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Can you please explain what you meant through this part?Also your thoughts on the smooth brain on the blue bird who said that fumos are problematic
early Windows is the most memorable one, Modern 1 makes me think more commonly of the boss themes and forget the stage themes with some exceptions, and Modern 2 era continues on that trend. UM is a bit of an exception, but that one has to be caused more by the fact that the game is just 1 year old, and therefore still fresh in my mind.
I suspect the issue is exposure, with the added aspect of personal preference. From just the most recent three main titles, some of the best tracks (assume subjectivity) were stage themes; HSiFS had Illusionary White Traveler, WBaWC had Unlocated Hell, and UM had The Perpetual Snow of Komakusa Blossoms. TD (commonly attributed to Modern Era 1, but I tend to associate it with Modern Era 2) is full of great stage themes, including The Hall of Dreams' Great Mausoleum, Welcome to the Youkai Temple, Let's Live in a Lovely Cemetery, and of course Desire Drive. Since entering the fandom, each new entry has taken me about a year to get into the soundtrack, but so far I've always been able to appreciate the music without too much hesitation regarding its preceding comparatives.Maybe it's just because of a lack of remixes (though this is true for pretty much every game after IN) but I don't like how I cannot recall even a single stage theme from the last 3-4 mainline games.
Sorry it took so long to respondCan you please explain what you meant through this part
Don't most people consider AoCF to be the best of the flying fighters? I agree that the flying fighters aren't on the level of their predecessors but in terms of both singleplayer and multiplayer content, AoCF is the most polished and least gimmicky "floater" which people generally like it for. In fact, the game is completely devoid of gimmicks since this game's unique mechanic actually works as an expansion of the game's systems rather than a system that conflicts or overbears on the core gameplay, making AoCF the most straightforward, plain-and-fair fighting game since IaMP, something even Hisoutensoku can't claim to be. Sure, if you wanted you could still argue that character switching is a gimmick, but it's nothing close to the level of SWR/Soku's weather and card decks, HM's loadouts, and ULiL's... however you describe what happens in that game.Regarding AoCF, even not taking into account the netplay issues, it's just not a very good game at all. None of the flying fighters are, really.
Ken talking about how much he likes Ten Desires music was not a take I was expecting to read today.TD (commonly attributed to Modern Era 1, but I tend to associate it with Modern Era 2) is full of great stage themes, including The Hall of Dreams' Great Mausoleum, Welcome to the Youkai Temple, Let's Live in a Lovely Cemetery, and of course Desire Drive.
Yeah, that is absolutely fair. By now, ZUN must have created a lot of patterns just like you said, at some point repetition would appear. There are just so many combinations you could do. Otherwise, as my experience with the games is low, I would not get myself to comment much more on the matter (I do not deserve, nor can I say more than "it looks nice/it looks impossible to dodge/puts me to confusion"). But otherwise, I agree with your point. Maybe a break would be useful.Now I'll say that I haven't actually played any mainline shmup game after UFO, but from what I've seen I will concur that the patterns from 16 and onward just seem a bit more lackluster. There's no particularly iconic battle gimmick or spell card that I can recall from most of the recent games, but to an extent this is to be expected. You're bound to lose out on some creativity after having created hundreds and hundreds of unique bullet patterns, and it's honestly a miracle that there are so many distinct ones in the first place. This doesn't mean the game design is immune to criticism however and I do think ZUN should step back for a bit and maybe take a bit of a break from the mainline games in order to get his ideas in order.
Weird, because just like buskerdog pointed out, I knew about AoCF to be well received among the newer fighter games. Maybe not at the level of the original "ground fighters", but still decent.Regarding AoCF, even not taking into account the netplay issues, it's just not a very good game at all. None of the flying fighters are, really. Hisoutensoku had essentially presented the perfect formula so all they needed to do was polish it up a bit and they'd have a game on their hands with the quality comparable to (and potentially exceeding that of) something made by fighting game monoliths like Arc System Works or French Bread, with a gameplay style distinct enough to still be called a Touhou game in essence. But then they decide to get rid of motions, reduce the number of command normals, reduce mobility options, dumb down customization etc. etc. I've effectively given up hope of another good Touhou fighter coming out, so on that point I'd certainly have to agree that there's a visible decline.
