- Видео 3
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Luke Girard
США
Добавлен 17 май 2017
Art analysis, usually of the video game variety.
Battle Garegga - a Love Letter to Arcade Design
Among all the STG's I've played, none have captured what I love about arcade game design quite like Raizing's 1996 masterpiece, Battle Garegga. Today I'll do my best to explain what makes this game so special to me, why it's a game you should consider trying out for yourself, and why limited life systems are good, actually
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Track List:
Pac-Man Arrangement - Toy Box World
Super Monkey Ball - Space
Guilty Gear X2 - The Midnight Carnival
Battle Garegga (Perfect Edition) - Degeneracy
Battle Garegga (Saturn Arrange) - Subversive Awareness
Battle Garegga (Original Arcade) - Tunnel Vision
God Hand - Devil May Sly
Battle Garegga (Perfect Edition) - Blood Brothers in the Dawn
Battle Garegga (Original Arcad...
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Track List:
Pac-Man Arrangement - Toy Box World
Super Monkey Ball - Space
Guilty Gear X2 - The Midnight Carnival
Battle Garegga (Perfect Edition) - Degeneracy
Battle Garegga (Saturn Arrange) - Subversive Awareness
Battle Garegga (Original Arcade) - Tunnel Vision
God Hand - Devil May Sly
Battle Garegga (Perfect Edition) - Blood Brothers in the Dawn
Battle Garegga (Original Arcad...
Просмотров: 5 889
Видео
How Does RNG Influence Play in Resident Evil 4?
Просмотров 776Год назад
In which I desperately try to conjure up an original take on one of the most critically acclaimed video games of all time higher effort videos coming soon :3 Footage Sources Maximilian Dood RE4 Randomizer footage: ruclips.net/video/UmurKXPkBqo/видео.html Yu-Gi-Oh! Duel Monsters S1E1: ruclips.net/video/2ot9eV9DybI/видео.html Social Media Evil Bird App: LukeGirardx Written Reviews: ba...
A Positive Perspective on Sonic CD
Просмотров 9183 года назад
Sonic CD is easily one of the strangest games in SEGA's catalogue, and I think it deserves more attention. Hopefully by the end of this video you'll understand where I'm coming from. Even if you don't like the game I hope you can get something good from this video. Go play Sonic CD. SOCIAL MEDIA Twitter: LukeGirardx Streams: www.twitch.tv/girardluke Mini-reviews: www.backloggd.com/u...
You've done justice to Battle Garegga and it echoes my thoughts, though you've constructed yours so well and laid them out. However, Armed Police Batrider deserves to be mentioned alongside Garegga for similar reasons. But Battle Garegga is one of the best games I've ever played, and for me it's the best shmup ever designed, with one of the best OSTs ever conceived.
@@TheOriginalGankstar Thank you for the kind words! I think my biggest struggle/regret with the original script was definitely omitting Batrider and *especially* Gun Frontier, but ultimately my knowledge on them was rather limited and it didn’t feel right of me in the moment to write as if I was anything close to an authority on them. At this point I’m horribly out of practice, but if I were to ever get a 1CC of the game (the furthest I got was the 2nd phase of the stage 6 boss iirc), I would probably want to commentate over it and fill the blanks from this video that I’ve been thinking about in the past year since making it. Maybe someday…
@@RealLukeGirard I've been working on Garegga recently and also cap out right now at the stage 6 main boss on a good run. Stage 7 is reachable but need to save those bombs! It's been a big challenge but exploring the layers and dynamics of this game has been incredibly rewarding. Just impeccable design, from where I stand. And that's only considering 2-3 main ships I use (Gain ABC, Miyamoto C, Wild Snail ABC aka Golden Bat). There's still so much more to explore. Getting the 1CC is one thing and I'm working towards it, but then learning how to really score gives this game a huge runway, immense replay value. I hope we'll both be able to eventually say we've 1CC'd this gem. GG
One aspect I really enjoy about Garegga and similar games to this day is the opportunity for a more tailored challenge. Rank management is the best way for scoring and survival and I like playing that way, however it's also fun to see how far I can get with maximum rank, I've already 1 credited the game on Arcade difficulty so the rank adds more room for longevity and engagement, I can always keep pushing things further and gaining new skills and strategy. I got the game for it's amazing soundtrack and detailed graphical spectacle and stayed for the deep mechanics I appreciate that you've shared your own experience with it. Raizing games are all worth checking out imo
Unlock the hidden dragon for more fun in this game
Oh, you’re one of those good RUclipsrs huh? Great video
@@EpsiIonEagle Thank you very much!
