Things you hate about different genres

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MrPopo
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Re: Things you hate about different genres

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GSZX1337 wrote:
Octopod wrote:Shmups that let you continue. No fucking continues. Not that I use them but I get sick of hearing people say they beat a game when all they did was continue through the whole damn thing.
...What's wrong with continuing a game? If they beat the game with continues, they still beat it.
Every shmup can be beaten even by your 4 year old kid sister if you have infinite continues, except for the ones that reset the stage when you continue. In those rare cases I see continuing to be fully legitimate, as you still have to 1cc the final stage (effectively). But for a game such as Deathsmiles where continuing respawns you in the same spot then you will eventually beat the entire game, and in a reasonable amount of time too. So it's not really an accomplishment.
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GSZX1337
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Re: Things you hate about different genres

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MrPopo wrote:
GSZX1337 wrote:
Octopod wrote:Shmups that let you continue. No fucking continues. Not that I use them but I get sick of hearing people say they beat a game when all they did was continue through the whole damn thing.
...What's wrong with continuing a game? If they beat the game with continues, they still beat it.
Every shmup can be beaten even by your 4 year old kid sister if you have infinite continues, except for the ones that reset the stage when you continue.
I will admit that since Shmups are notorious for staying true to their arcade heritage that infinite continues would be ridiculous. (Maybe a Free Play Option?) But Octopod didn't mention inifinite continues.
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Re: Things you hate about different genres

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It was implied througj his usage of "continue through". Games like Ikaruga which have time release credits do it in a good way, in my opinion. You're going to need to sink some serious time into the game if you want to credit feed, so you'll end up practicing a lot first before you can finally beat it, whether through true skill or finally unlocking infinite credits.
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GSZX1337
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Re: Things you hate about different genres

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MrPopo wrote:It was implied through his usage of "continue through".
Maybe I have the wrong definition of "continue through", but can't you continue through a game even if you don't have unlimited continues? If a game has three continues and I used all three to beat the game, I continued through it.
Games like Ikaruga which have time release credits do it in a good way, in my opinion. You're going to need to sink some serious time into the game if you want to credit feed, so you'll end up practicing a lot first before you can finally beat it, whether through true skill or finally unlocking infinite credits.
I don't really like this way. (Shit, by the time that I actually unlock the credits, I don't need them. Frustrating.) I think that the player should have the choice of how many credits they want.

I like how Metal Slug Anthology did it: Have an option for 1-5,10,20 Credits, and Free Play. Maybe pop that option up before the first level so that the player knows about it?
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Re: Things you hate about different genres

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GSZX1337 wrote:
MrPopo wrote:It was implied through his usage of "continue through".
Maybe I have the wrong definition of "continue through", but can't you continue through a game even if you don't have unlimited continues? If a game has three continues and I used all three to beat the game, I continued through it.
It's probably because I've been hanging around on the Shmups forum, where the notion of even continuing once is heresy. There people fall into two camps. Camp one is the 1ccers who quit after they lose all their lives, and the other is the people who credit-feed to beat the game and then complain that it's too short (they HATE mainstream reviewers there). In a shmup what you usually see is that because of the ramping difficulty of each level once you take that first continue plunge you start continuing at a faster and faster rate as the game beats you up.
Games like Ikaruga which have time release credits do it in a good way, in my opinion. You're going to need to sink some serious time into the game if you want to credit feed, so you'll end up practicing a lot first before you can finally beat it, whether through true skill or finally unlocking infinite credits.
I don't really like this way. (Shit, by the time that I actually unlock the credits, I don't need them. Frustrating.) I think that the player should have the choice of how many credits they want.

I like how Metal Slug Anthology did it: Have an option for 1-5,10,20 Credits, and Free Play. Maybe pop that option up before the first level so that the player knows about it?
The thing about unlocking credits is it forces you to get better. Like I said, with unlimited continues you can beat anything in 20 minutes. What gives shmups their longetivity is their high level of difficulty. Overcoming one is a real achivement. And that's before you even get into scoring, which can be an entire game in itself. With a credit unlock system I can only see a small portion of the game at the start, and I need to play it more to be able to see more. Then I've got two things working for me. The first is I get more credits as I play. The second is that I get better and legitimately improve my skills, which will translate to other shmups as well. If I spend all my time credit feeding through Raiden and Mushi Futari I'm not going to get any better.
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Re: Things you hate about different genres

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I meant continuing at all. I guess it is a matter of opinion but I think a shmup is beaten by a 1cc not by using continues. Yeah you saw the end still if you continue your way through the game but it is not the same imo.

