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Look, I believe devs SHOULD stand their ground when gettinc criticism as they have every right to, but NOT on bad decisions that affect a lot of the playerbase... If they or you cannot see that then I cannot help you any further, and they only have themselves at that point to blame for the game flopping.
The ONLY people who'd defend games having high prices are either Publishers, Developers or Fanbnoys, so you're one of the 3 and call me a liar due to being pro consumer, because games being underpriced is a load of bollocks, and I can tell you that as someone who has worked with designing a game, has seen the publishing costs and has played games all his life, seeing how the market has shifted until this day...
I can tell you straight up that making a game has not only gotten cheaper than ever, but publishing one is dirt easy, they don't even have to be good games in fact, just look at the avalanche of shovelware that has flooded steam thanks to how easy it is to publish games here. Maybe we wouldn't have to sift through literal 1000s of crap games just to find anything worth playing if publishing were still as challenging as before. Hell, even for companies that are super anal about the games that go into their market such as Nintendo, it is easier than ever to publish your games.
If the Devs/publishers are overpaying to create and publish their games, then that is on them and is an entirely different story, my point still stands... More choices = Competition = Cheaper Games, and cheaper priced, NOT CHEAPER QUALITY games are good for the consumer, because there is less risk for us to get screwed over by an overpriced game that does not meet our standards, the refund policy only makes things even less risky, so better for us once again, and the less likelyhood of making your customer feel buyer's remorse when getting your game, then the more likely they are to continue to buy more. Call me a liar all you want, the Market speaks for itself...
As for my eyesight being the reason of my complains, if that were true then I'd not be able to play ANY shmup even on normal and get through it, but not only have I so far been able to 1cc the majority of CAVE's library and many other Doujin SHMUPS, including ZUN's very own Touhou games, but also some of the older Arcade games that still hold plenty of water today.
Just last year I went to a bowling alley with my Dad where there was a Galaga arcade cabinet, and I managed to get in one quarter, all the way to wave 125, having never dualed ships and perfecting nearly all of the challenging stages along the way, I even managed to reset the cabinet score to the point where they had to move my score to the left side of the screen and I could no longer earn extra ships. I remember that day clearly because my wrist was swollen for 2 days after that, and the knucles of my finger hand were bloody as well by the time I was done... Even recorded the score on my iphone just to remember the achievement.
Raiden games, specifically the newer ones, on the other hand I have yet to 1cc without resorting to bomb scumming due to always getting killed by a stray bullet that did not catch my eye in time on certain stages thanks to the aformentioned issue... Does that mean that Every other SHMUP I play is bad? Does that mean my eyesight is bad? or that the Raiden game's have a design flaw that the devs still haven't addressed yet?... If you cannot clearly see what the answer is after all that, then you are simply just another raving fanboy and I rest my case. Now if you'll excuse me, Deathsmiles calls my name...
your faith in Raiden is undeniable
but what you see, others see in opposite
----------
These aren't bad decisions, and they don't affect the playerbase at all. They affect a tiny minority. I'm sorry, but that's the way it is.
It amazes me that you honestly believe that assigning proper value to video games is anti-consumer. This actually amazes me. I cannot possibly say anything else on this.
I have no idea what avalanches of shovelware and devs "overpaying" has to do with anything at all.
I have no idea why you bring up the refund policy, which is a good thing that we needed a long time ago. Do you think I oppose that?
And so we're back to point 1. What you're telling me is not making sense at all. It simply does not occur in these games. It's fiction. Once again, the only time you ever really run into bullet visibility issues is whenever That One Desert Stage appears, and it's an incredibly minor effect that might get you once ever, simply because it's a trip. It's not some crippling flaw that the developers need to fuss over, because most people aren't aware it even happens. The developers certainly aren't; how do you think they playtest and balance the game? You probably think it's not actually playtested or something, don't you?
I don't know how many times I have to tell you "you're actually wrong" until you get it. All the claimed experience in the world does not make lies true, it just damns those lies even further.
Saying that reactionary playthrough in stgs is nothing is also nonsense. Unless you agree that you talk for yourself that it's only about pixel-perfect memorizing for you; and logically you cant play without being reactionary unless you mean you watch plays before playing yourself; if not, then of course you play and dodge bullets with your pattern reading and reaction.
