CatPat - Wild Guns & Reloaded - Console game, Arcade heart

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This is a one shot retrospective of Wild Guns, released on the Super Famicom in 1994. I also cover it's remaster, Wild Guns Reloaded!
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00:00 - Intro
00:33 - Wild Guns synopsis
00:56 - Retrospective Start
03:55 - Run through
09:32 - "Short games" and Game Bloat
11:30 - Wild Guns Reloaded
14:28 - Conclusion

Пікірлер: 24

  • @michielkroder4031
    @michielkroder403111 ай бұрын

    Important thing to mention about the vulcan gun meter building: it only fills by destroying enemy projectiles, i.e. offensive play, not by simply killing enemies. So if you are good at countering enemy shots, you can build up to the vulcan gun much quicker.

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    Good note! I didn't know this!

  • @perlichtman1562

    @perlichtman1562

    11 ай бұрын

    Thanks for the tip - I had no idea.

  • @michielkroder4031

    @michielkroder4031

    11 ай бұрын

    @@perlichtman1562 It was probably only communicated in the game manual, haha.

  • @flottenheimer
    @flottenheimer8 ай бұрын

    Never head of it. But had fun playing Cabal on the Amiga back in the days. Gotta give it a shot. Thanks, Cat-Pat.

  • @16-bithermit
    @16-bithermit11 ай бұрын

    The Desolation Canyon music is so dope!

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    This remaster ost is just stellar 👌

  • @JS-uh1ly
    @JS-uh1ly11 ай бұрын

    All three of the Tengo Project games are worth their weight in gold.

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    No kidding, Pocky and Rocky, Ninja saviors, Wild Guns, these guys sure know how to revive a series!

  • @perlichtman1562

    @perlichtman1562

    11 ай бұрын

    @@cat-pat8310The two of you took the words out of my mouth before I even got here. 😂 Seriously, though, anyone doing a retro revival would be extremely well-served to study those three Tengo Project releases. The way they handle building on the graphics, music and controls of the originals to expand them for new platforms is just masterful.

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    @@perlichtman1562 I briefly had that thought of covering Reshrined and Ninja Savior after the start of this thread. Playing the orginal game then comparing it to the revival. Maybe I'll tackle this later 🤔

  • @perlichtman1562

    @perlichtman1562

    11 ай бұрын

    @@cat-pat8310 It would definitely be cool if you did that. No pressure - just want to say that I’d enjoy it.

  • @xminorthreatx
    @xminorthreatx11 ай бұрын

    Blessed be the Algo that brought me here Also Toshiba AF gang

  • @antoniohenderson6090
    @antoniohenderson609011 ай бұрын

    As time goes on, i start to value more the games that are tight, exciting experiences. Whether it be not having the time anymore or just getting old, something like a 1hr lomg experience or even a rouguelike game that i van put down whenever i need to.

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    I think the market is focused on games being inmersive. It's clearly what the main demographic wants. So sure, you can have highly detailed environments and seeing your reflection in a puddle on a triple A budget, but that's all surface level unless there's purpose behind it. Things that are engaging, not a chore.

  • @perlichtman1562
    @perlichtman156211 ай бұрын

    Story time: I’d been thinking about subscribing after the first several Cave videos, then got unsure after the EspRaDe and Guwange videos (good videos, they are just some of my least favorite Cave shmups) and then I saw your Wild Guns video and couldn’t hit subscribe fast enough. You hit so many points that I felt like a lot of people talking about the game missed. Plus, I feel the same way about Xenogears and about the visual style of the Bethesda polygon RPGs you talked about. So you’ve got a new subscriber now. Plus, wishing the best to the two of you. My fiancée and I are looking at wedding venues this month so here’s some good luck from one couple to another. :)

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    My plan is to chronologically go through all cave shmups, 5 games per season. Then I take a break covering whatever I want (Wild Guns) and Go back to working on the next season. Realistically there should be 2ish (2 in a half?) seasons left. After that, there's plenty to cover. I have the shmup crowd here currently but It's not the only genre I like. I'd like to cover whatever game with the same level of effort I've been putting into my current catalog. Anyway, Thanks for your story and support! I'm glad to have ya! Best of luck getting your wedding situated! 👍

  • @perlichtman1562

    @perlichtman1562

    11 ай бұрын

    @@cat-pat8310 Thanks. Looking forward to the future seasons and the coverage of other genres. Since you mentioned Xenogears, in case you ever end up covering JRPGs and want any insight on the music side, that’s one of my primary areas of expertise. Got asked to speak on the topic at Collins College back at GDC in 2005 when I was in town to meet Uematsu the first time and interviewed him years later for one of the mags I worked at. I’m a composer myself (that’s what my degree is in) but I talk about it for a wider audience in a way that doesn’t really use music theory terminology. Sorry for the word barf. Just wanted to respond to your comment before I headed to sleep.

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    @@perlichtman1562 No don't be sorry, that's awesome! Yasanori Mitsuda is high up there for me and Uematsu is a legend. What an honor to be able to interview him. Probably one of the coolest stories I've heard in my comments so far. Jrpgs do hit hard for me. The ones that get existential specifically, Chrono Cross, Xenogears, and Nier Automata (action rpg, but you get the similarities). Automata and Cross specifically has the most beautiful compositions I've ever heard in gaming, Period. Music hits hard for me, it can really take you to a transcendent realm. Good for you being able to work in the arts. Super envious! I think I'll cover jrpgs if I get bigger. Shmups and short games are perfect right now as a 9 to 5 guy, due to it's length. But if I can actually turn a profit on this, I would easily sink in jrpgs for lengthy analysis videos.