If you haven't checked them out already, look into the other Raizing offerings from around that same time. Armed Police Batrider and Battle Bakraid are both ones I recommend. Both of them refine the ranking system to be a little less... insane. Batrider also has some really crazy stuff like extra stages depending on if you're using some of the guest fighters.
I really enjoyed your video. Armed Police Batrider is also amazing from Shinobu Yagawa / Raizing.
Thank you! Batrider rips, I got into it a little bit after finishing this video and even though I’m terrible at it I really do wanna put more time into it at some point.
@@RealLukeGirard Rad. I managed an Advanced 1cc on the pcb in recent years. The play through is on my channel. Good Luck! you can do it.
not really related to the video itself but i wish more arcade type games gave you a ranking based on score its something so simple that goes a long way to make sure people actually want to go for high scores
Be shure to rotate your big ass crt by 90* to enjoy arcade Mode.
The four horsemen of shmups : Battle Garegga Ketsui Dodonpachi DaiOujou Mushihimesama Futari
Tried for the first time at the arcade in Osaka recently and I had no idea there was this much depth to the game. I didn't even notice the point things were for chaining. I thought they were just random. Also didn't know about the rank system. Loved battle garegga mainly because it's just got great levels but now I hope this helps me actually 1cc the game, ty.
Just finished it for the first time (using MAME). It is my first shmup ever, took around 15 continues. Dear God, what a rush! Haven’t felt like that in years when playing a game. That freakin final boss man, just phenomenal. Previously my favorite games where old school CRPGs like Fallout 2 and Deus Ex. But this game changed something for sure. I guess i’m hooked for life now.
Regarding what you said about the game design intentionality of the rank system, there actually is a good reason for that: a lot of Garegga’s design philosophy is borrowed directly from Gun Frontier, a Taito shmup and Shinobu Yagawa’s favorite in the genre. Yagawa’s work with Raizing shares not only the complex rank systems but also the heavy emphasis on visual setpieces and detailed environments. It’s fair to assume that *both* this legitimate artistic inspiration and the desire for financial income drove the inclusion of the rank system; it’s just a great system for devs and players alike, which is why it tends to show up in a great deal of shmups even on PC. I’d also like to point out that while home console games don’t really use lives anymore, neither do shmups use them in their original form :p Modern extend systems function more like health does in something like an action roguelike or a 3d platformer- they just got to that point by removing checkpoints instead of giving the player infinite lives, and made up the difference with bombs and other survival mechanics (including continues).
Great video! Garegga is a game that I can't help but revisit. I definitely didn't clock with it at first but once I actually got to grips with it I felt like a genius.
Battle Garegga was always my favourite shmup to play through as a beginner because of the ranking system. Dying in other shmups often felt either like an unfair punishment (especially those were you just straight up lose one tier of powerups in spite of the game getting harder) or inconsequential from a beginners perspective (you lose some score, whatever). In Battle Garegga you get some breathing room through the ranking system but at the same time super exciting sections if you somehow prevail. Also knowing nothing about unlocking advanced powerups and seemingly getting awesome firepower at random made them feel really special instead of the same ol' weapon you always work towards in other shmups. I played hundreds of playthroughs of Battle Garegga without knowing nothing about the ranking system other than the game getting a little easier after a death and actually got somewhat good at it through sheer brute force because subconciously it inticed me to play more with its dynamic nature. I think this may have been the original goal of the devs instead of creating an enigma for shmup experts to dig their teeth into but of course, that's speculation. Of course playing Garegga as this more laidback, chill beginner shmup was only possible if you had the MAME rom or very, very rich parents ^^
I always click on Garegga content, but rarely do I find smth of this quality. The only issue I have w/ it is that you seem to assume I can get an extend...
this is an amazing video, I heard that gun frontier, border down, and ibara carry this rank-controlling philosophy rather well
To me, the biggest advantage of the PS4/XBOX versions, recommended at the end of the video are the pink-colored enemy bullets. The metal-colored bullets in the original arcade version are at times incredibly hard to see, making for an experience that ends up completely ruining this otherwise s-tier stg for me.