* unless, of course, i totally misunderstood both of you
1. the memers who said the same thing about Battle Garegga, which is also untrue.
2. those people who just really hate desert stages.
No, these games are absolutely not reactionary, unless RNG is involved. Raiden doesn't have much of RNG, so they aren't really reactionary. No, you don't really have to memorize anything "pixel-perfectly" to get anywhere in these games, you generally just have to know what bullets are going where. There's no "reacting" in that. Reactions only come up when you don't know what's about to happen, such as with RNG.
The difference between reacting and memorizing is the difference between talent and skill. Reactions are not something you learn.
There's no "conspiracy theory" here. There's a bunch of clear ignorance that can easily be dispelled, but it does no good if people believe in their lies so strongly.
The only way to get a game like this to have mainstream popularity is to be in a similar position with cuphead, where you can sell the game on a unique visual style and also be lucky enough to get memed to have constant comparisons with Dark Souls, because in the eyes of your average consumer Dark Souls invented difficulty in videogames.
Some other comments:
-Touhou games have MORE RNG than Raiden games, especially the earlier touhou games. Since most bullets in Raiden IV are aimed at the player's current position, the game is actually entirely deterministic which means that tap-dodging and misdirecting will work consistently.
-I don't get why you praised PSIKYO games so much while criticising Raiden, when I would say that Psikyo games actually have much more ♥♥♥♥♥♥♥♥ difficulty than any Raiden game (with some exceptions like Zero Gunner). At least in Raiden the bullets aren't so fast that you literally can't even see them.
TBF, I recently purchased Raiden V, and a lot of the criticism I had for raiden IV seems to have been adressed, but for the most part I still stand by what I say when it comes to Raiden in general. But to address your concerns:
-When I say Touhou (at least the ones I've played which are 6 through 11) is less random, I meant that in general, boss patterns are completely static vs the Raiden boss patterns which tend to spit out a bullet or laser at off beat intervals which can and often does turn a boss pattern safe spot into an unsafe one. Essentially what this means is you're having to keep track of two completely different patterns at the same time at all times or else your timing will be thrown off by one. I especially hated when minor enemies would infinitely spawn to do what I just described until destroyed and Some bosses in Raiden V unfortunately still do this...
-Bullets being fast wouldn't be such a problem if they came from a central direction, like in most other SHMUPS... unfortunately this isn't the case in Raiden games, as they literally come at you from just about every single angle on the screen. Even in Gradius, when enemies came from behnd, they wouldn't start shooting at you until they came to about the center of the screen.
So why in the hell do the Raiden devs think it's a good idea to have enemy tanks, boats and aircraft coming at you from behind and the sides and start shooting immediately after they're visible? At that point, the game becomes more about memorizing enemy placement rather than dodging bullets, and considering how slow the ship usually is and the weird angles the enemies come from, you'd have to have Homing Missiles at all times just to deal with that crap... worse yet when you have little time to react to so many angles with such a slow ship...
-While it's true that many STGs would be lucky enough to receive Mainstream attention like Cuphead, most STG devs usually don't go above and beyond to make their STG not only stand out, but reasonably designed to boot, and after playing through and beating it in co-op no less (if you thought battletoads co-op was hard, lol...), I must say it defs deserves every bit of it's success.
For one, the art aesthetic is not only easy on the eyes, but makes it very easy to notice boss and enemy telegraphed attacks which means you can pre emptively react to it vs reacting to it as soon as it comes out... backgrounds also don't blend in with any of the attacks, at no point was this a problem. Not only that, but because Cupead is overworld based, you will always have a full set of lives and super meter (bombs) at the start of every stage/boss, making it an accessible run and gun shooter with the player in mind...
Most STG devs tho are still stuck in the Past, in the arcade days of gaming where most games were designed to be quarter munchingly difficult (and by that I mean cheap), and for a reason... Those days are over (at least in the west) and Cheap difficulty will not work for come console games anymore, hard but fair does (hence the everything is like Dark Souls comparisons). Even Raiden V is still guilty sadly of falling into the pitfalls I just described which can make the game feel cheap at times.
