Sure, I'll keep my copy around. Standalone, its fun enough. However, when compared to the greats, games that I still have a lot of time to put into, this game just didnt hold up in my eyes, and would not make a top 50 list, if I made one.
I'd love to read that! And I'd say Aegis Wing on XBLA is pretty bad.
Hmm, that would be a fun write up. Maybe I should do it.
Aegis Wing is pretty bad, but it was free. It was good fun having 3 friends hook up to me, since they have a hard time dodging. They had a lot of fun.
A good example of how one could find reasons to love almost ANY shmup. (Divine Sealing is pretty unplayable). Once we compare them, though, some like Aegis Wing stand out as not being able to match the awesomeness of other shmups.
The great thing is, my shmup tastes grow constantly. I used to not like Espgaluda or Deathsmiles much, but now I love them. I think this is because I was looking for a certain something when I first started getting into the genre. Now that I have what I was looking for, I feel like I'm more open to different styles of shmups.
Even though Deathsmiles would not rate extreamly high, I think the game is well rounded and unique enough that I would always want it around. I think its score varience that really catches my attention, and gets me really hooked to a shooter.
With Silpheed (As an example, not trying to rip on this game over and over), there is really only one way to approach stage 1. Get the multiplier high as possible by point-blanking. Now, I'm glad they added this, or the game would have had nothing to keep me interested past the first few credits. However, after maybe 10 credits, stage 1 starts to feel really boring (imo). After you have learned it, which doesn't take long, there is little you are doing. So, I would say this scoring system is easy to get into, but flawed in that your main goal will be to point-blank destructable bullets aw much as possible, as well as pointblanking enemies.
With something like Deathsmiles, which I have played many more times than Silpheed, I still feel like I can get more out of my stages. (Lets pretend for a moment that there is a static stage 1, just for this example). Now, I have to think about what shot I am using to kill each enemy, where I use my powerup so that I don't waste it, and where to let the items fall to max out my multiplier.
Now, of course, if I did this enough times, it would feel just as repetitive, but there is enough depth that this will take a while to accomplish.
Now, this method of relating games really only applies to me, since scoring depth is my main draw to the genre. Honestly, I don't even know why I'm sharing this other than my love for talking about shmups. I actually think its awesome that this genre is so wide and different (while still holding true to basics), that even the games that get hated on by 99% of shmup players will be loved by some.
Geeze, looking over this post, its so random that I don't even want to post it, but I took the time to write it, so here ya go.