

    ^My experience with the Persona games says otherwise.
  • BeeBee
    edited 2011-10-04 22:40:19
    Persona has its own issues.  Any game where your survival hinges on the competence of AI teammates will make me give very wary looks.  A lot of those games would have been doable without grinding if you could just give orders directly.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I've only played the PSP ones, where you can give direct orders to everyone.

    But yeah, that would suck.
  • BeeBee
    edited 2011-10-04 22:50:33
    It's also one of the things that drives me nuts about Pokemon Mystery Dungeon.  Your most useful AI orders are "follow me but never move up to attack things in range", "go on a genocidal rampage without concern for team support or your own health", and "run away but you'll probably back yourself into a corner in four moves or so."

    If there was "Freely engage within 5 tiles of me," things would be so much smoother.  Also doesn't help that the pathfinding sucks ass beyond about two corners.

    Don't get me started on escort missions where you have to take an underleveled dude through a dungeons full of dudes who can attack the whole room with Discharge and Ominous Wind no matter what you do (sometimes attacking you from inside the walls of a narrow corridor).  What the fuck.
  • edited 2011-10-04 22:49:32
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Pokemon Mystery Dungeon has AI teammates? I was considering looking into the series, but...is it worth it anyway?
  • But you never had any to begin with.
    Only P3 had the AI party control as the only option, and the AI there was pretty decent, all things said.
  • BeeBee
    edited 2011-10-04 22:59:02
    The main story is forgiving enough that it doesn't impact much, but postgame takes things up several notches and the cracks show pretty fast.  Typically "kill everything in sight" works until you start walking out of a room and the guy at the tail of your line sees a bad guy walk in and peels off to chase him halfway around the floor.  I feel like I got my money's worth out of it, but I also picked it up used for $10, so :P

    Also doesn't help that even though you can checkbox which attacks they choose from at any given time, it'll still be random what they choose, so 3/4 of the time your ranged teammate will just pass turns while standing behind you unless you explicitly turn off the other attacks.  So expect a lot of needless micromanagement later on.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I see...

    Might pick it up at some point anyway.
  • Creature - Florida Dragon Turtle Human
    @MoeDantes > I have?

    Your comment about certain genres like point-and-click adventures and JRPGs training players to be "mentally weak".

    @Bee > I think Dullahan from Golden Sun was one of the only RPG bosses I really
    felt remotely proud of on account of making a solid plan and having the
    pre-planned capacity to deal with hiccups along the way, and even then
    the satisfaction came from two self-imposed challenges (no gamebreaking summon rushing, no grinding).

    I actually use Dullahan as a poster-child of fake difficulty.

    What strategy did you use if it didn't involve summon-rushing?
  • The storytelling is good, especially in Explorers.  I felt like it was worth it.

    Oh, and there are no caps on permanent stat boosts from items.  So by the end of the game your unevolved main character/partner are absurdly powerful even for their level.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Cool.

    They're definitely on my list. My long, long list.
  • Give us fire! Give us ruin! Give us our glory!
    The solution is obvious INUH. Play as many games as you have systems at once. All the time.

    LIKE A MAN!
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I'd need more hands to do that.

    I'll start as soon as human augmentation becomes affordable.
  • Give us fire! Give us ruin! Give us our glory!
    inb4ineveraskedforthis
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I didn't like all the details of the way Human Revolution handled the transhumanism controversy. It seems like most of it's anti-augmentation arguments were based on a phlebotinum-y plot device (Neuropozene) and saying that some people being assholes is a good reason not to make anyone stronger, because you might make an asshole stronger.
  • BeeBee
    edited 2011-10-04 23:56:41
    Glenn:

    Basically, I divided my party into two teams, each with two heavy hitters in the middle, and a main healer and a support on the periphery (Necromancer support is a bonus here for having Revive in the base class).  Djinn are organized in such a way that party boosts to Attack and Resist are split evenly, shield Djinn split among healers specifically, and if possible revive Djinn split between support.

    Basically, use Djinn to buff Resist and Attack right out of the gate, then start slugging.  Try to keep cleansing and turn cleanups confined to the support caster, and give him some of that Water of Life you've probably spent the whole game not using just in case.  If he Breaks, prioritize replacing Resist first.

    When Djinn Storm happens, start swapping in the other team -- healer first and pop shields, an attacker with Revive next, and support caster last.  Have attackers play support until team has stabilized.  Then rinse and repeat.  He Djinn Storms about exactly as often as it takes a full regiment of Djinn to recover, so your party recycles as fast as it needs to as long as you transition smoothly.

    I had my bigger stars in the second party so they could get the full benefit of coming after a Djinn Storm and having a guaranteed full period of attack.  As long as the first team was breaking even with his self-healing I considered that good enough.  I think I also had a couple of my DPS'ers in one of the alternate classes -- I seem to recall someone was a Protector so they could pinch heal, and someone was a War Adept for more Revives on a transition.  The boss went down after a few "DPS phases" like this.

    If playing Dark Dawn, it's even easier because Himi can insta-max Attack and Revive from her base class, and Matt and Sveta are goddamn ridiculous, so throw in Rief and that's Team 2 right there.  Rest of the strategy doesn't change.