An STG doesn't have to be dumbed down to be enjoyed, I still enjoy challenging shooters like Geometry Wars, Nex Machina and most Danmaku I come across that are done well enough (there's even one touhou game in my wishlist which looks like it will honestly be a blast to play once I get my hands on it...). All I ask for is the devs of future STGs consider Quality of Life changes to the standard formula just like the ones I described in Cuphead just now which made it great without stifling difficulty...
Hey, I'm not saying that enemies coming from all angles and shooting immediately is good design, in fact part of the reason why Raiden IV is my favourite in the series is that it has the lowest amount of that kinda ♥♥♥♥ (I haven't played Raiden V yet, well I did a little bit when it was shown at Comicon and I kinda liked it but only the first two stages so I can't comment much on it), but it's really not as bad as you make it seem. In the older raiden games large enemies would appear from the bottom of the screen, but only if you let them fly past you when they are coming from the top. It's not ideal design but it does mean that it's preventable with good target prioritisation.
I actually agree that most arcade-game devs are stuck in the past, but I think that can be a good thing at times because games with this level of challenge and tight-level design are hard to come across nowadays, with the only alternatives being indie "savestate simulators" like Super Meat Boy and IWBTG. And like I said before, I cannot see a game like this becoming popular anyway even if the devs made it more accessible without a lot of luck involved.
If I was to make a shmup and release it on PC, I would try to do the following:
-Provide full-controller support, full-keyboard support, and a ton of sound, video and framerate options, including a separate "fullscreen mode" (Like Under Defeat HD), support for at least 1080p resolution and a 120 fps limit if possible.
-Allow all stages and bosses to be practiced individually from the start, with different setups (like Crimzon Clover WORLD IGNITION)
-Have two main game modes, a standard "arcade mode" with no continues (continues are an outdated relic from the coin-op days, and will mean that new players will just credit feed the game to say that they have "beaten it" in the first half an hour then never play the game again. Roguelikes are short games to finish like shmups, and they don't have continues. Neither should shmups) and an "adventure mode"
-Adventure mode would work somewhat like cuphead, where stages and bosses are separated in an overworld in which your progress is saved. In the overworld you can talk to npcs or something and access side missions which would also be accessible in the main menu for people playing arcade mode.
-Provide online co-op (it's weird how no shmups on steam have done this yet) and online leaderboards.
I think that kind of structure would allow for more accessibility, while not being alienating to genre veterans. Of course though, it is hard for developers to make all of those features, especially when they are not a AAA developer and making a port of an already-existing game. Such additions could only feasibly be made if you're making a new game from scratch (and even then probably not all of them).
I honestly wonder what anyone who thinks Dark Souls is hard would do if they played something like Contra III, Battletoads, Ghosts N Goblins or Ninja Gaiden... They'd probably have a Stroke.
I personally think Dark Souls' challenge comes from the 1st blind playthrough, but after that the game becomes a joke...
I remember when I first played Super Ghouls n Ghosts, I couldn't even get passed the 1st stage on the easiest setting, many years later and I can finally beat the whole 2 loops without taking a hit once, on Professional to boot, but I still rely on God Frame abuse to deal with the deadliest hazards and bosses and I don't switch out the Knife to the bracelet until the 2nd to last level...
I remember the very first Danmaku I ever played, it was Ikaruga for the Gamecube, and holy moley did it kick my ass, to this day I still cannot 1CC it on Hard or even get a remotely high score due to how insanely difficult chaining AND staying alive in a polarity system is for my poor brain...
Calling Souls "a joke" is ♥♥♥♥♥♥♥♥ or elitism. Or more like new meme created to counter existing "souls is teh hardest" meme - both are wrong.
I wouldn't say it's elitism, at least not from my perspective, mainly because I've just played and got used to harder games and so I speak from experience, wether people struggle more than me or not in Dark Souls games doesn't change my opinion about it...
https://www.youtube.com/watch?v=A8JBDyFC9BE
http://shmuplations.com/scorer3/
http://shmuplations.com/scorer2/