What's the appeal behind bullet hell games? or am i just too casual to grasp the secret marvel?
What's the appeal behind bullet hell games? or am i just too casual to grasp the secret marvel?
Other urls found in this thread:
It's just memorizing patterns and execution. Nothing special.
The illusion of mastery
This. It's the same shtick that keeps fighting game fans hooked.
You have a hitbox the size of a pixel, which makes those daunting-looking patterns manageable. It's not a fun genre to play.
Play the slower-paced shooting games that don't rely on obscene bullet spreads if you want an actual video game.
It's a score-attack thing, relying heavily on spectacle and presentation.
Crimzon Clover, Ikaruga, and some of DoDonPachi are the only ones I've played that keep gameplay interesting without completely relying on "LOOK AT HOW INSANE OUR BULLET PATTERNS ARE"
>bullet heaven
Fuck that nigger casual shit. Literally babby's first wnb touhou
>slower-paced
No. Play the fast non-bullet hells such as Thunder Force IV or Dangun Feveron.
I find them fun, but I vastly prefer games with fewer bullets that are meant to kill you, rather than patterns that are largely meant to just look pretty like in that image.
Cho Ren Sha would be a decent example.
>Thunder Force IV
Not terribly fast for a euroshmup
>Dangun Feveron
Incredibly fast and lethal, Psikyo level precision required. About on par with those bullet hell titles.
What is this even supposed to mean? If being good at shmups and fighting games isn't "mastery" in video games, what is?
>Thunder Force IV
>euroshmup
What the fuck am I reading?
Gittin gud at Touhou is fun and the music is great.
Plus there's all the mangas and stuff for when I stop playing the games.
I agree.
WHO HERE WARNING FOREVER.
People mistaken believe two things about shmups. The first one is that your skills don't translate to other schmups. The second one is that you can memorize all the bullet patterns.
The way you approach a bullet pattern changes every time. The only patterns you memorize are the ones you struggle with. Eventually approaching these patterns become second nature, and you find similar approaches to similar patterns.
>Not terribly fast
It often throws a lot of enemies at you from all sides very quickly, and a good deal of the enemy attacks are very fast.
It's been a while since I've played the game on anything but maniac difficulty though, so maybe that's the issue.
>euroshmup
Stop.
>The only patterns you memorize are the ones you struggle with
Or the ones with sweetspots that let you totally avoid them with no effort by being in the exact right position.
Also some patterns are totally static, not based on your position or anything at all, so memorizing the exact movements to do and the skill not translating can totally happen with those.
For everything else though, totally.
They maximize perceived difficulty/danger while still providing a very balanced challenge, and that leads to players feeling empowered. Also the scoring systems are typically far more interesting than the shit youd find in classic shmups, and simplifying initially overwhelming patterns in your mind is nice. Otherwise they have the same appeal as other shmups.
Because you can spend months on a game memorizing bullet patterns and be able to clear the game in one credit with no effort at all. You just have to grind for days on end until you get good at the game. It's like how soulsfags think their series is so hard because it takes a while before they can beat the game. Time spent does not equal difficulty.
1ccing is the bare minimum, the actual difficulty comes from competing
Survivability for life nigga
As spoke by someone who CC'd one Touhou game on normal and decided shmups are 2easy4me.
Yes, there actually are parts in shmups where you don't have to actively dodge anything as long as you know when and how to move across the screen. However, a lot of it still involves active dodging because the patterns are not static. They're either created based on where you're standing on the screen or there's slight variation in them through randomness. You still have to actively dodge shit even if you have memorized where you should be standing in order to dodge the least of it.
What is difficult then? And before you tell us your definition which includes shmups check that it doesn't exclude any traditional non-game skills like playing an instrument or learning a language
>spend months on a game
>no effort at all
What a stupid fucking post.
It guess it fits with the stupid fucking name.
Setting aside that spending months practicing to be able to do something perfectly absolutely is effort, and setting aside that comprehensive knowledge is a form of mastery, you think you just memorize a game like Mushihimesama and then there is no execution barrier to victory? Really nigger?
Plus you didn't address fighting games at all. I'd love to hear how playing well against high level human players in a fighting game isn't mastery, since 'memorization' seems to be your hangup with shmups.
And do you care to answer the second question?
>If being good at shmups and fighting games isn't "mastery" in video games, what is?
Give me even a single example.
>Time spent does not equal difficulty.
Similar to the above, if what a shmup throws at you is not difficulty in video games, what is?
Also feel free to explain to me why memorizing complex sheet music and playing it well would reasonably be called mastery, but memorizing a game and playing it well wouldn't.
Maybe if that includes 2 alls otherwise you're barely scratching the surface of the games
Shooting up stuff feels nice
This guy gets it.
The perfect form of videogame.
>Perfect Story
>Perfect OST
>Perfect Lifecycle
>Perfect Gameplay
>Pefect Design
>perfect promotion events
its easy, but its not that bad, is it?
Post em
You play for score
nothing is difficult (to me because im so great)
Anyone good at these play through Automatas E boss solo? Is it even possible?