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erere

This will likely sound completely random and irrelevant, but something occurred to me today as I was playing Galaga Legions (a proper review is coming soon) that I thought might be somewhat common amongst the shmup fan community. That, or I just felt like bitching and decided to write an article about the object of my bitchery.

Shmups -- really, really difficult ones -- often require the player to retry a level over and over and over again in order to memorize enemy patterns and heighten one's reflexes. There has not been a person born who can get through the entirety of Ikaruga without ever having picked up the game before, because these games are punishing and ruthless by their very nature. 

If you die twice in the first three minutes of a level in, say, Galaga Legions, it's incredibly clear that you aren't going to make it to the end of the level -- or that, at the very least, a quick mistake has left you with fewer lives than you'd like, and you would be much more comfortable just starting over and correcting whatever mistake you made.

With that in mind, why the hell does Galaga Legions force me to exit the game, go to the menu, and then select my desired game type, level, graphical style, and control scheme before letting me back into the thick of things? Why, in other words, can't I just retry from the ingame pause menu?

Hit the jump as I complain more about something only the most hardcore of shmup perfectionists care about.

The designers behind Galaga Legions and Ikaruga are, if not geniuses, awfully goddamn close. Their games take typical shooter mechanics and turn them on their heads, adding a single additional mechanic which initially seems simple and irrelevant, but eventually reveals its true depth. Whether we're talking about the polarity system in Ikaruga or the satellites in Galaga Legions, these two shmups are awfully goddamned good.

I'm tempted to say it's puzzling when geniuses screw up really simple things like menus, but maybe it's not: these people put so much hard work into the actual game game, that option functionality was simply forgotten about.

ere

Or, perhaps it's that they respect the player too much. The designer would never assume that the player would be so pathetic as to try and restart the level after only thirty seconds. So you lost a life within a minute of starting the level; so what? You're not that much of a pathetic perfectionist that you want to retry the whole level in order to do it better, would you? 

Oh, you do. Whoops.

I blame myself, of course -- it's a poor shmup player who can't come back from losing a single life and beat the level anyway -- but at the same time, I wish so desperately for Ikaruga or Galaga Legions to include an ingame retry which doesn't take thirty seconds to activate. I'm sure it's not actually thirty seconds, but playing a shmup heightens your senses and slows down your perception of time as you rush to dodge bullets and blow away baddies; a few dozen seconds of menu navigating can feel like minutes under these conditions.

ere

Trying to hone one's skills and beat a single shmup level is a quasi-religious experience. You become hypnotized as you subconsciously internalize the rules and patterns of the enemies coming at you, zoning out as you repeat the same sequence of events over and over and over again, fighting to get to the part you're having trouble with, and finally succeeding after a half-dozen tries only to start again, now working on getting past the next part of the level you have trouble with. It's a borderline obsessive-compulsive state of being, and your sense memory can really begin to kick in in weird ways.

If you're a habitual restarter like myself, you'll eventually (and again, subconsciously) learn the exact joystick and button movements necessary to navigate back to the menu and restart your level. If, say, you have to pause (start), scroll down to quit (down) and select it (A), then scroll down two more times in the main menu and select the mode you were playing in (A), the level you were on (A), and the control setup you used (A), then these all begin to string together as the player is forced to input the code more and more often. It becomes as quick and automatic as entering the Konami code: whoops, you died, better hit startdownAdowndownAAA and wait for the game to load back up.

erere

I don't really know where I was going with that, but it's an oddly automatic hypnotic sort of reaction I have to constant shmup death in lieu of an ingame retry. 

Anyway, that brings me back to the whining: if you're going to have a game with frequent player death that demands perfection from its player, then do them the courtesy of allowing them to redo the level without making them hypnotically navigate 30 seconds of menus. I wanna play the game, dammit, so just let me do that as easily as possible.

Fuck you, I thought it was interesting. 