The Saturn version also has an option to change the bullet color/shape, but it still isn't nearly as visible as on the M2 version
Plane go BURRRRRR
Great video, really interesting. I'd never even heard of this game
#pewpew
Great video. Just downloaded the saturn version for my Steam Deck. I always enjoyed shmups but I never paid this one much attention. Didn’t know there was such depth and uniqueness to this particular game.
Great video! Garegga is one of the best. Even if it might seem scary from what a player hears about it, it's a great option once you feel like you need something different. The quote from Yagawa sounds weird out of context, but in the full interview he express in many ways how he's proud of the game and made sure to tune it to be as good as possible.
This was a great vid. Just recently went back to play this on my Saturn... I always loved how this game makes you feel like a GENIUS when you get the items and rankings all synched up during a playthrough...
Absolutely lovely work, Luke! It is wonderful to see this video editorial after having watched you play these games and gather hardware piece by piece in The Bunker. I know how many hours went into that lone Alien Soldier clips! Haha!
Thank you Hygge!!! I'm glad all this expensive crap is finally turning into something people can publicly see haha, hopefully I'm able to get into more of a flow with my creative output soon 🙏🙏🙏
got into Battle Garegga recently purely because of the soundtrack and visual aesthetic but watching this and learning about the absurd complexity in its mechanics that completely passed me by has been fun, I’ll be sure to keep a lot of this in mind whenever I play it again
Glad you've been enjoying it so far! It's definitely a game that gets more fun as you put more time and effort into it, so I certainly hope you stick with it <3
Man, thanks for making this video. What a treat! One thing you didn't touch on that I think is pretty unique to Garegga is the way the options work. Having to mash a button in order to swap formations can contribute to the game's frantic nature and is just really fun. The big-brained secret option formations are also really cool.
The options are a big thing I wish I included in my original script, but I could have gone on forever about the game and felt like I needed to draw the line somewhere LOL I'll absolutely include them in a potential commentary if I get good enough to clear the game in the future🙏
I really enjoyed this, and I'm glad you talked about how this design came from a kind of nasty place, whilst also so eloquently elucidating why the game is still so compelling in spite of, and even because of it. I think there can often be a tendency to romanticise arcade design as "purer", which the economic realities of the time don't bear out, really, but finding beauty intertwined with that ugliness is kind of a microcosm of what it can mean to appreciate art like this a lot of the time. We're all fighting against the material circumstances we're stuck in, whether we're making art or enjoying it. "Even though the ideal is high, I never give in..." or something like that... I've been trying to get into shmups more lately with G-Darius and others and have always meant to give Garegga a shot but I feel like this has given me a really good framework of appreciation for it. Great video!
Glad to hear you've been dipping your toes in the water! I don't think there's really a "bad" place to start so-to-speak, but put a gun to my head and I'd probably say G-Darius is one of the better ones. One of the most interesting things about the nasty origins of certain arcades trends is how little effect it ultimately has on the drive in players to improve at and tear apart games to their very core. Despite the walls that get in the way of mastery, if there's something appealing enough at the core of the experience, player's *will* push through to master what the game has on offer. It's also possible I just get a kick out of seeing people obsess over something so hard that they can knock it to dust with a mild gust of air, I dunno.
This was a beautiful exploration of shmup design, thank you! I got into Garegga recently too and really came to appreciate it. I feel like one of the things that made me engage with it was that it forced me to score for survival, all the way through. And that feeds into what you said about always having meaningful decisions to make. A classic for sure. Also, Gain ftw :)
No, thank you! I'm right there with you with the scoring for survival aspect, it always keeps me coming back. It's a style of play of been trying to achieve in other shmups as well between Garegga grinds, but none have done it for me quite like BG.
