No, I'm not talking about the FPS. Though they might be becoming a bit too similar to each other, they are certainly alive and well. I'm instead refering to an older genre that relatively few people know about: the 2d shooter/STG. Most likely, you remember that from games such as this, from the 80s and early 90s. This genre has moved on quite a ways since then. However, since 2001, very few major releases have appeared outside of japan, with the most recent being Raiden IV in 2008. Most people's knowledge comes from downloadable games, such as geometry wars and shoot 1up, that are based upon the state of the genre in the early 90s but use HD graphics, and from youtube videos of people killing the ultra hard extra bosses you get as a reward for playing the rest of the game very well. The graphics are also a common complaint, mainly consisting of highly detailed 2-d rather than 3-d. The graphic can't actually be much more complex without comrpomising gameplay, as already these games are capable of slowing an xbox 360 to 3 fps at some points, so the processing power for extra graphics is far less important when the game runs at 1/20th speed.
Modern STGs focus on scoring well rather than seeing the ending, and if the player does not realize this, the game will appear extremely short, often around 30 minutes. Scoring mechanics have become increasingly complex over time, with games released only 4 years ago having scoring mechanics that appear primitive compared to today's new releases. That isn't to say that they were simple then, however. For example, ESP Galuda 2 from 2005 has the following as its basic mechanics: killing enemies produces gems, more if they're killed with your laser weapon, and double if you kill them at point blank. These gems are used to fuel kakusei mode, in which enemy fire slows down, and the player's attack become stronger. Killing enemies in this mode turns all bullets fired by that enemy into gold, and gives points for each bullet transformed. This is subject to a multiplier up to 100x, which increases for each bullet transformed, and resets to 1 when you exit kakusei mode. The gold is used with gems to fuel zetsushikai mode, in which killing enemies destroys their bullets in the same way as kakusei mode, but does not generate gold, instead allowing the multiplier to reach 500x. When an enemy is in this mode, they will spawn bullets on death, and all the bullets destroyed by killing the enemy reapear, aimed directly at you. These respawned bullets are destroyed by killing any enemy, which will cause them to respawn again each time you kill an enemy, until you leave zetsushikai mode.
Earlier this year, this game was ported to the 360, and recieved 3 additional modified versions, as well as an easy mode for the original game and one of the new versions. The game came out 2/25/10, and we still haven't even figured out the basics of any of the new versions. Here's what we actually do know. If you would like to see these mechanics in action, see here for the new version, played using the easy mode, and here for the original, played on original arcade difficulty. Before you panic about the difficulty, note that the actual area where the player can be hit is tiny, only a single pixel on an HDTV. You can also activate a invincibility barrier, and you can do that four times per life, assuming you don't pick up a refill item. In the easy mode, said barrier will trigger automatically if you get hit, and you can use it 10 times. The refill items also give you all the charges back, not just 1. On top of the slowdown, these features make the game at least somewhat accessible
ESP Galuda 2 was only released in japan though, negating the effect. However, the regular edition of both galuda 2 and mushihimesama futari, the previous port by the same company, are region free, meaning that they can be played on any 360 if you're willing to spend the money to import them. Also, DeathSmiles, still by the same company, is going to receive a US release in june. Similarly, there have been various attempt to get the genre known outside of japan, such as Intergalactic Shmuppreciation Month, and their yearly give aways, this year the prize is an arcade stick made using genuine arcade parts and compatible with the 360 and ps3. Similarly, someone noticed something on a dedicated forum, and the result was a general explanation as to how the genre went from the dominant genre in the 80s to its current state.
Now, I ask you: how did STGs get into their current state, and what can be done in order to get them out of it?
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