Continues used for practice are alright but If I "beat" a game on one of those practise runs I would not consider it actually beaten.
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Re: Things you hate about different genres

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Shmups: Games where if you get hit once, you die and have to replay the level from the beginning. Every Shmup game should have a damage meter and level checkpoints. If you've performed brilliantly throughout a level and then suddenly make one false move against the boss character and get hit by a stray bullet... you shouldn't instantly die and have to replay the whole fucking level all over again! That's bullshit.

Fighting Games: I hate fighting games that feature a Story Mode. I know there's people out there who like these (I've never met them) but I could give a shit less about the story behind these characters. If I wanted to play a story-based game I'd go play Halo or Zelda, not Soul Calibur or Tekken. I play fighting games to fight

3D Platformers/Hack-N-Slash Games: Too many damn cut scenes. I remember renting Omnimusha on the PS2 at one point and trying to enjoy the game. But it seemed like every time I took a step with my character there was another stupid cut scene. All I could think was "I rented this game so I could kick some hardcore samurai ass, not skip through endless cut scenes."

Another thing that I don't like about a lot of 3D Platformers/Hack-N-Slash games are fixed cameras. That's what killed games like Ninja Gaiden (Xbox) and Devil May Cry (PS20 for me. You get stuck in certain areas on screen where enemies are attacking you or throwing shit at you and you can't even turn around to see them! I hate that. All 3D games should have controllable cameras.

First-Person Shooters: I hate FPS games that don't have a jump button. Some games have it. Some don't. What gives? Jumping over objects like boxes or fallen trees to go explore hidden areas can be a lot of fun and make for more interesting gameplay. But with some games, there could be something small like a damn construction cone in your way and you can't jump over it or even get around it, and that's just dumb.

Which leads me to...

ALL: Invisible walls. As games are becoming much more open and bigger in size and scope, we are seeing less of this. But in the past, with games on the PS2 and Xbox there were a lot of free-roaming type games and various others that had invisible walls and I always found that extremely annoying. Just because I always thought, "Couldn't they have just put something there?" I hate invisible walls. It takes all the realism out of the game

ALL: I definitely hate infinite continues. That's why I ended up selling my copy of Metal Slug XX on the PS1 - the infinite continues ruined it for me. I didn't like having to keep track of how many continues that I've used myself, just to add that element of challenge that should have been there in the first place. Thankfully, as someone already mentioned.. they fixed this issue in Metal Slug Anthology.
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Re: Things you hate about different genres

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Weekend_Warrior wrote:Shmups: Games where if you get hit once, you die and have to replay the level from the beginning. Every Shmup game should have a damage meter and level checkpoints. If you've performed brilliantly throughout a level and then suddenly make one false move against the boss character and get hit by a stray bullet... you shouldn't instantly die and have to replay the whole fucking level all over again! That's bullshit.
Ahh, the Gradius-style gameplay. Fortunately, that seems to have gone away in favor of one-hit deaths but you respawn at the same spot. Heck, they even fixed it in Gradius V to spawn you in the same place so you can pick up your options again.
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Re: Things you hate about different genres

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I just want to make one comment because off all the shmups talk. Maybe I am in the minority but beating the game isn't what its about. I always go for a highscore. In that case continues matter little either way. Every shmups I play resets your score after a continue or if you lose a life in some cases.
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Re: Things you hate about different genres

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pepharytheworm wrote:I just want to make one comment because off all the shmups talk. Maybe I am in the minority but beating the game isn't what its about. I always go for a highscore. In that case continues matter little either way. Every shmups I play resets your score after a continue or if you lose a life in some cases.

This is true but ultimately you want the 1CC and then you work on improving that score.
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