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And they were excellent.
It's a rant in the sense that R-Type Final 2 is frustrating because of it's unfulfilled potential.
It's got so much cool stuff in it, and yet it struggles to keep me invested, because it refuses to evolve beyond what's essentially learning the scripted stages and unlocking all the stuff.
I've played the new stages, and unlocked the new ships. Now there's nothing to do but wait until the next DLC lands.
I don't disagree with the sentiment of the series lending themselves to new audiences, but I think the problem with this game is that mainly it isn't Delta 2, and lacks the atmosphere of Final, and at the very least, it lacks context. I say this despite thinking it's the second best R-Type.
Just because it hasn't been done well before doesn't mean it can't be done well at all. I'm guessing you just don't have as much imagination as I do?
If there's anything lacking context, it's this reply. Just because you read it somewhere else before and thought it sounded cool means it's relevant here.
It's not about making R-Type Final 2 into a strategy game per se - it's about having it do anything more interesting than just a straightforward arcade mode.
If my problem is imagination, then please fill me in, but be sure to detail it at least.
First, it's an horrible idea to mix genres like that (IMO). Either I'm playing an SRPG, or a shmup, doing both is a massive paradigm shift, it is off putting.
Again see Sigma Star Saga, which mixes shmup with a less contrasting action-adventure.
This game does a lot of things people have wished for in shmups, such as mixing it with RPG elements, bad.
Of course, it's only a particular example, but it's a cautionary tale for why you shouldn't just "imagine" putting one and another genre together, while also saying "generated" levels would work.
Second, you can't match human mission design with something generated from an algorithm. I'm not saying this is impossible, but in general, it's very unlikely to come out decent at all.
Generated crap tends to look derivative very, very fast.
I wish Final 2 would have some story too. Guess they're trying to hark back to the really old days of the first games.
At least the Bydo Empire is gone for good now, so the EAF achieved something.
Yes, precisely.
That mode could work so well here. Incidentally I also proposed such a mode several months ago to Granzella. Just imagine combining that with the amount of ships available in Final 2.
Another good example would be the SNES version of U.N. Squadron, and although a little hampered, certainly had the right idea.
Now, I don't think that the ship should have a health bar or anything- unless they make that a story-related option that unlocks one or more unique endings (maybe the pilot hacked their ship and turned off the self-destruct so they can keep fighting the Bydo even after getting hit). But maybe introduce upgrade-able weapon stats. Maybe restrict it to Force and Bit lasers and the ship's built-in Vulcan, though. Maybe some missile systems. Except for charge time, leave Wave Cannons and Delta Weapons alone. Perhaps also include upgrades for pilot outfits so we can farm resources easier.
While there are some crappy and derivative ships, there are still quite a lot of different forces, and for the most part, they have satisfying lasers.
Even with such diversity, I personally gravitate towards reusing favorite ships, because they're just just fun to replay with, anyway.
The stages' topology, and enemy placement force different situations on the player, and the different tactics, plus weaponry, the player uses will produce different outcomes.
Was, then, R-Type Delta, or III, not worth their value since they only contained 3~4 different setups and even less stages? How about the average 16-bit shmup that only had a ship and nothing else but harder loops.
I'm not saying this because I like arguing with people online, but I legit think RTF2 is a decent, fun shmup, and hope you can view it in a different perspective.