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41 comments | showing # 1 to 41
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Chaosye's Avatar - Comment posted on 08/22/2008 22:16
Chaosye
In b4 cblogs.
Ke1nTrinkwasser's Avatar - Comment posted on 08/22/2008 22:18
Ke1nTrinkwasser
Meh, Man Up.
Anthony Burch's Avatar - Comment posted on 08/22/2008 22:19
Anthony Burch
I beat you to it. Check the first alt-text.
eternalplayer2345's Avatar - Comment posted on 08/22/2008 22:26
eternalplayer2345
Just bought GL today and was thinking the same thing really annoying thing to have to deal with every time, I kinda got why Ikaruga did it with the whole make a movie of your gameplay but I see no reason for it to be in Galaga.
Brian Szabelski's Avatar - Comment posted on 08/22/2008 22:28
Brian Szabelski
Shmup people are a whole other breed of gamers. I like the genre, but some of them are insane and would cry if these games weren't like they are.
Excel-2011's Avatar - Comment posted on 08/22/2008 22:38
Excel-2011
Hey as long as whatever I'm playing allows for infinite continues or has a code that allows for such, I'm set.
Shalashaska161's Avatar - Comment posted on 08/22/2008 22:39
Shalashaska161
I'm the exact same as you Rev, only I'm this way with every game. I have barely gotten anywhere in Pixeljunk Monsters, because if a single enemy gets through, I'll restart. The same goes for racing games. I think any game where people are going to go for the most points, best time or what have you need a good restart system. One that doesn't include returning to the menu like these 2 otherwise excellent shmups do.
bleep's Avatar - Comment posted on 08/22/2008 22:40
bleep
Why? because the game devs made a poor decision..thats why!
-PL-'s Avatar - Comment posted on 08/22/2008 22:41
-PL-
I feel the same way sometimes when I'm playing Super Stardust HD... but sometimes it pays off to keep pushing forward until you get the game over. There have been many instances where I die immediately at the beginning, but then go on an amazing streak and gain three extra lives, and get a higher score than I normally get. I've found that the best way at getting better is to play the same parts over, and over, and over again, even if you know you're not going to beat your old score or finish the level you're on.
formated 4 tv's Avatar - Comment posted on 08/22/2008 22:41
formated 4 tv
My favorite part of the review is the ending, just because I say the same thing to my friends when I try to tell a story they don't seem to care about.
GrayFox's Avatar - Comment posted on 08/22/2008 22:50
GrayFox
Haven't bought Galaga yet, but I really think this is a big reason why I can't get be bothered to put the time into Ikaruga to get good at it. In a game where the improvement of the player is all about trial and error, shouldn't they make trying and erroring as easy for the player as possible? Why would they want to a) add more frustration to an already frustrated player, and b) make the option of quitting the game that much easier? All becausde of something that I would imagine is pretty easy to remedy.

After dying 20 odd times in one level I'm pretty much on the verge of traumatization. If you make it easier to quit than to try again, I'm usually gonna quit.
Cataract's Avatar - Comment posted on 08/22/2008 22:57
Cataract
No, I definitely have the same problem(?) when it comes to me playing Ikaruga. If I don't do perfectly on atleast half of the first level, then I'll stop playing.

But, to be successful at a shmup requires that gamer OCD. To be able to beat a decent shmup, let alone excel at it, you have to be willing to learn every mechanic and know every movement that your enemies are going to make. It's that kind of determination that results in winning.

But lets be honest, the same can be said of trying to master anything, whether it be calculus or a sport. A willingness, a desire, is needed to master anything. Perhaps moreso than other genres of gaming, shmups seem to be the ultimate example of this in gaming.