Just finished watching this, everything you went over is how I feel about Garegga, It's still one of my favorite shmups of all time and every time I play it it's still just as fun and engaging as the first time I played it 6 years ago. You mentioned that 25 years later, people are still finding ways to push the game further; this is true! the usage of synchronizing your shot firing frame to get slightly more points on various sections of the game is becoming more widespread. As well as a few new tidbits on Stage 6 to squeeze out just eeks of points here and there. Garegga is truly a wonderous game. While ironically stage 3 is my least favorite (its a little slow and only a few things to do) Stages 5, 6 and 7 are some of the most fun I have in this genre. Truly a masterclass game. Thanks Yagawa and thank you Luke for this video
Thank you for the kind words!!! I knew people were still pushing the score but had no idea about that shot technique, I'll have to look into it because that sounds wild. I guess stage 3 would also probably be my least favorite, but it says a lot about the general quality of the game that a stage like "that" could be considered the worst - I think the mini boss sequence alone has given me more joy than some entire games as of late.
Nice vid! I will say though, using "player expression" in the context of a Gregga 1cc/scoring doesn't make a whole lot of sense IMO. You make choices in Greg, but they aren't you expressing yourself - they're simply your attempt to evaluate what the best option is given very ambiguous unclear context. Your choices get evaluated based on the game's objective performance metrics and the more you understand the game's mechanics the more solidified your routes become. Garegga is particularly good at encouraging decision making becasue of how well it obfuscates optimal strats (even if you have rank details enabled, the slow granular nature of rank makes it a lot harder to track). Presumably if you knew what the optimal choice was in any given situation & had the ability to execute it, you'd always go for it no? Player expression happens mostly when you choose which ship you play, when you decide to commit to a 1cc or a survival run, it's when you deliberately go against what's optimal, what's sensible within the logic of the game. You could say that merely having a playstyle is self expression (some of them obviously are - suboptimal/unnecessary ones for example) but at that point the meaning of "expression" gets very fuzzy since playstyles tend to be the result of players falling into more comfortable patterns unconsciously even if they don't want to. A good example here would be Radiant Silvergun which has a similar game long resource build up (which affects difficulty in a different way) but is a lot clearer in what it wants you to do - I'd be hard pressed to say that I choose the chains I choose because I'm expressing myself, it's just cause I'm not good enough to go for harder chains. Player expression as a design virtue is less of an arcade thing (they're obsessed with objective performance metrics, after all) and more of a modern lense that tries to shove square pegs into round holes. Another thing is that, while Gregga's rank being a game long resource is fairly unique, if you zoom in a little bit these dynamics are nearly universal in shmups with indepth scoring. Ketsui which you showed is a great example of that since once you get into scoring you will be figuring out how to best gain/spend your chips and figuring out enemy base values right from the get-go. Guwange is another great example, because the earlier you get to 1000 coins, the quicker you can start milking enemies/bosses for EVEN MORE coins. This is really nice design for the arcades, but it does come with its drawbacks - the more you stress the player early on, the more prone to resets the game will be. Eventually players will have a hard time even making it out of the first 2 stages and seeing the rest of the game. And ofc getting people to care about scoring is hard, but hey choosing to go for a good score is some solid player expression ;) ....Also Greg's take on rank to me highlights the problem with trying to wipe away abstract elements from games. Developers have been trying to ground the under-the-hood elements of games in in-universe objects (think score vs actual ingame coins), which makes them more accessible to players but as a result trains them to be less tolerant of abstractions. As a result completely unique experiences like Garegga become unpalatable to the modern audience. Not just because of difficulty/lack of familiarity with conventions but because of their low tolerance for abstractions. It legit massively limits what game developers can do, and in turn homogenizes games.
@boghog Write a book already! You can’t just be dropping these insights in a YT comments section lol. Grant us eyes dammit!
"Player expression as a design virtue is ... more of a modern lense that tries to fit square pegs into round holes". Genuinely curious, how would this be true? Your insights are always interesting, and I'm not sure I get this one.