Yeah, in a way it is quite scary how fan arrangements rarely use any of the stage themes past IN. I know a few exceptions until now, but they are indeed few at least to my knowledge. And the newer the game, the less chances to find an arrangement. Touhou music creators, the ZUN soundtrack does not stop at IN. When you mentioned Lullaby of Deserted Hell, you brought me old memories of being confused that was not the boss theme ( legit thought for quite a while that was Orin's theme until listening to Corpse Voyage). As for the newer games, I really cannot remember that much in terms of stage themes, but a few are still in my mind despite not knowing their names at times: the stage 6 theme in LoLK which is a calm version of Pure Furies, the stage theme for Hecatia (though I still confuse it with the actual boss fight theme), and Beast Metropolis from Touhou 17 (I reall like that one).I wouldn't say that the music in general has fallen off that much, however I will agree that stage themes are just less memorable nowadays. Maybe it's just because of a lack of remixes (though this is true for pretty much every game after IN) but I don't like how I cannot recall even a single stage theme from the last 3-4 mainline games. I think ZUN might just be focusing too much on trying to introduce a new hit boss character that people are gonna like that he dedicates less time towards setting the atmosphere in the stages themselves. I don't expect him to casually drop another "Alice in Wonderland", "Inevitably Forbidden Game", "Fires of Hokkai" or "Lullaby of Deserted Hell" but something with more substance would be nice.
Honestly, there are like 3-4 things I can remember from SSiB:mediocre storytelling has been a staple of the print works since even the early ones like SSiB, so there's no real "decline" here.
Personally, I like Bohemian Archive in Japanese Red and the two Gensokyo Encyclopedia books. The former was a fun read, and the latter helped me learn a little more about the characters (despite most of the info already being on the wiki; it just feels different to read it firsthand from the source).The same goes for the rest of the literature, most of it probably won't have too much bearing on what happens in the games (even if it does just read a summary on the wiki lmao).
I am sorry, but whenever someone brings up Desire Drive (good song btw) and fan arrangements, I can no long not think about Necromantic. Damn it Stack and your catchy songs & vocals!TD (commonly attributed to Modern Era 1, but I tend to associate it with Modern Era 2) is full of great stage themes, including The Hall of Dreams' Great Mausoleum, Welcome to the Youkai Temple, Let's Live in a Lovely Cemetery, and of course Desire Drive.
Trust me, I have heard and seen worse things about Fumo coming from Twitter.Someone on Twitter said that fumos are pedo bait because of how they are designed
First of all, I would like to that you for the original contribution back in the day. For that reason, just to diversify this thread a little bit, I will bring here some of the answers from others who have watched the video. Back then, I did not originally watch it, so I let you do all the work. Now though, as I got into it too, I decided to write an elaborate text, and so called you in here to continue that conversation in a dedicated thread. This might be useful especially for the newer people, maybe those who did not find the original thread at the time or joined the talk when it was active. Therefore, I am sorry if anyone will get annoyed by the following pings:I've already given my take on this whole debacle in that other thread where the video
Personally, I have quite a weakness for writing overly complicated analysis of trivial subjects. For me, I feel it is just a fun way to make a thought experiment, and just think more about that topic. I would definitely recomment it to anyone curious, and you are abolsutely welcome to try so be it here or in a different thread.reading this has made me think that maybe it's about time I really took that whole "Touhou game analysis" idea I had seriously... unfortunately, I still don't think I would have the time or motivation to do that. But perhaps I should start thinking about it as more than just an 'interesting idea that I'll never bother with'. Perhaps people would not only find it interesting, but also helpful, to have someone offer a comparison of games' quality at more than just a surface level look.
It's definitely a lot less egregious than HM and ULiL, and while I'm indifferent to the weather (maybe just because I play high damage characters so I can set up a 90 second typhoon and make the enemy miserable haha), if I had to compare Soku's "here's an intuitive yet intricate movement system" and "choose between previewing your super or added mechanical complexity to your combo" to AoCF's "you can jump downwards" and "basically just a one-button super" I can't really see myself preferring the latter. Maybe I'm just biased against tag fighters, who knows.Don't most people consider AoCF to be the best of the flying fighters? I agree that the flying fighters aren't on the level of their predecessors but in terms of both singleplayer and multiplayer content, AoCF is the most polished and least gimmicky "floater" which people generally like it for. In fact, the game is completely devoid of gimmicks since this game's unique mechanic actually works as an expansion of the game's systems rather than a system that conflicts or overbears on the core gameplay, making AoCF the most straightforward, plain-and-fair fighting game since IaMP, something even Hisoutensoku can't claim to be. Sure, if you wanted you could still argue that character switching is a gimmick, but it's nothing close to the level of SWR/Soku's weather and card decks, HM's loadouts, and ULiL's... however you describe what happens in that game.
