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I think i did syncrhonize with those shifted/emphasised beats just to get a big oof in a form of a missed note and at times I had to stop and observe the visual aid for tempo and even then I couldn't figure out what was up.
I'm really rooting for this game because it already bursts with lovingly hand crafted world and everything but I guess the devs need to polish the core concept around which it's built and dress the timing mechanics up into the songs actual rhythm instead of tempo... Or both so that it's not punishing for players following neither tempo nor rhythm)
(And the performance bit, also :') )
The reason why games like Doom Eternal are replayed so much is because while they can be accessible to those who just want a shooter, they give a lot to master for those who want to. At higher skill levels you can dictate the pace of battle yourself rather than having it dictated by your enemies or the encounter's design, and that control is achievable to anyone who wants to put their mind to learning the game's systems. Rhythm games are the same, with easy difficulties being accessible to everyone with generously slow and consistently timed notes, and hard difficulties that require quick, accurate playing and the ability to adjust your pace to the song's at any moment. Hellsinger only lets you play at that one pace. At the highest level of play, you still can only go as fast as those quarter notes allow. Adding eighth notes and rewarding emphasised beats would only help Hellsinger in both its shooter and rhythm game aspects.
The game is definitely fantastic every other aspect and is absolutely bursting with passion from the developers; I wanted to keep playing and give it another chance because of that, but yeah, those performance issues were a pain in the ass. Sorta killed my enthusiasm towards it.
4/4 is a blank canvas, with which the player can do a lot of things. If the game rewarded you for following the song, for the best possible score you'd have to match the song perfectly. In a rather open environment of boomer shooter, this would feel excrucaitingly linear, forcing you to perform a specific sequence of inputs. How do you mesh this with running around unpredictable enemies, weapons with specific rhythms to them, evasive actions that have to be performed when the situation demands it, not the music?
There is a reason all rhtym games in existence are linear. It's to not distract you from the piece, help you focus on what you mus perform. This is a shooter with a rhythm mechanic imbued into it. It has to provide enough space for the shooting to occur.
The rhytm aspect of this game is about adding gun noises to the music in a way you see fit. A kind of freeform performance. The only thing I wish to add to this would have to be subdivisions and different time signatures. Perhaps, other weapons and other levels provide this.
If there was a hypothetical game that would allow you to make a bullet sympony, what criteria your performance would be graded on?
Eh, I don't really agree with your take. I like the rhythm mechanic in concept; I just think the implementation of it is too shallow and doesn't allow for skilled players to show their abilities by using more complex rhythms while playing. The highlighted response in your thread shows game-play of BPM, which looks like it does give you the choice to play on eighth notes while still using its visual indicators to encourage emphasising 4th notes that the music is also written to emphasise, which makes for a more understandable game mechanic and a far more polished experience. I'd rather Hellsinger take influence from that design and adjust it to match the game's faster and more syncopated music, than outright remove the core mechanic.
I'd very much like to see the whole rhythm concept done properly. No video games have yet.
That's you right now.