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Post by Xeogred on Feb 7, 2021 17:51:38 GMT -5
Yeah, apparently I'd have had a much easier time if I'd just done that instead of playing normally. Played that way, it's absolutely brutal. HAH, wait is this a final boss you complained about somewhere before? Seems kind of familiar when I think about that... or I'm mixing that up with another game.
Even when she teleported away sometimes, if you hit her again anywhere else you could still easily do it. Not always possible with some bosses in this genre, they sometimes have to be in a specific spot to exploit...
It was a fun little distraction from PSIV for now, while I'm testing out my other emulators/folders from the PC move. It's cool that Mameui64 is just purely folder based. It even still has all my old play times from my old PC, so nothing changed. KEGA seems perfect and I'm still using 3.63. snex9x was chunky though and I tinkered with a lot of settings previously, so I went ahead and just downloaded 1.60 to start new there.
Back to Sailor Moon though... I think I can just be honest, in recent years I've come to the realization that the beat em' genre isn't as amazing as I once though, or wished it was. Streets of Rage 2-3 are some of my favorite games of all time and frequent replays, I still really dig Final Fight 1, lot of fond memories of Konami's 8/16bit offerings across TMNT and Batman, etc, but beyond that, these games are kind of average more often than good. I'm glad SoR4 turned out pretty solid for my tastes. But yeah this genre is pretty hard for it to just "feel" right and be a cut above the rest. At this point in my gaming career, the newer modern "character action" genre, which might be a bit of a spiritual successor to classic beat em' up's, they're just way better because there's a lot more going on combat wise in the newer stuff. The classic games usually only give you a basic combo, running attack, and a grab attack with a few variations and that's it. Granted, these are often still sub 60 minute games, but yeah. Maybe you know what I'm getting at.
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Post by Sarge on Feb 7, 2021 22:14:07 GMT -5
This is why I constantly gripe about a lot of brawlers once they went into the "Final Fight" phase following the mechanically-deeper Double Dragon. Give me more diverse movesets - it really helps mix things up in a genre that does tend to be quite repetitive if not expertly balanced. It really is why that esoteric "feel" is so important to brawlers of that time frame - without depth, you're reliant on how the controls feel, the impact of your attacks, the way enemies attack and combine with others, the graphics and sound. The margin for error is quite slim.
Not, of course, that mechanical depth fixes all ills, either. But I will forever go to bat for that chunky feel that the Double Dragon (or other Technos brawlers) had.
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Post by toei on Feb 7, 2021 22:56:54 GMT -5
For some reason, though, other companies seemed to have a hard time making Technos-style brawlers. If you look at early non-Technos beat-'em-ups like Konami's Crime Fighters or Sunsoft's Tough Turf, not to mention the Renegade sequels by UK micro developers, those games are really terrible. I think Golden Axe came out before Final Fight, and it was already simplified in a similar way, as was the first TMNT beat-'em-up. They're pretty much the only decent examples of the genre that weren't made by Technos prior to Final Fight. So it seems like everyone was already headed there, for some reason. I agree with you, though. IMO's Technos' model was the best. Their games feel much more like you're actually fighting. Having separate buttons (and different usage) for punches and kicks, as well as the other extra moves, goes a long way, but having tougher individual enemies that actually try to hurt you rather than passive masses of chumps is just as important. I'm a fan of the genre overall, but it's true that the ratio of good vs. mediocre or outright bad beat-'em-ups is pretty low. I'd even compiled a list a few years back.
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Post by Ex on Feb 8, 2021 2:06:41 GMT -5
I think I can just be honest, in recent years I've come to the realization that the beat em' genre isn't as amazing as I once thought Agreed. Personally I've been set on that realization for years and years now. Don't get me wrong, I still enjoy a good (or decent) beat 'em up from time to time, but I find playing the games becomes repetitive very quickly. It helps to play beat 'em ups co-op whenever possible, that definitely amps up the fun factor. These days it takes something special like God Hand to make me care about the genre. That game was awesome. Urban Reign wasn't a great game, but it was extremely challenging, so that made beating it a rush in its own way. Yakuza 1 and 2 on PS2 were fantastic as well (I consider those beat 'em up/RPG hybrids). But by and large, most beat 'em ups are fairly mundane. That's why I don't get excited for modern retro beat 'em ups that we see so often on the indie scene.
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