vert1 Jun 12, 2010 (edited Sep 11, 2011)
Inspired by the Hard Corps: Uprising thread.
Remember Strider 2 and it had unlimited continues? People serious about the game can simply opt not to use them (and arguably have a more rewarding experience, provided the base levels are well-designed enough).
It was also in Ikaruga (GC). It's very anti-arcade games (you get game over, you leave the arcade cabinet). I think Cave or some other STG company was striking back against credit feeding for console gamers. Infinite lives have no business being in an STG.
so I don't know if Rising Mode will break this one right away for us hardcore types. At least it gives the option to play with one-hit kills.
This is something no hardcore type wants to read. This is where you let a game be ruined with compliance or get mad and fight. The point isn't that it gives us an option to play an easy mode, the point is that the company is selling out to losers (people who aren't good at games) and focusing on detractors rather than strengths to satisfying games (games with difficulty)
Getting shot and getting knocked backwards in Metal Slug Advance (newly added: without dying) never fit well with the series: it didn't look right and made you feel less badass. Not sure how you think the controls are unresponsive.
Added from aim "post":
In RE4, if you are low on health, you have activated brutal player death scene to occur upon Leon getting attacked. It triggers death as opposed to when you are on high health and getting attacked. There weren't an overwhelming amount of ohko (Chainsaws, Krauser, QTEs, exposed plagas head chomp, etc)--a side note, I was once unescapable comboed to death in a Novistador beatdown on Professional difficulty at full health--, so for example a Novistador would spray acid on your face at high health and Leon would throw it off. Now at low health the acid would melt through Leon's face killing you instantly.
On the other side were enemy deaths. If you got grabbed by an enemy that was at high health and you self defense kicked it off you, it just got knocked back down; but, like the player if it was at low health your kick would knock it's head way the f--- off killing it instantly.
From a post commenting on Itagaki's new Devil's Third game trailer:
A concern I see right now is that the enemies died really easily. I'd expect this sort-of thing towards the end of the game when your weapons are upgraded a lot. The enemies shown can't be expected to put up the same resistance as the robots in Vanquish, but they died without the player doing any advanced techniques (where was the dodging?). In Ninja Gaiden 2 to obliterate opponents took a charged attack or prior limb liberation; in other words, it took more time to kill foes. Beheadings weren't taking place every second. I don't want the enemies dying so fast that there is little satisfaction in the 'en masse' deaths. This is why in RE4, players had to deal with the absurd image of Leon shooting ganados 6-8 times in the head with the pistol before it exploded in the early stages. Mikami had to find a way past the "boom headshot! dead" way plaguing many games (i.e. FPS games). For the later stages, he upped the easy kill headshot problem fix by adding the exposed plagas ganado. Then he hilariously to the dismay (horror) of many gamers added an enemy that's head grew back. If you expected quick kills through headshots in RE4, look out.
What I am asking from the community is a discussion on death (what should result in the separation of gamer and game). In Japan, your death resulted in a complete separation from the arcade cabinet. You were forced back into your "real world". So what games do you think the player's death or enemy death are best presented to the viewing audience (I expect to see some Persona games listed)? A description of the death and context (genre, story, anything) is important. My thoughts on the subject is that death should be one of near equal balance of substance and style for player and enemy alike. Smaller pest enemies 'en masse' should not be given as elaborate a death as boss characters. But the shock of your enemy or player dying in a way counter to this can also deliver great impact on the player; i.e. that small kick poke that kills a tourny player's fighter--Smash Brothers went for the big hits=kill approach--or the gigantic explosion from a small, and otherwise, less deadly enemy; Ninja Gaiden 2.
The future edits: Etrian Odyssey vs Pokemon vs Shining Force status afflictions. And more talk about Metal Slug. Maybe Guilty Gear too.
You might be interested to know, if you don't already, that many of RE4's death animations were completely taken out of the JP version. No beheadings, no face-melting, just Leon collapsing.
One thing else to comment on was the brutal laser deaths in the Resident Evil movie getting the JPN censorship treatment for the NTSC game. I've wondered if the real death scene never made it past the censors or if Mikami just didn't feel like destroying Leon that brutally. Now I know RE4 had some of the most brutal death scenes--a great juxtaposition for the people with "kiddie haters" mentality rampant against the Gamecube in the last significant console fanboy war to witness--but to surgically divide Leon like processed meat...could Mikami have found that distasteful? This is why I hate the gaming press--they never ask our game developers stuff like this--we still don't know what was in 'that bag'; and perhaps that is for the better!