Technically Metal Slug DID have that feature in its AES/Console versions with Vulcan Fix. It's only accessible when using the slug vehicles and holding the shoot button but it definitely makes the games considerably easier (but also fun)
This seems like such a simple and even standard mechanic for these sorts of games that any modern game NOT having it feels.......... goddamn bizarre. Great idea for a video, and yes, hopefully devs out there are paying attention and add this great mechanic to make their games much, MUCH better in the process.
i will never forget playing neo contra with a friend of mine for the first times around, just by the fact they stayed ON TOP of a helicopter actually running on its blades while SHOOTING THE ENEMIES was the most insanely idea i had ever seen in a ps2 game, the whole game is glorious and it shows that evolving a 2D game to 3D is not just about "keeping with what works" but properly addapting it to another kind of medium. i really wished that Megaman x8 wouldve had kept the 3D sections from x7 but actually thought out how to properly implement platforming as if it was mario 64 or something else, platformers works WONDERS on 3D but not many companies dare to tackle that even back them.
Okay weird thing about this topic. I also thought it would be a god send if more Run 'n' Gun games had that strafe feature. I just always thought it was called moving aim lock for the fact you could lock your aim while you move. Kind of surreal to know how far back this mechanic goes in the genre. Great video man!
One of my favorite games ever is Cannon Spike on the dreamcast because the lock on is temporary (only locks on when you press it, not for as long as you hold it down) and holding the button makes you strafe. It feels amazing in a 3d arena Shmup' It makes me sad to think that Megaman X7 is the closest we'll get to a sequel
This goes for overhead run n' gun style games too. I find games like Pocky n' Rocky and Zombies Ate My Neighbors to be unnecessarily difficult because you can't strafe; you move in the direction you're aiming, causing you to either fire in the wrong direction when you're dodging enemies/bullets/obstacles or put yourself in harm's way to fire at your target.
Tanuki Justice is a great run-n-gun game that went under everyone's radar. It features both standing and strafing aiming, and it has great variety in levels and enemies. However, it doesn't have autofire (WTF) and the music isn't especially memorable. Still, I believe you'll love it.
I agree that these games are way better with strafing, but I also gotta ask, what if they just let you aim independently, twin stick style? Does that ruin everything, or is that the better way to do it? Idk, just a question I had pop up.
if i ever had any power to make you play a game, please i beg you play *THE RED STAR* for the ps2, it's a incredibly well paced game that basically is Beat em Up with bullet hell sections. ive never seen another game mix both whatsoever besides Nier 1, its simply something i wished people did more. it was the VERY LAST GAME from the original Turok dev team, where their publisher went BankRupt midway throught production the game and the team had to cancel the Xbox version while also canceling the game until a budget publisher (Xseed Games) bought the ip and got the team together again to finish it (i presume, i actually dont know how many of the team got back to finish it). its a game i never saw any single big youtuber playing it, meantioning it, nor knowing it existed whatsoever which is nothing short of strange considering not even people who does Turok videos Mentions the existence of this game, its a masterpiece of pacing and showcasing what they learned throught the years, the game got released basically missing 1 or 2 missions (comparing the early leaked 2004 beta builds) and a half finished third character that always looked like it was rushed out. and yes The Red Star is also a comic thats why the turok dev team wanted to do a game about it a presume. please play this game specially with a friend :(
If you want gamedevs to pick up the point. might be better to get to the point immediately instead of 4 minutes in, just saying. Just in time to justify my point, Sakurai just made a video on his channel about getting to the point fast and how to keep it fast.
To be fair, he does technically do that. He shows gameplay of the feature immediately upon starting the video. It didn't take me very long to figure out what he was talking about, and I only have a passing interest in the Run and Gun genre. I feel like actual devs that are actively making a game in the genre could put two and two together in the time given at the start there.
@@DaviddeBergerac Funny how neither of you said that it's the first thing spoken in the video so I think on some level you get what I mean. That's why QA reports use phrases or bullet points not bury the lead in long paragraphs for gamedevs to "figure out" but rather for more direct communication. Just reiterating why that's the standard practice in the field.
@@mechashadow Sure, I'm not totally dismissing your point, because yeah, it would be best if he described exactly what he meant, in words, at the very start. I'm just also saying that it's not like this is some clickbait video, where those 4 minutes are filled with meaningless nonsense, and are clearly just there to fill the run time. He felt that he wasn't able to properly explain what he was talking about, without setting up the context behind it first. So that's what he did. And he at least made an attempt to get the point across right away, even if it wasn't a successful one.
