Then maybe I should have put it this way:
1. I have never been a fan of beat 'em ups.
2. Guardian Heroes tried to make it more interesting by adding a couple of elements from other genres.
3. Those extra elements did not change the essence of Guardian Heroes, which is traditional beat 'em up.
4. In conclusion, I dislike GH for pretty much the same reasons I dislike other beat 'em ups.
In other words, if StriderKyo is not blown away by GH, I am substantiating that by saying that Guardian Heroes is still very much a traditional beat 'em up. Is it an improvement from Double Dragon/RCR/etc? Well, sure. But not by much.
I've never even played a Saturn game before (!), and I know very little about it, but lately I've been wanting one. Two questions though.
1. Is the white Saturn a Japan exclusive or did it come out in US?
2. Did the D+D beat em up collection come out in US?
Thanks!
1. Japan only.
2. Japan only.
Your welcome.
See, I even like beat 'em ups. But I was expecting GH to be more than it is; let's face it, it's more shallow than your average Dynasty Warriors/Musou game and people hate on those series to no end. If I adjust my expectations to "hey, it's Captain Commando again" then it'll come across better, I'm sure.
-Kyo
You said as much before.lol No shit. It did no more and no less to the genre than Radiant Silvergun did to its own, and both of those experimented more than other games of theirs like Gunstar Heroes. To state that it's your least favorite Treasure game because of how it relates to the genre is blatant bias when compared to the rest of the company's output.3. Those extra elements did not change the essence of Guardian Heroes, which is traditional beat 'em up.A number of people would prefer a beat 'em up in the vein of Capcom's AvP instead of Guardian Heroes. It's very different and pushes new things, but many would argue over whether those are improvements (yourself included).Is it an improvement from Double Dragon/RCR/etc? Well, sure. But not by much.
Dear Mech,
Answer your pms.![]()
6-6-98 - 6-6-18 Happy 20th Anniversary TNL
I really do not believe the comparison is valid. Yes, I happen to like RS (it's quite worth the $40 I paid for it) and not GH.
RS didn't just add an experience system to a boss rush shooter. RS has an experience system tied to its scoring system, and its scoring system is based off a lot of different ideas (shooting long strings of the same color, shooting one of each color, continuous string of the same weapon, etc). Because of this scoring/experience system, you cannot play RS like a regular shooter. You look at every situation and think:
"Ok, I have a streak of destroying only red ships and I'm racking up huge scores. But there's tons of blue enemies on screen and I'm having a hard time dodging them and the bullets.
Would it be worth breaking my long string of destroying reds, and start chaining all over again by killing these blues? Or maybe I'll just kill one of them and start racking up points for the red -> blue -> yellow score bonuses."
The game is based off of maximizing scoring opportunities because if you don't score/level your weapons high enough, your weapons may be too weak to destroy the bosses.
Yes, I'm fully aware that Saturn mode and its allowal of saving weapon levels pretty much negates this kind of play. But starting from level 1 weapons is how Radiant Silvergun was released in the arcade and you can tell that the enemy patterns and whatnot are designed with the scoring/weapon system in mind. Because of this game design, RS is not "just a vert shooter w/levels".
I'm hardly in love with RS. I find the score chaining systems messy and even contradictory. Ikaruga was a much more focused experience. But the insane bosses of RS and the unique puzzle-oriented scoring system is why I said the game is worth checking out.
Last edited by Tsubaki; 06 Feb 2008 at 09:51 PM.
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