gosokkyu

エンド

  • 戦う人間発電所

owatte shimatta


Japanese STG maniacs are discussing the commercial struggles of STG once more this weekend, with much of the conversation centred on this one comment from Sawatari of Neotro Inc., makers of the Vritra series and the recently-released NeverAwake: they assert that people like to lament the lack of interest in STG from younger generations, but those same people, who developers might expect to be useful allies, don't really check for new STGs the way one might hope they would (or they way they often say or imply they would), and I've seen a few STG-dev veterans chiming in to the effect of, "yeah, don't take people at their word when they say they want [xyz]".

Anyone who's hung around in these communities has had all these discussions ad nauseum and I think most people understand the commercial realities of why the genre's shrunken to such a tiny niche and why it won't ever recover, but I will say that, unlike a lot of people, Sawatari has put their money where their mouth is when it comes to courting new audiences and attempting to clear the hurdles that keep new STG from finding wider success—NeverAwake is a graphically-competitive game with a structure that immediately promises a sustained play time, several mechanics and general design language from contemporary action games, a conscious minimisation of the commonly-cited frustration points of most STG, and interwoven narrative elements to further hook people, without falling into the euroshmuppy/number-loot-driven traps a lot of "modern shmups" fall into, and it sucks to think they might not have found the success they hoped they would because I think NeverAwake's the most credible of all the "gateway" games in a minute and if it can't do it, I don't know what will.

(NeverAwake's available on PC & all consoles; the Switch version's actually well-optimised, if that's your preference)

I've shared my thoughts on this a zillion times and don't really feel like doing it again atm but feel free to chime in with yours, especially if this topic isn't something you find yourself contemplating every other week: what is it that you want from these games that they stopped giving you, and what would it take for a new STG to really grab your attention?


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in reply to @gosokkyu's post:

I played NeverAwake at Yokohama Game Dungeon and it was pretty cool. I didn’t really know what to say afterwards and I mentioned Deathsmiles and wanted to immediately eat my own hand. So, they probably hate me now, but I did pick it up when I got back and it’s a lot of fun.

LikeDreamer and CosmoDreamer also have a differing structure from the traditional STG where you play each level individually and then unlock the ability to go back and play it straight as more of a traditional arcade game (with routes as otherwise it would be 9 stages back to back).

I thought both of these structures were interesting and might solve some common bugbears like credit feeding. But I didn’t think they would really nudge someone on the fence. These discussions often focuses on training and novice modes too, and I'm just not convinced players hear that and get excited. I mostly went over because it looked really nice.

One reason I don't buy as many Shmups as a could is that I fee like wasting money if I'm just buying STGs when I have a backlog of other shmups I haven't 1cc'd or even cleared in some cases. Never Awake looked really sick, and I'll maybe get it eventually, but I have an abundance of games to play at the moment

It looks really interesting from the screenshots. Twinstick isn't what I think of when I think shmup usually, but then again, I did like The Knight Witch and Star of Providence a lot.

I feel like I don't know if I'll like a shmup or not before I play it. I loved Crimzon Clover and ZeroRanger but wasn't a fan of any of the Raidens I've tried. I don't like stuff like polarity mechanics where you have to switch gears in your brain. Just the dodging, the sound and spectacle and consistent breaking of expectations is what I want I think.

When I think about shmups that had an impact on me...

Hydorah, with its limited save system, gave me an incentive to actually get better at the genre so I could drop saves later and explore the optional levels. Not something I see very often.

R-Type Delta made an impact just because it feels like the levels tell stories using visuals and sound. There's nothing hugely special about it mechanically, but just very immersive. I'm sure there's tons of other games I've never heard of that pull off the same thing.

Gradius V had the spectacle and smashing of expectations down in a way I don't think any other game I've played has. Every new level and boss they put something in front me that made me go "surely they're not serious?!" but they were, and figuring out how to deal with it in the end was pure joy. Rare for a shmup to make me feel clever.

Crimzon Clover has perfect difficulty scaling I think. It ramps up in a way that by the time I was able to beat the tfb on easy mode I'd gotten good enough that I could start learning Arcade mode without just getting discouraged and stopping. A lot of shmups I've played fail to smooth the scaling out in a satisfying way.