Vast difference between Western and Easten/Asian Shmups!
Well the Shmup-genre is pretty specific and you probably either like it or you don't. But there does exist a huge difference in 'Western- and Eastern-' (Asian) shmups and you cannot just put them in the same league. Matt, I believe you've only or mostly been exposed to the Western-kind.
Space Invaders and other shmups aren't just 'clones' today, but I can see how your dad would come to such a conclusion seeing the early Western Space Invaders incarnations/rehashes. It's funny how you internalized your dad's opinion on shmups. I was a different beast and would actually try to prove my dad wrong ;-)
So what makes a Shmup a good shmup? There's no easy recipe. I'd say an almost organic feel to the way the enemies come at you, in organic flows and waves and not simple zig-zag or left-right motions. Fluidity in gameplay is something I would say is extremely important. Reflexes. There are a couple of 'Western' shmups that have master the art but most good shmups come from Asia in my opinion.
Bullet hell games are not really my style. Bullet hell is okay to some extend but it renders those games way too difficult. I want to be able to depend on reflexes too and not solely on memorized attack patterns. Did an article on shmups way back, there's a sequel in progress sitting on my harddrive somewhere. I am thinking about putting it together with some videos.
Well the Shmup-genre is pretty specific and you probably either like it or you don't. But there does exist a huge difference in 'Western- and Eastern-' (Asian) shmups and you cannot just put them in the same league. Matt, I believe you've only or mostly been exposed to the Western-kind.
Space Invaders and other shmups aren't just 'clones' today, but I can see how your dad would come to such a conclusion seeing the early Western Space Invaders incarnations/rehashes. It's funny how you internalized your dad's opinion on shmups. I was a different beast and would actually try to prove my dad wrong ;-)
So what makes a Shmup a good shmup? There's no easy recipe. I'd say an almost organic feel to the way the enemies come at you, in organic flows and waves and not simple zig-zag or left-right motions. Fluidity in gameplay is something I would say is extremely important. Reflexes. There are a couple of 'Western' shmups that have master the art but most good shmups come from Asia in my opinion.
Bullet hell games are not really my style. Bullet hell is okay to some extend but it renders those games way too difficult. I want to be able to depend on reflexes too and not solely on memorized attack patterns. Did an article on shmups way back, there's a sequel in progress sitting on my harddrive somewhere. I am thinking about putting it together with some videos.
Xbox 360: Lactobacillus P | Wii: 8151 3435 8469 3138
Armchair arcade Editor | Pixellator | www.markvergeer.nl
Armchair Arcade Editor