>MH
The series is great but somewhat annoying to get into. The game doesn't do a good job of explaining key mechanics, and MHW in particular is brutal with the unskippable cutscenes. Underneath that though are some really interesting ideas in the combat like monster hitzones and positioning, as well as RPG/gearing systems that subconsciously push players to get better at the game.
>Favorite MH game
Of mainline, probably 4U or GU. 4U is the most polished of the old-style games, and has a pretty solid roster. The mounting is a bit cheesy but easily ignored. Village is nicely structured, with a simple story that fits into the world, and the quests don't torture you too much with gathering. The guild progression is decently hard solo, and there is a great endgame with Guild Quests and fun event quests like Apex Rajang w/ no armor. Frenzy is a cool risk/reward mechanic and is probably the best of the "lazy" monster difficulty modifiers.
GU has the Deviant system which is the best idea MH has had in a long time and drastically ups the number of fun and challenging monsters available to fight. The new monster design is on average the best they've ever done in GU, with killer fights like Glavenus, Mizutsune, Valstrax, and Ahtal-Ka (bug form), as well as the Deviants which are mostly very good. Arts and Styles were a cool concept, but the balancing for them was horrendous, with some being terrible (Charge Blade Arts, Aerial Bow, etc.), some being nicely balanced (Longsword Arts, most Striker styles), some being very strong (Switch Axe Arts, Valor LS) and some breaking the core combat (Absolute Evasion/Readiness, Valor HBG). The saving grace here is that it's all optional, and these days I play GU with Guild Longsword, with either only the Longsword Arts or just no arts at all. Village and guild progression is easy but event quests and Deviants put up quite the fight.
Special mention to Frontier which was a very unique game and had a ton of really fun fights, as well as an evolving gameplay identity that grew over the years. Really interesting and fun game, shame it got shut down. A private server will probably pop up at some point though.
>Shmups I've played
So far I've played:
>Build Engine
Yeah, I need to give the Death Wish mod a go for Blood. Very highly regarded and often talked about as the "real" Blood 2. Also need to keep doing Duke 3D, enemy design isn't as tight as Blood but the level design is really funny and creative.
>Classic FPS and action game influence
I think the biggest area of potential improvement here is bosses. FPS games almost always have terrible bosses, but Ultrakill has broken that mold and has a couple really nice ones that heavily test your movement skills. The developer has said he is taking inspiration from DMC3, so I'm optimistic that when the higher difficulties are added we can finally see some challenging bosses in FPS.
>DmC
I actually would have tried the Definitive Edition of this game if it was on PC, apparently it fixes many of the game's problems. I have an Xbox One now so maybe at some point I'll look into it.
The series is great but somewhat annoying to get into. The game doesn't do a good job of explaining key mechanics, and MHW in particular is brutal with the unskippable cutscenes. Underneath that though are some really interesting ideas in the combat like monster hitzones and positioning, as well as RPG/gearing systems that subconsciously push players to get better at the game.
>Favorite MH game
Of mainline, probably 4U or GU. 4U is the most polished of the old-style games, and has a pretty solid roster. The mounting is a bit cheesy but easily ignored. Village is nicely structured, with a simple story that fits into the world, and the quests don't torture you too much with gathering. The guild progression is decently hard solo, and there is a great endgame with Guild Quests and fun event quests like Apex Rajang w/ no armor. Frenzy is a cool risk/reward mechanic and is probably the best of the "lazy" monster difficulty modifiers.
GU has the Deviant system which is the best idea MH has had in a long time and drastically ups the number of fun and challenging monsters available to fight. The new monster design is on average the best they've ever done in GU, with killer fights like Glavenus, Mizutsune, Valstrax, and Ahtal-Ka (bug form), as well as the Deviants which are mostly very good. Arts and Styles were a cool concept, but the balancing for them was horrendous, with some being terrible (Charge Blade Arts, Aerial Bow, etc.), some being nicely balanced (Longsword Arts, most Striker styles), some being very strong (Switch Axe Arts, Valor LS) and some breaking the core combat (Absolute Evasion/Readiness, Valor HBG). The saving grace here is that it's all optional, and these days I play GU with Guild Longsword, with either only the Longsword Arts or just no arts at all. Village and guild progression is easy but event quests and Deviants put up quite the fight.
Special mention to Frontier which was a very unique game and had a ton of really fun fights, as well as an evolving gameplay identity that grew over the years. Really interesting and fun game, shame it got shut down. A private server will probably pop up at some point though.
>Shmups I've played
So far I've played:
- ZeroRanger (really great entry point, need to come back to this game. Lots of systems to help new players, fantastically fun last boss)
- Touhou 8 on Normal (nice game to learn with, the human/youkai system with the familiars is a fun mechanic. Currently going for the 1cc, first 2 stages are kinda boring to me though so I try a few runs every other day. Phenomenal music)
- Dodonpachi DOJ (awesome game, played ~6 hours with my friend on RetroArch netplay, brutally difficult but fun)
- Crimzon Clover (got this on Switch, has a novice mode which seems pretty manageable. I'll probably go for Novice 1cc at some point)
- Danmaku Unlimited 3 (this game is $3 on steam and $4 on Switch right now, complete steal, fun bullet hell with nice graphics and music)
- Monolith (this game has roguelite elements and is technically twin-stick, but the boss patterns are kinda bullet hell styled. Randomized items are useful but never overshadow player skill)
>Build Engine
Yeah, I need to give the Death Wish mod a go for Blood. Very highly regarded and often talked about as the "real" Blood 2. Also need to keep doing Duke 3D, enemy design isn't as tight as Blood but the level design is really funny and creative.
>Classic FPS and action game influence
I think the biggest area of potential improvement here is bosses. FPS games almost always have terrible bosses, but Ultrakill has broken that mold and has a couple really nice ones that heavily test your movement skills. The developer has said he is taking inspiration from DMC3, so I'm optimistic that when the higher difficulties are added we can finally see some challenging bosses in FPS.
>DmC
I actually would have tried the Definitive Edition of this game if it was on PC, apparently it fixes many of the game's problems. I have an Xbox One now so maybe at some point I'll look into it.