>>15187203
>whereas a Charge Shot can clear those and every other bullet in its line of fire in one shot.
And a charge shot essentially wastes time. If you're good enough you're capable of mitigated the 2 or 3 more bullets coming at you.
>The Xbox 360 used to be the main platform for shmups of all types in the previous generation.
And most of which were shit.
>not required in Furi because you can cancel or parry a lot of the incoming bullets anyways
And as I said before, parries a garbage mechanic and cancelling is useless when you can just dash.
>not required in Furi because you can cancel or parry a lot of the incoming bullets anyways
Never said they were. Which is the problem. Because you're on a 360 controller you aren't given that extra challenge due to the limited control method.
>One only needs to look at the final phase of each boss to see what different stakes there are at play.
Which don't go far enough.
>like how The Burst can make walls rise
The second boss does this as well. And raising walls barely constitute as a high degree of variety. The game's method of "altering" a stage is to add points where there's either a wall or a pit.
>how the pier for The Edge is fully 2D
And also limited your moveset which was a piss trade off.
>The Hand can put up damage zones to shrink your area of freedom to the center
No different than the pits from the song. In the end it's still a danger zone that basically says "don't dash here".
>which normally the presence of melee combat compensates for.
But the melee combat is absolute trash. It's just a series of parrying, that's fucking it. Might as well be a QTE segment.
>In shmups this is just an aesthetic choice because the playing field is 2D anyways
Yes but you're not actually hindered by ground movement. As in there's no focus on that apect so there's more room to play around. Imagine how much more you would be able to do in Furi if you could hover and you'll understand what I mean.
>Most shmups don't even have that shit,
And most shmups are shit.
>but the camera in Furi is isometric to give you a better view of all the incoming attacks
Not much of a point when most bullet hell games are zoomed out far more than Furi.
>Trying to launch enemies into the air with a camera like this would be very iffy,
Not my fault the devs implemented something poorly.
>It's only one example out of many
The other examples are "parry this attack" or "shoot while they're charging an attack or have their shield down. That makes up the majority of "optimization". Which is why I'm hammering that the game doesn't have much diversity in its play style.
>There's shockwaves, lasers
Add energy balls and you have the majority of the attacks in the game.
>damage zones (
As in walls, pits and actual zones that just damage you. The games just a series of shallow obstacles.
>and there's melee attacks
Which is such a weak segment of the game it's a negative point.
>They're the main attack archetypes
Barely
>but to use that as an argument for limited attack variety is just being disingenuous.
You basically just listed all of them in 2 sentences. Seriously now?
>If the only goal is to kill the enemy, then doing it in the fastest way possible or without taking damage are the only metrics of skill available
This is like arguing that going in a straight line is the only possible means to make a game enjoyable in a platformer. God forbid a game actually build itself around entertaining the player, rather than just autistically optimize everything that's fun about it.
>I think it's only limited pertaining to offensive capabilities
Which for a game like furi I'm not for. It's possible to have a game with a limited move set. But in a game like furi, which is already a very straightforward and plot fluffed game. It brings it down.
>Quite frankly, I don't think the melee or ranged combat in Furi needs to be expanded
Melee absolutely does. Parry's are becoming the new QTE's. It's nothing but timing based with no strategy.
But even then the Melee and Ranged could have been put to better use. Either by making some of the stages useful for either, such as targets that needed to be hit in order to progress the fight, or using melee in conjunction with a charged dash for a complete break in the enemies defense ect. There was plenty of room for combining or expanding on your abilities but the game did nothing to actually do so.
>Now you could have dozens of melee attack options
Not really no.