Hi clemment.
No complaints from me, side scrollers like final fight are generally
considdered 2D too, just in a different sense from games like mega man or
mario. However my point is that games like Superliam and Q9 are stil lacking
that vertical movement element which was so crytical to the gameplay of
games like final fight, double dragon or streets of rage.
with those games though, simple as they were, position was everything.
for instance, soddom on final fight would slash you with his swords at long
range unless you remained vertically below him and attempted to walk into
him from above or below.
Get too far to one side and he'd either slash you if you were on the same
horizontal row as him, or do a diagonal charge. Guy is fast enough to dodge
the charge and grab him from behind, but the other two weren't so you had to
avoid him using it.
Thus, the games required intensive tactics, indeed if you look on gamefaqs
there is a 200 k guide for streets of rage two that goes into incredibly
deep detail, and one 100 k one for the game golden axe with additions even
by yours truly.
Yes, battle zone you can get a machine gun and moe people down, but there is
no stratogy, no position, and litle really beyond hit them before they hit
you type gameplay.
this is really I think the heart of where audio games are behind mainstream
ones.
Even in a game like space invaders, when you can see the invaders and their
position, you need to judge exactly and precisely the speed of the falling
bullits, how long it'll take you to duck behind the shields, where the
invaders move etc.
In most audio variets, it's a case of here it, hit it, here it, hit it!
this is really the area I think audio games need to work on, whether 2D or
3D or whatever, having action games that actually engage a players judgement
of a given situation and it's factors and require practice, rather than just
reaction speed.
Beware the grue!
Dark.
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