Well, how those bullets are presented is where the difference is. Most of Capcom's shooters do not have bullets everywhere (though it does get thick in the later levels), they simply move fast. There is, however Mars Matrix which does bullet-swarming, but they also have the Mosquito which adds a whole new world to how countering bullets and dodging can work. In RayCrisis, it's more about powering-up your weapon to counter the amount of enemies (more so then their bullets). Psyvariar (I think I misspelled that) uses a system to power-up which requires you to actually fly right next to the bullets ("Buzz") to power-up. Einhander uses a weapon-dropping system with vastly different weapons to create all sorts of strategies. Ikaruga is all about knowing color patterns to properly counter. And Sky Gunner is a try at moving this style of gameplay into 3D, which looks to be very good.
I'm not contesting that there's screens of bullets (then I'd just be lying), but it seems as though you aren't paying attention to how it's done and the changes in gameplay from game to game. But maybe I'm reading you wrong.






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