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Passion Against Reason: A Shmup Documentary

71K views · Jan 31, 2024 · Gaming

Comments · 500

  • @TheElectricUnderground · 2 years ago · pinned

    Here is the link for the bonus footage of the uncut interviews with the players: <a href="https://www.youtube.com/watch?v=vmjFlhpQ_Mc">https://youtu.be/vmjFlhpQ_Mc</a>

    22

  • @Kira-ji2ft · 2 years ago

    &quot;I personally think that games are not just for having fun; they could also be called a form of competition, of gamer vs. game. When you watch a story unfold in a game, it can be moving. However, when you clear a game that has a reputation for being impossible to all but the most dedicated of players, then you will experience something that is distinct from what narrative games offer.&quot;<br><br>-Tsuneki Ikeda, lead designer at Cave

    199

  • @NostalgicRuckus · 2 years ago

    &quot;Being a fan of shmups makes no sense.&quot; I&apos;m so glad I&apos;m here. I&apos;m so glad I found it.

    140

  • @NickSTG · 2 months ago

    Mark is a modern day gaming philosopher. It&apos;s just a matter of time until this entire world knows who he is.

    1

  • @UltimateNinja1984 · 2 years ago

    Hey everyone. &nbsp;I just platinumed rolling gunner on my PS5.

    152

  • @Vidmastery · 2 years ago

    I ADORE your &quot;asynchronous competition&quot; analogy. As primarily a fighting game player, I daydream all the time about hopping in a time machine and playing SF2 against the greats of 1992, 1994, etc. But I never made the connection you did on scoring-- It&apos;s incredible that as long as a game is played, a competitor will live forever through their scores.<br><br>I should play more DOJ.

    56

  • @dj420praiseit · 2 years ago

    Oh yeah, I wanted to mention that Boghog&apos;s advice to future developers is totally on point. I used to make countless development documents, wherein I&apos;d plan out almost everything in advance. I&apos;d imagine all the fun mechanics in my head, and figured that the process would mainly be about bringing my inner-vision into reality. It just doesn&apos;t work out that way, because it&apos;s so difficult to account for the potentials of variance in almost every step of the development process. You really do have to develop each aspect of the game step by step, because it&apos;s only through the process itself that you learn what works and what doesn&apos;t. The interview with the Blue Revolver developer was really great too! I&apos;m so glad that there are people out there with the skill, dedication, and passion to create modern quality shmups.

    28

  • @beetlehorn · 2 years ago

    Deathsmiles is a game I wanna spend time perfecting even into my retirement

    6

  • @PEG · 2 years ago

    This is an incredible documentary. &nbsp;It perfectly explains the world of shmups and the reasons we love them against all odds. What an achievement!

    26

  • @Splitting6s · 1 month ago

    The brain upgrades as you get closer to the 1cc. Very few people talk about how much the shmup changes the brain. Learning that learning itself takes time to absorb etc. pattern recognition, sleep, reaction time etc. it literally makes you break apart the kabbalistic meaning of the world in order to get the 1cc.

  • @Blueberryvibe420 · 5 months ago

    This documentary is so good I have watched it twice already

    1

  • @elseifgames129 · 2 years ago (edited)

    I find it interesting how the story of the western developed shmup parallels neatly with the history of the western developed visual novel. They&apos;re practically opposites in terms of genre, but have a similar history. Niche games often considered &quot;uniquely japanese,&quot; with a relatively low barrier to entry for developers, leading to a period of western indies trying to make their own without proper genre knowledge. <br><br>(I remember seeing a video from a visual novel development channel open a video with &quot;A lot of visual novel game devs tend to jump right into making their first game before they even really read a visual novel&quot; and wanting to scream)<br><br>Combine that with a mass audience that, understandably, is unversed due to the majority of these games languishing untranslated, and you have stuff like Doki Doki Literature Club being treated as this innovative genre defining masterpiece instead of what it actually is: a well made but limited short form experiment (That is walking in the footsteps of the more ambitious &quot;Kimi to Kanojo to Kanojo no Koi/You and Me And Her&quot;)<br><br>It&apos;s a situation that&apos;s getting better, but there&apos;s still releases that advertise themselves as &quot;this isn&apos;t like OTHER visual novels,&quot; seemingly ashamed of its own genre space and railing against the image of it in their head, as if releasing a shmup and selling it as &quot;This isn&apos;t like those unfair quarter munchers, this one is actually GOOD.&quot; and the stuff that breaks containment and gains popularity tends to be the stuff that, even when done genuinely well, is also optimized for streaming/lets plays.<br><br>I guess that this is mostly a cry that, across genres, both devs and players should at least try to learn their history.

    56

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