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Game Appreciation

Idkism

Professional Dumbass
Staff member
Like the title says, drop your favorite aspects about the games gameplay wise, PC98 or Windows, go crazy.
Personally i just ADORE the UFO system and how smooth it is, the way you can just chain each UFO one after the other, how each type of them work and what it does, and the inherent freedom of the entire mechanic makes me wish that th17 didn't shoot itself in the foot and a hybrid UFO/Hyper system that fails on both ends.
 
  • HRtP: Special moves that look cool despite being inpractical.
  • SoEW: Lunatic difficulty is cool, every enemy fires revenge bullets aimed at you.
  • PoDD: You control the pace of the game. Either make it more chaotic and score more, or play slow for safety.
  • LLS: Simple but very fun scoring system. Multiplying the item values you collect by bombing.
  • MS: Managing item drops and collecting them is super fun to me. Mima is one of the most fun shot types.
  • EoSD: Overall a strong touhou gameplay experience in terms of survival and basic scoring.
  • PCB: Managing the border and when to get it is cool. Has one of my favorite shot types which is ReimuB.
  • IN: Youkai meter and the familiar system is such a satisfying gimmick to engage in for either survival or scoring, just makes every stage unique and fun to route. Plus the different routes that the game offers.
  • PoFV: Chaotic as fuck. the good type.
  • MoF: Simplicity, kino score system imo. Can be engaged with in many levels. great stages and perfect pace for a shmup.
  • SA: Acts as a definitive sequel to MoF in terms of gameplay. takes power bombing, faith counter and adds more to it or adjusts it to fit into a more survival oriented game.
  • UFO: The ventora system is among the best in touhou. Complementing the stage design perfectly and making every single stage among the best imo.
  • GFW: One of the most unique touhou games with the freezing mechanic. Runs are Short and sweet.
  • TD: The trance system is fun to route for resources. Point blanking feels satisfying.
  • DDC: Very unique shot types and just like UFO the PoC gimmick makes stages more fun.
  • LoLK: Grazing for chapter bonus is pretty cool, and stage 5 is incredibly fun.
  • HSiFS: Most approachable score system in touhou... And it can be engaged in 4 different ways!
  • WBaWC: The aspect of hyper depleting faster when shooting, mayumi boss fight, and marisa eagle is a fun shot type.
  • UM: Freeform survival. Sakuya shot type is awesome.
  • UDoaLG: cool roster, I like yuuma's shot type.
  • FW: Very fun and broken gimmick to engage with. Fun stages imo. Super customizable and I like the score system.
 
IN Stage 4 is one of if not the best stage in what I've played of the series so far. It mostly serves as a neat throwback to Lotus Land Story with you fighting either Reimu or Marisa depending on your team. The battles, while challenging (especially Marisa), have some very fun patterns to dodge and make you realize what it's like to be on the receiving end of the series' two protagonists. I also find it unique how either of the two will run off in the middle of the boss fight, with you having to chase them down through another stage portion to catch back up.

All of this is compounded with the stage's excellent music tracks. Retribution for the Eternal Night ~ Imperishable Night is a short but sweet track that matches the frantic pace of the stage. Both of the girls' themes are again references to the PC-98 games, with Maiden's Capriccio remastering the same track from Lotus Land Story and Love-Colored Master Spark remaking Marisa's first boss theme, Love-Colored Magic, from Story of Eastern Wonderland. Love-Colored Master Spark is easily within my top five favorite songs from the series, and hearing that guitar portion at the end of the track while Yukari tells Reimu to 'chase Marisa down to the ends of the earth' is extremely powerful (funny considering that's the stage's subtitle).
 
Phasmagoria of Flower View's mechanic of bombs functioning as spell cards for the opponent was a good idea.
It makes sense since each player is each other's boss. I wish this was used more often.

Impossible Spell Card was onto something with the puzzle aspect. Slowly learning the spell cards and knowing when to use items is crucial for victory.

The fighting games have their own unique spin on the genre that make them more interesting than the typical fighting game in my opinion. The inclusion of spell cards into the mix makes the stakes higher if you know how to use them properly. The games also don't rely on the overly complicated button combinations that you see nowadays.
Keep it simple like the Soulcalibur series did.

I don't have much to say about Lost Word,
but I liked how forming teams had slight strategic value. Although in my case, that meant finding characters with the most damage output.
 
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