@@quadpad_music It's just a framework that only makes more sense in subjectivity-driven games, ones with either no clear performance criteria and vague open ended goals (Minecraft) or at least ones with really low capped scores/goals and community-driven high level play criteria (DMC). Modern SP action games are increasingly more toy-like (due to RPG builds, capped rankings, poor balance since balance no longer brings in money) so "player expression" makes sense there. Not so much in arcade games since every action is objectively better/worse. A simple way to test if a game makes sense from a "player expression" POV is seeing how hard "who's the best player?" is to answer. In shmups this is pretty easy to answer, with wiggle room mostly just coming down to ship types. In something like Minecraft not only is this insanely hard to answer cause "being good at Minecraft" is open ended, but it also feels like it's missing the point.
Great vid Luke ❤ maybe it’s time to take a break from the Saturn version and dive in to that M2 port…
you don't really need to score to get extends in most shmups as pure survival is usually enough to meet thresholds. garegga only encourages scoring cause it doesn't cap score extends unlike most other games. scoring is generally a bad idea as it makes the early game harder which will cause more resets. being in early game jail is mentally taxing and you'll also end up seeing the later stages less often which means less opportunities to practice, so by the time you do reach the late game, you won't be prepared and you'll get your ass kicked. i recommend beginners to ignore scoring and just focus on the 1cc, then they can think about if they wanna score or not speaking of new players idk if i'd show garegga to them cause it's hard lol. i'm aware the m2 port has a super easy mode but they're too easy to really teach you anything and the gap between that and arcade mode is enormous so they won't transition well, if at all. something like mushi original would be a better start i've always thought garegga was overrated, at least from a scoring perspective. the mechanics are cool and all but unfortunately it has milking which i really don't like. i like my shmups to be short and sweet, but a score run of this game takes like 50 minutes which is way too long. i really don't get how anyone can call this the greatest shmup of all time when you have to shoot boss 1 for two minutes every credit
Agreed on early-game jail; the M2 port does help with those modes like you said. Idunno about not showing new players, though, because a lot of stuff gets folks into a game. If anyone's into old underground EDM, it's a trip to hear what's up in this game's soundtrack, for one weird example. And then hey, sometimes that's all it takes to get immersed in it and start diving deep... who's to say? *Someone* can call this the greatest shmup of all time for sure. Not you, but there are folks who loooove a Yagawa game and can't get enough of the rank systems he foists upon innocent souls (but be careful, they might pick Batrider anyway). heck, I'm terrible at Raycrisis and I just keep playing it; the music and visuals pull me right back in.
god bamd you are the most annoying shmup player on god
Here for the iconic "milking sucks" Bamd post #5425
@@boghogSTG should have played battle bakraid for score then, high scoring replays takes about as much as survival clears too
Based take.
Great video. I'd appreciate the game more if I could see the fucking bullets though.
Hop on Rev.2016 🧐
@@MonochromeDisposition I only have a PC. Just have to wait 10 years for PS4 emulation to catch up...
@@mariodoccia6129 😔
How did I correctly say there were seven time stones in my recording at 10:07 and then falsely correct myself in an edit by saying there were only six? the clip right after literally shows seven on screen? what was my problem 😭
The 50 Cent: Blood on the Sand clip at the start infinitely unnerves me but I still respect it.
Excellent video bb
One of the few games where a critical head shot can be a negative outcome, if you wanted to stun an enemy to create more space. Now, you suddenly have to adapt while the other enemies are getting closer. This is also why I like the instant weapon swapping through the menu. You can always react to all the RNG outcomes. What a game.
Great video! If you do one for wonderful 101 and alien soldier. Im all here for it!
Thank you!! I would *love* to cover those games in some capacity in the future, but that’s a daunting task haha
🎉🎉🎉
Really liked every clip you used was perfectly lined up with what you were discussing. The 3rd strike clip was just as impressive as it was hilarious. Excellent editing!
I'm always really, really picky when it comes to this stuff, so I'm glad it hasn't gone unnoticed! I should probably adjust my workflow in the future to work under this type of standard a bit more efficiently though lol
Great video! I'm curious, given how you talked about it in this video, if you have tried it - how does Resi 4 *play* when you don't interact with the merchant at all? To me, he's such a crucial part of the macro loop of the game, treasure hunting is important to the downtime, and the majority of the rewards the game gives you for successful play - both in terms of combat and exploration - that imagining him totally subtracted from the experience feels like it would result in a totally different game, and one that I don't necessarily think I like the sound of as much, purely in the abstract. How did you find it?
