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WE ARE FINE AS WE ARE.
by "less skilful" i mean literally new players (those who have played few or no games, because they are either "too young", or "too busy", or just lacked money to have a system to play), rather than people that dont care about games (like "game journos").
i never cared much about fighting games, even if i enjoyed them a bit, until i played the first "guilty gear" game, because the mechanics and music became addictive. so i learned a bit better how to play fighting games from that, even if it has been a while since the last time i played another.
since "guilty gear xrd", devs added features focused in teaching the complex mechanics and ways to exploit them and train them for new players, which makes it one of the best if not the best starting points for both veterans and new players into the franchise, which then translates into more players able to be better at playing, and increasing the relevance of tournaments and similar events related to the game.
is not a bad thing to include features to help those that ignore how to play, how to learn to play properly, rather than dumbing down the experience for everyone. thats the idea: to keep the challenge, and the rewards for playing well, but still offer "introductory options" (without the rewards and perks of playing well) for those that are new.
But yeah all I want to see from a Furi 2 is more select able riders to choose from with different play styles, more bosses and just more of what came before just with more bells and whistles and glossed up to a high degree.
I don't want anything more than I want Furi 2 some day
sure, the furi we know is all that, and it would be also nice a "furi 2" with similar game design and mechanics (boss rush). But if only that was offered in a new game offered (just copy+pasta from "furi (1)" formula), it wouldnt attract more sales or new players: not many people find interesting a game that only offers "boss rush", and among the few that do, less would pay for a furi 2 if they already are satisfied with furi 1, or if they never played furi 1 and want to check that furi 2.
so if you want to expand the brand, what is the essence of a franchise? the lore and characters design, and the art style and aesthetics in general.
think about it like this:
in the nes era, why the first mario bros game was successful? then why nintendo didnt stopped there, and made mario 2 like an exact copy of mario 1 (and side note, mario 2 was also a modified version from a different game, with other characters)? then why mario 3 became even more experimental, and offered new gameplay modes and challenges?
all those three games shared the same "essence", but sequels didnt replaced the basic elements that made the first one attractive and enjoyable: they used those basic elements and mechanics, and expanded from there to make the next games more engaging and attractive for new players. Same approach holds true for any spinoff, just like the 3d platformers for mario: how many differences are between mario 64, and games like mario sunshine, mario galaxy, etc? sure, many, but also all hold the same basic 3d platforming elements that worked in mario 64
So, what im suggesting is like that:
is not about replacing or removing the original elements that made furi work and be unique, but to expand from them and add new features to increase the replay value of the game.
for example, it could also be possible to make a "roguelike" (and or rpg-like) furi and call it "story mode", and also include a "boss rush" mode. maybe bosses could be unlocked from "story mode", and beating with additional handicaps, time limits, etc, the bosses in "boss rush mode" could then also unlock other features or tools to make more challenging the story mode. in some of the "souls calibur" games with rpg mode, i think it had a similar mechanic, in which you could get new extras after finishing it with different characters
But yeah all I want to see from a Furi 2 is more select able riders to choose from with different play styles, more bosses and just more of what came before just with more bells and whistles and glossed up to a high degree.
i think another think that usually helps to increase the odds of sequels, is to just expand the lore without a game, using animated shorts, comics, or even novels.
but that can also be more challenging, since furi itself focused more in a small story to place the characters and challenges. that could probably take a lot more time than just adding a few new characters, recycling a few from this version, and then introduce another settings for epic fights.
and thats why i think a "roguelike" could be compatible, and a lot cheaper to make; maybe it could work a bit like a "devil may cry", "god of war", "bayonetta" style game, but with "rogue-like elements". maybe not as huge, but that would allow adding easily more lore later for a "furi universe".
another option could be other type of "sidequels", like a proper retro side-scrolling shooter + platformer (maybe "2.5D" to be able to use cheap 3d assets; making good pixel art can also take a lot of time), in contra-style or megaman; something like these games, but with furi characters and music.
https://store.steampowered.com/app/609110/Blazing_Chrome/
https://store.steampowered.com/app/861250/Cyber_Shadow/
i dont know, but imo they do need to come with something like that to keep furi alive, so more games with "furi style music" can happen. Not many games have dark-synth ost, and the few that do usually arent as good as this one.