Good write-up.
Cataract's Avatar - Comment posted on 08/22/2008 22:59
Cataract
Well, that didn't get off-topic at all...
GrayFox's Avatar - Comment posted on 08/22/2008 23:07
GrayFox
Cataract: It's kinda like if you were practicing calculus, but every time you got an answer wrong your book was thrown across the room.
Cataract's Avatar - Comment posted on 08/22/2008 23:19
Cataract
Practicing Calculus at gunpoint...
Projectexodus's Avatar - Comment posted on 08/22/2008 23:23
Projectexodus
Unfortunately there's alot of game with awkward menu designs these days. For instance, some games ask me if I'm sure I want to go back to the previous menu screen. Yes goddamnit! I pressed the bloody B button so I want to go back!
Bacchus's Avatar - Comment posted on 08/22/2008 23:26
Bacchus
wow, i cant believe i wasted 2 minutes of my life reading this.

and now i have wasted 30 seconds on a reply.

think of all the times i could of restarted my game. WASTED
xe-cute's Avatar - Comment posted on 08/22/2008 23:54
xe-cute
Is it not quicker to purposely kill yourself instead of going back to menu?

I mean if the games are so hard then it must only take a few secs to kill yourself on purpose?

But hey I don't know anything.
Samit Sarkar's Avatar - Comment posted on 08/23/2008 00:38
Samit Sarkar
Haha, I'm the same way with certain songs in the Guitar Hero and Rock Band games. I play on Expert, and if I miss a note early enough in a section that I know I should be getting through perfectly, I'll keep restarting until I get it right. Thankfully, all it requires in those games is hitting Start and scrolling down to Restart.
Topher Cantler's Avatar - Comment posted on 08/23/2008 00:53
Topher Cantler
BAAAAAAAWWWWWW



Nah, I'm just kidding. I agree with you 110%.
SourceDecay's Avatar - Comment posted on 08/23/2008 00:59
SourceDecay
i find that not being able to restart mid-level, specifically in shmups, demands that you do your best (or at least try) every single time you play. i like that. as a result of certain shmups being so demanding of the player and unforgiving of mistakes, i've become insanely good at all of them i've put time into. if i were able to restart over and over at the same point, all i'd likely do is make the same mistakes i'd been making over and over. giving you time to think between problem areas let's you come up with new and better strategies to get past them.

the problem with ikaruga (on xbla) isn't so much the lack of a restart option, but the insulting d-pad on the xbox controller. so i just don't bother with that game, even though i dropped the ten bucks on it.

i've only played the demo of galaga legions, but i think the reason i've pretty much mastered that first level is because the game forced me to memorise the patterns by virtue of the game not holding my hand. if i fuck up at the beginning of the level and it bones me for the rest of the level, it's my fault - not the game's.
Technophile's Avatar - Comment posted on 08/23/2008 01:02
Technophile
I agree actually. I'm definitely not a hardcore shmup perfectionist, but I dislike having to travel through menus to restart a level. We aren't pumping quarters into these anymore, you don't have to restart the machine.
Danl Haas's Avatar - Comment posted on 08/23/2008 01:24
Danl Haas
...and takes they sandwiches
Emrah's Avatar - Comment posted on 08/23/2008 01:46
Emrah
Instant retry is a must, in such games. SuperStardust is a fine example.
mraka's Avatar - Comment posted on 08/23/2008 02:15
mraka
Destructoid is such a worthless website. I mean, they post often and it's a good option if you're only going to read one website...but the writers are all such self-absorbed losers. Like seriously, name another site where the writers all put their fucking PHOTOS next to each post. Ugh...high schoolers.
Zarathustra's Avatar - Comment posted on 08/23/2008 02:55
Zarathustra
I don't play shmups, but I completely agree with the idea here. I mean, yes, gameplay itself is overall more important than functionality, but a really good game gets both right. Anytime I play something with some tedious, quirky, or otherwise low quality functionality (especially menus), it really bugs me. Not to the point where I stop playing, but enough that it will always tarnish my memory of the game.
casualweaponry's Avatar - Comment posted on 08/23/2008 06:17
casualweaponry
Burnout: Paradise suffers from the same problem. Except if you lose a race, no restart at all: you have to drive all the way back to the starting line!. Doesn't matter if the race took you all the way across town; gotta drive back.