@@TheMultiTasker3 I don't think I ever mentioned a clickbait angle, that really did'nt occur to me from said video..bit odd. He is a video essayist so I guess he did do this video in his usual way. It's just strange to reiterate a few times in the video that *his goal is to reach developers* like some he named, but he did'nt ask himself what was the best and direct form to deliver said message so it was picked up by them? But then again, being comfortable in our own ways and just being used to doing our usual thing in our usual style is easy to fall into for anyone so I get that. Which he did in the way as you said.
a strafing mechanic in 2d axis run n gun titles don't add depth, they in fact kinda lower depth. the main catch here is that there's less of a constraint on player movement, something most run n gun bosses are designed around. if you implemented a strafe mechanic into most run n guns without it your dps would likely be too high for how little risk you're taking. at this point you might say why design your game to be like this to begin with, but even something this 'basic' fundamentally changes the entire game.
Technically Metal Slug DID have that feature in its AES/Console versions with Vulcan Fix. It's only accessible when using the slug vehicles and holding the shoot button but it definitely makes the games considerably easier (but also fun)
Also, it's an exclusive Tarma skill in Metal Slug 6 and 7/XX.
This seems like such a simple and even standard mechanic for these sorts of games that any modern game NOT having it feels.......... goddamn bizarre. Great idea for a video, and yes, hopefully devs out there are paying attention and add this great mechanic to make their games much, MUCH better in the process.
i will never forget playing neo contra with a friend of mine for the first times around, just by the fact they stayed ON TOP of a helicopter actually running on its blades while SHOOTING THE ENEMIES was the most insanely idea i had ever seen in a ps2 game, the whole game is glorious and it shows that evolving a 2D game to 3D is not just about "keeping with what works" but properly addapting it to another kind of medium.
i really wished that Megaman x8 wouldve had kept the 3D sections from x7 but actually thought out how to properly implement platforming as if it was mario 64 or something else, platformers works WONDERS on 3D but not many companies dare to tackle that even back them.
For fans of this genre I highly recommend Assault: Retribution on PS1 and Turok: Evolution for GBA. Neither are masterpieces but are quite enjoyable.
Okay weird thing about this topic. I also thought it would be a god send if more Run 'n' Gun games had that strafe feature. I just always thought it was called moving aim lock for the fact you could lock your aim while you move. Kind of surreal to know how far back this mechanic goes in the genre. Great video man!
One of my favorite games ever is Cannon Spike on the dreamcast because the lock on is temporary (only locks on when you press it, not for as long as you hold it down) and holding the button makes you strafe. It feels amazing in a 3d arena Shmup'
It makes me sad to think that Megaman X7 is the closest we'll get to a sequel
Preach the gospel of Cannon Spike!!
This goes for overhead run n' gun style games too. I find games like Pocky n' Rocky and Zombies Ate My Neighbors to be unnecessarily difficult because you can't strafe; you move in the direction you're aiming, causing you to either fire in the wrong direction when you're dodging enemies/bullets/obstacles or put yourself in harm's way to fire at your target.
Man I thought this was a run and gun, not a hold still and gun.
Tanuki Justice is a great run-n-gun game that went under everyone's radar. It features both standing and strafing aiming, and it has great variety in levels and enemies. However, it doesn't have autofire (WTF) and the music isn't especially memorable. Still, I believe you'll love it.
midnight resistance on the sega genesis did this before treasure, 1989
i remember AM2R having this feature in earlier builds only to later remove it in favor of stop-aiming
think once again showing love to contra shattered solider
I need to play more run and guns theyre great I just forget they exist after 2 minutes and go back to fps
Shattered soldier is so so fucking good
YES CONTRA SHATTERED SOLDIER HAS PERFECT CONTROLS
Oh my god I played the 2002 contra I couldn’t remember the name it was my fave..:
Such an amazing game.
I agree that these games are way better with strafing, but I also gotta ask, what if they just let you aim independently, twin stick style? Does that ruin everything, or is that the better way to do it? Idk, just a question I had pop up.
did you try Valfaris
I want to know your opinion about it
ONE was a god damned masterpiece. Bruce Willis was just the icing on the cake.