Oh yea Ten Desires absolutely hit it out of the park (hell Desire Drive is good enough to be associated more with Seiga than her actual theme). Also while I'm personally not too big on HSiFS and UM stage 3 (not bad songs, but they don't really hook me in), I have definitely been sleeping on Unlocated Hell, thank you for bringing it to my attention.I suspect the issue is exposure, with the added aspect of personal preference. From just the most recent three main titles, some of the best tracks (assume subjectivity) were stage themes; HSiFS had Illusionary White Traveler, WBaWC had Unlocated Hell, and UM had The Perpetual Snow of Komakusa Blossoms. TD (commonly attributed to Modern Era 1, but I tend to associate it with Modern Era 2) is full of great stage themes, including The Hall of Dreams' Great Mausoleum, Welcome to the Youkai Temple, Let's Live in a Lovely Cemetery, and of course Desire Drive. Since entering the fandom, each new entry has taken me about a year to get into the soundtrack, but so far I've always been able to appreciate the music without too much hesitation regarding its preceding comparatives.
This is pretty much the entire story; the only thing you missed is Yuyuko and Youmu sneaking onto the moon with Yukari serving as a diversion to steal some sake, nothing else of note happens. (also during a full moon, Yukari can open a gap inside a body of water that's reflecting the moon in order to open a pathway, how this works or why the restriction is so arbitrary is never explained iirc)Honestly, there are like 3-4 things I can remember from SSiB:
- the SDM crew + Reimu & Marisa go to the moon in a rocket (how did they get past the Hakurei Barrier, I have no idea)
- they get their butts handed there by the Watatsuki sisters (which ever since have never been seen in canon due to the fan outrage)
- swimsuits are now canon in Gensokyo (at least for Reimu, Marisa and Remilia - I have talked about that in the fashion thread long ago)
- Remilia is throwing a huge party at the SDM (was that before or after the whole Moon expedition?)
Ironically, I'm not a big fan of TD's boss themes; the only track I especially appreciated of that classification was Futatsuiwa from Sado. To be fair, I appreciated Akiyama's arrangement of Omiwa Legend in HM, and I suspect it's more the arrangement style than the instrumentation. A similar issue presents itself in the first three boss themes from DDC, though with those I think ZUN was still figuring out how to balance out his guitar VST against other tracks. Bamboo Forest of the Lost is another underrated stage theme that I believe suffers from its arrangement style.Ken talking about how much he likes Ten Desires music was not a take I was expecting to read today.
Oh yeah, I did hear about the way Yukari made a portal to the Moon. Rather convenient, isn't it? Reminds me of the portal to the Moon from Portal 2 (not that I think of it, I have seen quite a bit of Chell/Yukari cross-over fan art some time ago, as both have a similar gimmick of portal travelling).This is pretty much the entire story; the only thing you missed is Yuyuko and Youmu sneaking onto the moon with Yukari serving as a diversion to steal some sake, nothing else of note happens. (also during a full moon, Yukari can open a gap inside a body of water that's reflecting the moon in order to open a pathway, how this works or why the restriction is so arbitrary is never explained iirc)
Honestly, I think I still do that more often than I would want. It is just a good song though. To be honest, I also like Rigid Paradise for some reason (there's something I really like about it).Oh yea Ten Desires absolutely hit it out of the park (hell Desire Drive is good enough to be associated more with Seiga than her actual theme).
Honestly, were do I even start from... I might write an encyclopedia. But I need to get to bed soon, so I will let someone else have the honor of presenting Lost Word, to which I will add further notes in the morning.How big is this Touhou Lost Worlds game? I have never played it myself but I keep hearing people talk about it. I generally avoid gachas/mobile games like the plague
Thinking about that part of the vid, that is an awful way to gauge interest. In fact if you look at the older games they are doing even worse. You can't expect a short single-player game to have a consistently high playerbase. Unless you're an avid fan of shooter games you're gonna play the games a couple times and... that's it for a while. Most people don't even do the "couple times" part. I personally haven't played a Touhou game since like, the beginning of this year. 15.5 would be the exception to this but while it's decent, it really didn't become established the way Soku did, so it suffers from "just play the story mode and move on". "or just read the dialogue on the wiki lol"Touhou 15.5, 17.5 and 18 are pretty much dead – Steam stats say
Hello Tenkko! Haven't seen you in quite a long while. Feel free to write as much text as you wish. I always like reading long texts, especially if the subject is interesting.Heyo. Also I am not immune to mucho texto.
