![]() SHMUPS, however, autoscroll (most of them do I know of In The Hunt) and are prone to catching you off-guard it's what they do. Hell, even something like Metal Slug which is basically a shooter on legs works differently because you can dictate the pacing yourself. But there's games in other genres I haven't played in years hell, even parts of a franchise I've not played before, where I could still get into it pretty quickly because the whole flow of the game could be understood and you would get a sense of how the pacing works. But that's a pretty archaic way of game design, obviously rooted in quarter munching. which I understand is kinda how you get good at them. Really, I understand that this is part of the appeal, but I can't progress very far in these games without grinding and memorizing them. And since you died so quickly, it really felt like uncovering new ground when you made it a tiny bit further into the game's seemingly endless world. Plus, detailled as they may have been, the new surroundings and enemies gave you no chance to take a good look at them, so the sense of mystery of it all was rather durable. It still has that childlike feeling of wonder, like when as a kid game mechanics weren't something you'd already be familiar with and imagined that really ANYTHING could happen. How you dwelt deeper and deeper into giant enemy spaceships (their size surreal already), into deep space, regions where no one had been before, facing biomechanical horror literally out of this world, wondering what could possibly come next (and usually, it really could be anything) and the fact that one single shot would end it all made it all the more curious and gave it mystique all of its own. Here's the thing: I always LOVED the atmosphere of these games.
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