I love Shmups and Paradise, but dammit gimme a restart please.
Ocified-Xboxer's Avatar - Comment posted on 08/23/2008 07:07
Ocified-Xboxer
I can see where you're comming from, but for me it doesn't hinder the game for me...All it means (especially in championship mode) is that I have to up my game, and/or memorize where I get to. If anything it allows you to take a few chances to try different strategies on harder sections.

I love being given the skins choices before I start. While it is still the same game, changing up the look of a level def helps to keep things fresh over an extended play session. I really really like the game...They did an awesome job on it.
randombullseye's Avatar - Comment posted on 08/23/2008 07:20
randombullseye
I want the video game to hurt me more. More deaths. Less continues.

That's it, Snake. Hurt me more. Make me feel alive again!
JohnTheCrow's Avatar - Comment posted on 08/23/2008 07:23
JohnTheCrow
Grrrl, I so hongry, I need me sum skrimps.
gore on the floor's Avatar - Comment posted on 08/23/2008 08:17
gore on the floor
@ Samit

That's me all over, man.

I can do the Guitar Hero song restart in practically one motion at this point.
Maurice Tan's Avatar - Comment posted on 08/23/2008 08:44
Maurice Tan
I totally agree. Why the hell doesn't the Back button map to a "Retry Yes/No?" option in these games? Especially in Geometry Wars 2, I keep having to go the menu, scroll up to, press A for exit, scroll down, press A for confirm, and then A again to get back in the game.

The only hope is that developers will pick up on it and patch it into online games, or install it in the future :(
Dead Movie Star's Avatar - Comment posted on 08/23/2008 08:54
Dead Movie Star
I agree. Restart level should be in every shmup.
BluDesign's Avatar - Comment posted on 08/23/2008 09:04
BluDesign
I suffer from the same predicament in GL. The only game that had me regretting the instant restart was Space Giraffe. The fact that you pretty much need to start over about 10 levels before your new hardest level made it pretty tough to want to play it on a regular basis because you'd have to risk your ass on those FUCKING flowers to get up to a point where you were getting ahead only to get destroyed 2 more levels in past where you were originally aiming for.

I hate Space Giraffe.
michiyoyoshiku's Avatar - Comment posted on 08/23/2008 10:11
michiyoyoshiku
Namco will patch...but it'll probably be a 400MS DLC.

and where the hell is my MR Driller patch?
KMCC's Avatar - Comment posted on 08/23/2008 11:10
KMCC
KMCC agrees with Rev. Anthony.
dtomek's Avatar - Comment posted on 08/23/2008 13:56
dtomek
@-PL-

I think you are missing a lot of the point of racing if you are restarting after any mistake.
Tubatic's Avatar - Comment posted on 08/23/2008 18:26
Tubatic
Sure, I'll go for that. Make the rewind features of GRiD an industry standard.

With GRiD, I'd use rewind as much as I could until they woudln't let me, at the beginning of course. But, as I learned the courses and just stopped making those mistakes (You are going to go around that same course about 4-6 times, right?) I got to a point where I would need it and use it less and less.

And tell me I wasn't the only one, way back in the NES days, who would do something impulsive like pause the game when I messed up a ridiculous jump over a bottomless pit.
TrailerParkJesus's Avatar - Comment posted on 08/23/2008 18:32
TrailerParkJesus
You know what I hate? Loading screens on XBLA games. Why are there 10-second loading times on BC Rearmed?!!!!

ok back on topic.
roy1751's Avatar - Comment posted on 08/31/2008 06:02
roy1751
Good piece and agree 100%. It's as if the devs play dumb to the reality of having to restart a level, yet they put all the rewards/unlockables and scoring based on perfection.
roy1751's Avatar - Comment posted on 08/31/2008 06:03
roy1751
Good piece and agree 100%. It's as if the devs play dumb to the reality of having to restart a level, yet they put all the rewards/unlockables and scoring based on perfection.
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