    Basically, the fight is more than anything about coming prepared and with a very solid plan and division of resources.  Long and with a few tense moments, but totally doable at a reasonable non-grindy level.
  • Give us fire! Give us ruin! Give us our glory!
    ^^Then there was the legitimate argument of augmentations increasing the gap between the rich and the poor to frightening extents, and the whole Icarus metaphor (the latter I don't buy).
  • edited 2011-10-04 23:43:35
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    The rich/poor thing is a valid belief, but it applies to any technological advancement, so I'd find it logically inconsistent to use that argument while not advocating the abandonment of technology as a whole. Rather, I'd support the existence of charities to allow the augmentation of the poor.

    And yeah, the Icarus thing was just to tie it in to the names of the A.I.s from the original.
  • Give us fire! Give us ruin! Give us our glory!
    Other technologies don't make the rich superhuman.
  • edited 2011-10-04 23:47:19
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Sure, they do. Guns, missiles, bulletproof vests, just to name a few, all make specific wealthy individuals more powerful.
  • Give us fire! Give us ruin! Give us our glory!
    Not what I mean, but then we'd get into a tangent about what qualifies as superhuman and it's too damn late for me to debate about something like that.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Personally, I don't see the difference, but if you want to drop it, I guess that's fine.
  • edited 2011-10-05 00:45:33
    You can change. You can.
    Depends on your defintion of superhuman capabilities. I'd argue that being able to find any info ever recorded at the blink of an eye is superhuman. Of course, this capability is not available to said human without a tool, but I think you understand my point.

    EDIT: Why don't I referesh pages after I leave for a while more often? ._.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Don't worry, Juan, I do that too.
  • edited 2011-10-05 04:34:40
    no longer cuddly, but still Edmond
    Anyway, not only disagree with the OP's assessment, I honestly don't understand it. With any genre you have little practical experience with, your first experience is going to be painful. Hell, the first time I played an RPG I got my ass handed to me, and this is an "easy" genre. But if sucking at a game made it not fun, we wouldn't still play video games.

    I do agree that if a game is blatantly unfair then that's going to get tedious pretty quick.

    EDIT: Incidentally, the OP owes it to himself to hit up MAME and play X-Multiply at the earliest opportunity. Try to at least get to the boss of the second stage before giving up on it.
  • re:RPGs;  I've never felt like I wasn't achieving anything in RPGs just because of the ability to grind.  I mean, even with that, it's not like I'm grinding up to the point where there's no difficulty whatsoever in a particular boss fight (unless the game is really poorly balanced and I've grinded that much on accident... >.>).  More likely, if I'm feeling like an RPG is too easy, it has more to do with the fact that a lot of the time, once you figure out one good strategy, you can use it in pretty much every fight in the game.
  • edited 2011-10-05 07:34:40
    To be or not to be? That is the question.
    Practicing and patience are a virtue in order to survive in a Shmup (STG or Shooting Game). I recommend some entry level shmups like Blue Wish Resurrection (Plus), Eden's Aegis, and those listed here.

    Also, play Armed Police Batrider. Lots of characters mixed with good music.

    And also, Kamui is recommended. No exceptions.
  • Creature - Florida Dragon Turtle Human
    > I'd need more hands to do that.

    YOU'RE NOT MANLY ENOUGH!  YOU KNOW WHAT THE LATIN WORD FOR HAND IS?  MANUS.  YOU'D BETTER START MAKING YOURSELF MORE HANDS IF YOU DON'T WANNA BE A PUSSY SISSY GAY PINK PINKO!!

    > Anyway, not only disagree with the OP's assessment, I honestly don't
    understand it. With any genre you have little practical experience
    with, your first experience is going to be painful.

    No; my first JRPG was Super Mario RPG, and I had lots and lots and lots of fun playing that, even the first time around.  Some genres are easier than others to get into, and some games are easier than others to get into.

    I know you said earlier that you enjoy the challenge of shmups, but see, that's different from what I enjoy of shmups.  I enjoy the ability to go in guns blazing and mow down the opposition, as well as the excitement of dodging stuff.  Being shot down does not help me enjoy those things (even though it does help give meaning to the latter, indirectly), so I enjoy when I can savestate or credit-spam my way through a game, thus getting to enjoy the awesome visuals (and hopefully, equally great music) without having to deal with a big hassle.

    > EDIT: Incidentally, the OP owes it to himself to hit up MAME and play X-Multiply at the earliest opportunity. Try to at least get to the boss of the second stage before giving up on it.

    Fun thing is that MAME lets me credit-spam. :P

    Now I don't know anything about X-Multiply, but I would assume that it, at best, plops you back down with your next life with only basic weapons.  Which just isn't as fun as if you had a crapton of cool weapons to use, but...oh well.

    Come to think of it...if I enjoy Gunstar Heroes more than Contra because Gunstar Heroes actually gives the characters life bars...why can't shmups give the player-avatars life bars too?

    > More likely, if I'm feeling like an RPG is too easy, it has more to do
    with the fact that a lot of the time, once you figure out one good
    strategy, you can use it in pretty much every fight in the game.

    Yeah, this is something I don't really like with JRPG bosses.  It's pretty much what I call a "damage race"--kill the boss before it kills you off or runs you out of items.
  • edited 2011-10-05 11:11:32
    To be or not to be? That is the question.
    On Shmups having Life Bars: The Siter Skain games have them to an extent (Mainly Kamui.), as with Guwange and 1943.
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