I still don't get why you love Cho Ren Sha 68K and hate other shmups.by Mischief Maker 10/18/2013, 7:16am PDT
I think Ikaruga's polarity absorption system is gimmicky and doesn't really add to the fun. Didn't find it compelling in rRootage or Exceed 2nd Vampire Rex, either.
I prefer a scoring system that rewards risky maneuvers. Ikaruga's "shoot 3 of the same color at a time" feels like it would be more at home in a latter day Space Invaders than a full screen maneuvering shmup.
Ikaruga's claim to fame was filling a gap in the marketplace (at the time) and coming from a very popular developer.
1) Challenge porn. Same reason why someone would want to beat a Devil May Cry game on "Dante must Die" difficulty. Goddamn it's satisfying to clear a game that at first glance seemed impossible. In the shmup context, the controls are about as simple as could be, no wrestling with camera angles or enemy lock-on. Pure challenge.
2) Shmupper's Zen. An occasional altered state of consciousness you enter when playing through the absolute chaos of a bullet hell shmup at maximum difficulty. There's just a shift and suddenly you're picking out patterns and gaps calmly and clearly in a situation that should be sensory overload. It's being in "the Zone." Can't think of a single non-shmup videogame that ever brought that out of me.
Note that bullet hell is a very specific sub-genre of shmups in general for me. Typically open-air shmups defined by massive amounts of relatively slow-moving bullets. They almost never have surprise deaths, enemies coming from weird angles are usually presaged by a HUD warning. When you die in Bullet Hell, it's pretty much your fault.
I DO NOT like R-Type and Gradius style shmups for this reason:
and this reason:
Bumping into walls in Hellsinker is not fatal, btw. You just bounce off.