![]() ![]() Its got all the depth of a fighting game, huge sprites that jump around the screen fluidly and controls that are fairly easy to use but hard as hell to master. Guardian Heroes because its so close to perfect to me. Vyse Hazuky blood folk jungle metal Joined: May 2003 Location: Does anybody have an orange i can borrow? Even though after all these years, my favourite type of shmup is neither bullet hell nor vertical, Ikaruga is still really special to me. And then there's the co-operative multiplayer, perhaps my favourite, since the game mechanics inherently just made it explode. It was also one of the last "official" games to come out for the Dreamcast, well after its death, and it had wonderful graphics, certainly better than most of the PS2 games of the time. This was certainly this generation's Invaders, Xevious, Gradius III, R-Type. Now of course we've been seeing it in games like Outland or even Child of Eden, with many current "famous" doujin developpers listing it as inspiration to get making games. It's core duality mechanic felt so unique and obvious at the time that it was hard to believe nothing like it had been made yet. Ikaruga on the other hand, while it certainly didn't invent bullet hell, it felt like the first time it gave players a purpose rather than just amaze. Even though stalwarts like Gunstar Heroes, Alien Soldier and Radiant Silvergun were huge critical hits, they really didn't change that much in the gaming panorama, or that change wouldn't be felt for years (talking about purported inspired works like PN03 & Vanquish, aka style shooters from Alien Soldier). Above all, it was also perhaps the most influential Treasure game. ![]() After all, it was the first Treasure game I played obssessively, and the game responsible for my interest in shoot 'em ups. ![]()
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