First of all, could you explain what you meant through the awful way to gauge interest? But I do agree. Unless you are an avid fan, sometimes it might be very hard o come back play these games. I think here is also a "me problem", but last time I tried playing PCB was in like February-March. And since, I still haven't managed to finish that game. As a whole, I might have less than 10 run attempts in over a year at that game, on easiest difficulty, and still cannot overcome Stage 4. And it is not like I also lack the motivation to get back to it too...Thinking about that part of the vid, that is an awful way to gauge interest. In fact if you look at the older games they are doing even worse. You can't expect a short single-player game to have a consistently high playerbase. Unless you're an avid fan of shooter games you're gonna play the games a couple times and... that's it for a while. Most people don't even do the "couple times" part. I personally haven't played a Touhou game since like, the beginning of this year. 15.5 would be the exception to this but while it's decent, it really didn't become established the way Soku did, so it suffers from "just play the story mode and move on". "or just read the dialogue on the wiki lol"
I never really got to personally read the official manga (I tried getting into Lotus Eaters, but got bored after like 15 pages and never touched it again; I also skimmed through the most recent 2 chapters of CDS, but that's about it). Most of my knowledge of what is going on in the written works comes from the wiki or overall discussions. So I can not compare the writing for games with that for the publications. However, I did see there is a little bit of difference between the two.About the print works I agree with what others have mentioned, that where ZUN really shines is at writing shorter stories for the games.
From the CD stories, I really like those related to Maribel and Renko. In a way, those helped me quite a bit in liking them more. As for stuff like Dolls in Pseudo Paradise, despite being a bit edgy and just Agatha Christie's novel but in Gensokyo, there is still something interesting about it. Something that makes it feel...different.I would extend that to the stories included with the music CDs as well, even if they're disjointed due to the nature of the medium, but that's part of why I like them.
Huh, I have never thought about this view on the idea of reading the manga. However, I do agree that the encyclopedia-ish books have been really good (I am still waiting for a new book covering the rest of the cast up to Touhou 18 - it's been 10 years since Symposium of Post-mysticism, ZUN damn it). As for the remembering events vs remembering bits of trivia, I do agree. Sometimes, I guess these are just the more memorable parts of the writing instead of what is actually going on. But if you are going to ask about people recalling events from the manga, more than likely you would get "Reimu killed the Fortune Teller" or "Kasen is trying to hide her totally not Oni side" too repeated like a broken record. At least in other places where I have seen people talk. Legit I cannot remember anything else important going on in there. (also the tons of copium fans have taken since the vengeful spirit in CDS was revealed not to be Mima, but MiMi). But to be honest, it took me quite a while to learn the fact Kogasa is a blacksmith. I actually think that is cool.Idk right now the only motivation for me to read the mangas is "I wanna know about X piece of trivia". And that's not a good thing. But that's also why I enjoyed the other, more encyclopedia-ish books that just focus on worldbuilding and characters. I'm probably not the only one who shares this view since I rarely see anyone reminiscing about specific events but I do see people repeat things like "did you know Kogasa is a blacksmith?" like a broken record.
Him saying those games are dead because of the Steam stats when these are short single player games with little replayability for most people. The player number is gonna peak around release and then it's gonna drop all the way. It doesn't really tell much unless you compare all the games and even then it's kinda pointless. But here it is anywaysFirst of all, could you explain what you meant through the awful way to gauge interest?
Yeah I agree. Maybe what I said is redundant since Touhou is more about the characters than whatever plot it might have but, yknow. Which brings me to the one I forgot to mention: CoLA. It also follows kinda the same slice of life-ish format but from the get-go it had a more interesting premise to me. Not to mention Rinnosuke being an unique specimen. I haven't read the more recent chapters though.IMO the print works can be pretty good; when they're slice-of-life comedy style is when they are at their best. It's cool to be able to see Gensokyo and its inhabitants through a more normal lens when there is no incident going on.
Oh, alright, now I see what you meant through that. Looking at your stats board, it is quite interesting how popular Touhou 18 still is, despite people not really talking about the game. Or at least I do not really see them talking about this game. But in general, it seems like the newer games and characters are less discussed among the fans. Are they less memorable? Did they not get further appearances past their debut game? At least in my case, Touhou 15 is more clear and interesting once reaching Clownpiece (as part of the holy trinity of Clownpiece-Junko-Hecatia), Touhou 16 is very much blur (except for best doggo Aunn, the crazy backdrop dancers - I still confuse them which is which + thank you Stack for helping me remember they exist and Okina). Touhou 17 is not too remarkable until reaching Mayumi (her and Keiki are basically the only things I could say caught my attention/I like), and Touhou 18 is more like still going through the "new game" glasses (there has been a year since UM release recently).Him saying those games are dead because of the Steam stats when these are short single player games with little replayability for most people. The player number is gonna peak around release and then it's gonna drop all the way. It doesn't really tell much unless you compare all the games and even then it's kinda pointless. But here it is anyways