Thank you! I really should have called attention to this in the video itself, but all of my footage (with the exception of the endgame sizzle reel of selling my inventory) was of a normal mode no merchant run - not only because its not something I've done before, but also because I wanted to show off, even silently, that the game can still be pretty breezy even under certain restrictions. Normal mode honestly feels like a natural fit for it, admittedly I haven't *finished* that run, but I can't imagine the rest of the run change my mind. I personally just love the pacing of the game with or without the extended downtime, and I feel like I easily get completely caught in it's orbit no matter what as soon as I boot it up. I did something somewhat-similar on professional recently where I only upgraded weapons but never purchased new types of guns or expanded the case, and the biggest change that happens to the flow of the game is needing to be just a bit more mindful of how to work through encounters and preserve ammo. Certainly far more stressful than going through the game normally and interreacting with all its systems, but far from unenjoyable, minus maybe one or two rooms. My biggest personal question mark is actually Professional mode without the merchant, and to be honest that seems like it rides a line between being enjoyable or not. Certain lategame setpieces really rely on having extreme firepower at a distance, and a stock silver ghost + 12 gauge barely get the job done. I'd imagine some sections like the hive and the island would require running past enemies more than I'd personally enjoy. Still, I'd argue the game feels *mostly* well considered when it comes to personal challenges and restrictions, it rarely feels like you're playing it the "wrong" way and I really appreciate that. Even if you don't go all the way with a no merchant run, I'd personally recommend trying something in the middle, even if its just a no case upgrade playthrough or something. The modularity of the merchant and inventory systems mean you can really easily tailor the experience exactly to your liking, and is a big reason why I've played the game like 6 or 7 times this year alone. I'll probably give pro no merchant a spin eventually just to see how it goes, maybe I'll write a bit about that experience when I get there haha
@Woodaba definitely agree with luke regarding no case upgrades potentially being a more fulfilling trial than full no merchant. did a pro NM run a few months ago (this is Pangburn btw lol, and I put a review up about it on BL tho I know you're not active on there anymore) and it really eliminates your ability to defray negative consequences of the rng. especially relevant in sections with the novistadors where blindly running and hoping to avoid grabs is best, and it becomes clear that many of the bosses regress into tedious AI manipulations. no case upgrades maintains the careful item planning and routing while reducing the need to avoid strategies that showcase the game at its most interesting (aka mowing down zombies instead of abusing chokepoints and running away). really good way to become incredibly comfortable with the knife tho
second
first
Super well spoken and put together video. Hope to see you upload another one!
Ahh thank you 😭 it's been hard to work on stuff since my computer has been a major personal bottleneck for years, but I'm really close to affording a new one so I should be able to work on stuff a bit quicker in the future 🤙
great video!
Thanks bro 🙏🙏🙏
This is very well presented! Great work!
good shit, managed to make me reconsider my feelings on a game i had largely written off
That's great to hear! That was my number one goal when planning the script so I'm glad I succeeded on that front 👍
Nice video! Sonic CD has a flow that both manages to be different than other 2D Sonic games while still feeling distinctly "Sonic" and I think that's worth appreciating. You've easily earned a sub.
Thank you very much! People always made it seem like Sonic CD was really awkward and slow to play, so I was quite surprised to find that the game was easily the most open and free-flowing of the whole series. I'd love to see another 2D Sonic tackle CD's design principles again.
Props for making this exactly 15 minutes 😳
I had to do some tweaking with the timing of that last bit to make it work but I'm really glad I did lmao
I liked the video, though I still disagree with you at the end of the day. I really think you should play Sonic 3 & Knuckles at some point. Also it probably would’ve helped to specify between the original CD release and the Christian Whitehead release since the original had serious collision detection issues that made the game really uncomfortable to play and made the process of getting the generators and Time Stones an absolute pain in the ass. Also, when Alien Soldier Review?
Yeah, that's definitely one of my biggest mistakes with this video. I make go and make an addendum to this video tying up any loose ends and pair it with a channel update of sorts. There's definitely a few small things I missed that I wish I hadn't. Also, maybe I'll cover it someday, but I'm not ready for it yet lol