You are thinking of Apocalypse. One was pretty good as well.
So fixed shooting angle with character movement? There. Lol
Also did vectorman have this mechanic?
lol and here I thought it was actually about ONE for the ps1
if i ever had any power to make you play a game, please i beg you play *THE RED STAR* for the ps2, it's a incredibly well paced game that basically is Beat em Up with bullet hell sections.
ive never seen another game mix both whatsoever besides Nier 1, its simply something i wished people did more.
it was the VERY LAST GAME from the original Turok dev team, where their publisher went BankRupt midway throught production the game and the team had to cancel the Xbox version while also canceling the game until a budget publisher (Xseed Games) bought the ip and got the team together again to finish it (i presume, i actually dont know how many of the team got back to finish it).
its a game i never saw any single big youtuber playing it, meantioning it, nor knowing it existed whatsoever which is nothing short of strange considering not even people who does Turok videos Mentions the existence of this game, its a masterpiece of pacing and showcasing what they learned throught the years, the game got released basically missing 1 or 2 missions (comparing the early leaked 2004 beta builds) and a half finished third character that always looked like it was rushed out.
and yes The Red Star is also a comic thats why the turok dev team wanted to do a game about it a presume.
please play this game specially with a friend :(
TIL they made more than one Contra lol
Shattered soldier is "shin contra" LMAO the sequel is called NEO Contra (literally shin contra ) LOL
Sega génesis chads stay winning
What game is that @3:33?
Dead to Rights. A great game so long as you avoid the Xbox and Game Boy Advance versions. And all the sequels.
@@marscarlisle6445 Thanks.
If you want gamedevs to pick up the point. might be better to get to the point immediately instead of 4 minutes in, just saying.
Just in time to justify my point, Sakurai just made a video on his channel about getting to the point fast and how to keep it fast.
To be fair, he does technically do that. He shows gameplay of the feature immediately upon starting the video. It didn't take me very long to figure out what he was talking about, and I only have a passing interest in the Run and Gun genre. I feel like actual devs that are actively making a game in the genre could put two and two together in the time given at the start there.
Did you watch the video? It's obvious what he's talking about right away it's the first thing shown in this video
@@DaviddeBergerac Funny how neither of you said that it's the first thing spoken in the video so I think on some level you get what I mean.
That's why QA reports use phrases or bullet points not bury the lead in long paragraphs for gamedevs to "figure out" but rather for more direct communication. Just reiterating why that's the standard practice in the field.
@@mechashadow Sure, I'm not totally dismissing your point, because yeah, it would be best if he described exactly what he meant, in words, at the very start.
I'm just also saying that it's not like this is some clickbait video, where those 4 minutes are filled with meaningless nonsense, and are clearly just there to fill the run time. He felt that he wasn't able to properly explain what he was talking about, without setting up the context behind it first. So that's what he did.
And he at least made an attempt to get the point across right away, even if it wasn't a successful one.
@@TheMultiTasker3 I don't think I ever mentioned a clickbait angle, that really did'nt occur to me from said video..bit odd. He is a video essayist so I guess he did do this video in his usual way.
It's just strange to reiterate a few times in the video that *his goal is to reach developers* like some he named, but he did'nt ask himself what was the best and direct form to deliver said message so it was picked up by them?
But then again, being comfortable in our own ways and just being used to doing our usual thing in our usual style is easy to fall into for anyone so I get that. Which he did in the way as you said.
a strafing mechanic in 2d axis run n gun titles don't add depth, they in fact kinda lower depth. the main catch here is that there's less of a constraint on player movement, something most run n gun bosses are designed around. if you implemented a strafe mechanic into most run n guns without it your dps would likely be too high for how little risk you're taking. at this point you might say why design your game to be like this to begin with, but even something this 'basic' fundamentally changes the entire game.
Then give bosses more health to compensate.
@@sibel9272 Nah cuz then it's just boring number tweaking
@@shavingrabbid You could also add other things to avoid, Shattered soldier already had this in mind and is designed around it.
@@sibel9272 that was entirely my point
HUNTDOWN of the best looking games of that genre don't have aiming...it was horrible just because of that...
Especially when the game is kinda a cover shooter. That is purely disappointing.
Shin = new
It typically also means "true"
@@Ghenry I don't disagree. It's mainly used as "new" and seems the case here too