Why I’m Doing This
I recently got into a super interesting conversation with the guy that wrote this article on the game God Hand (an entirely remarkable game experience; his write-up is fascinating and worthy of your attention). He's a brazen and intelligent mandude (we need more of these) who at some point in our very engaging conversation asked me an important question. "Why do you do this? Why design and criticize beat 'em ups?" I realized that before I could answer him I had to do a little digging and this is what I brought back up with me from the hot, wet mind-earth.
First and foremost, beat 'em ups are my favorite genre of game. Obviously. But they're my favorite genre of game because I'm actually a very violent human being on a fundamental thought level, and I find beat 'em ups both beautiful and therapeutic because of it. Now before I go any further let me just firmly state that I do not live a violent life! In fact, I maintain very effective intellectual overrides that ensure the people and objects in my environment go as undamaged by me as I can possible make them. But the truth here is that my primitive soup of subconscious intent is very destructive. Why I'm like this is a completely different conversation that has no place here! But it is who I am, I am fully at peace with it, and I regularly exorcise it with activities that provide me with a sense of power but don't involve actually hurting anyone or anything. Things like good exercise, personal writing/art, and playing beat 'em ups. As a genre of games they are incredibly satisfying on a tactile level (when built properly) and inherently challenging. Smashing myself into games like this and emerging from the other side a much stronger entity is cathartic.
However, the last thing I want to do is just slap more mud on the pile. Beat 'em ups have barely changed in the 25 years they've existed and they're currently nigh unbearable as game experiences. In their primitive arcade form they were magnificently straightforward in their delivery of fun and challenge. But when they permanently migrated to consoles they collected a bunch of detritus that has rendered them much less engaging and valuable: contrived stories, ridiculous cutscenes, distracting quick time events, boring vehicle segments, unlockable mechanics, etc. Fortunately for fans of the genre, the fundamentals are not only wholly intact but they've gotten better over time! Furthermore, those fans are still there. All of the people that grew up playing the traditional beat 'em ups of yore are still very much alive and breathing. They're just a bit older now and they're buying every God Of War, Ninja Gaiden, Devil May Cry, and Platinum game yearning for that unique tactile purity that only good beat 'em ups can provide. It's a huge group of hungry people and I am making it my responsibility to give them what they want and more importantly, what they need. It's time for our precious and most cherished genre to grow up and move on to the next phase in its life. This is why I'm doing this. The old fans can be satisfied and new fans are out there. While I'm not automatically assuming I'll be successful in this regard, I do believe you owe it to the things you love to try.
To answer the second part of that question, the criticism is an exercise in both analysis and sharing. By breaking them open and looking closely at their insides and outsides, I can better equip myself to create a better product for you. By sharing it, I can better equip you to create a better product for me. See how beautiful that is? ;)
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