  • @madlazytrader
    @madlazytrader11 ай бұрын

    +sub thanks for the effort making this video!

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    Appreciate the support!

  • @SaturmornCarvilli
    @SaturmornCarvilli11 ай бұрын

    Gamers that like short games don't like games? I have several hours in many of shoot 'em ups. Honestly, I don't like when a shmup is longer than a half hour to beat. What I like about shorter, arcade style games is the pure, concentrated fun they provide. In most shooters, I can get more than 2 hours of modern open world rpg fun concentrated into 20 minutes of playing. I value my time too much to find value in a 40+ hour game full of filler. It's like cheaper ice cream that's full of air. It seems like you get more, but it's just empty space.

  • @cat-pat8310

    @cat-pat8310

    11 ай бұрын

    Well said. There's a lot of games out there and time is limited. Let's make sure it's all meaningful. Short or lengthy. 🤟

  • @ArctheLadder
    @ArctheLadder2 ай бұрын

    I've never really been satisfied with the "either/or" nature of how people look at Bullet in Wild Guns Reloaded. There are points to be made that are less about "ACTUALLAY" and more how I think the game wants to have its cake and eat it too with Bullet. A "my mistake, your fault" element that I think, when it's very "chic" to call something well designed or poorly designed. Making declarations about Bullet often feels really hollow because I feel like ultimately people are trying to rationalize and frame how Bullet is "supposed to work" rather than how he actually is played. Which there are good reasons for! It needs to be said that Bullet has the most maneuverability and movement concessions in the game. I disagree (not with you, but the theoretical folks making the claim) that he makes the game easier, on the contrary it's more like he makes the game convoluted unless you're in a setting where the player can focus on playing Bullet in the way that favors him, but I will say that it is easy to play a game like Wild Guns Reloaded and make certain claims about the design. Something I do think gets unfortunately glossed over is that scoring in this game is awarded based on holding your position for as long as possible. So positioning your character and not moving while scoring consecutive kills increases the multiplier up to x5. I realize that playing for score is not a beloved past time for many players, and I personally don't enjoy playing that way, but I did make some honest attempts... I point it out in reference to Bullet because Bullet as a character I think is tuned both for beginners as well as to help contribute in the team setting. While Bullet can move and shoot, he can only target a specific portion of the screen. You can avoid getting hit, but it also means that racking up scoring chains is just not something Bullet is particularly good at performing. In a social setting, you can tell someone to do specific things as Bullet and they can learn to "just play Bullet", and while it may be something people sort of scowl or sort of frown their face at... I think if there's anything that makes something a good candidate for "beginner design", it's having the capability to at least simplify the game down to set objectives. "Don't get hit, help collect money." This is where looking at Bullet and Doris through the lens of single player without making some sort of acknowledgement to how they work relative to Clint and Annie in terms of scoring means that you can't really make clear arguments about the context of using them in certain settings. Bullet is REALLY good in multiplayer if the person controlling them understands how item drops work, such as when the giant money bags come out. If a savvy player is using Bullet, then they'll recognize that he has one of the largest hit areas for his lasso move, but specifically in terms of occupying vertical coverage... which is especially useful when targeting money bags. Once the bag explodes, the auto targeting turns Bullet into a vacuum cleaner for dollar notes. Good for score. But because the timer goes down by one second for every enemy you kill, it means that there is effectively a lot less that a person using Bullet would have to focus on, but all of this presupposes an interest in scoring. And if there's anything the design of multiplayer does, it is the ultimate assumption that people would care about how the game is "supposed to be played." And, frankly, I feel like a game with no online in a world where most infrastructure and socializing is predicated toward using the internet, well... that's just not going to be compelling to most people and, by god, does Wild Guns Reloaded clearly just make it so you can't continue in Multiplayer ANYWAY. It's too deliberate a decision to just write off purely to incompetence. So to put a caveat here for the "beginner character" crowd, Bullet's survivability if you have no pretense of playing for score can allow him to avoid or flat out not have to deal with situations that Annie, Clint and Doris, IN THEORY, couldn't otherwise handle by their conventional means of movement alone. Bullet retains full movement when you use his double jump and hover, but Annie and Clint roll along at a set range, and many attacks and shot configurations that enemies use are specifically spaced out so as to catch players who are reliant on using the roll to survive. Bullet can die for using his double jump... but the degree of control you have means that you have a realistic chance of running around with your head cut off if you understand that that's what Bullet is good at. That you don't have to fixate on your reticle, you just have to put targets in a giant area reticle. Again, I think that in context that this can seem dubious, but the contributions that Bullet makes in multiplayer can be VERY passive or have specific benefits. In single player, these benefits are... well, not really great, it's actually counterintuitive, but I'd say that that's what a concession to "be able to move and shoot" looks like in a game that's abstractly about gallery shooting. I'm already over long and I haven't even talked about how Bullet's precision and targeting speed also makes him incredibly reliant on weapons in certain stages, he's also a character who can be disarmed when he has the V-Gun power up... I can see why someone would think he's a "beginner character", but that's a very patronizing take and I think on the whole you're right to dismiss or scrutinize it. Just wanted to give some detail about it.

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