Arcade games are dead

There will never, ever be another game like Alien Soldier.
All modern "arcadey" games have world maps, level selects, save features, multiple hours long campaigns, cross-run upgrade systems, or any combination thereof.
No one, not even indie devs, has the fucking balls to just make a 30-60 minute long non-stop action game that's endlessly replayable solely on its own merit and the drive to challenge yourself.
...Except for shmups I guess.

Attached: Alien Soldier (Japan)-220104-001116.png (1411x1080, 28.94K)

You mean Nex Machina or something?

ok fine you got me there

Katana Zero

The game doesn't even have a combo or ranking system on the first run. The closest thing it has to an arcade-like mode is the speedrun mode

try playing old flash/shockwave games

Nex Machina
Blazing Chrome
Fight'n'Rage
Streets of Rage 4
Slipstream
I would list more but I am in bed.

Attached: 1640796406420.gif (152x152, 1.28M)

I get what you're saying, since modern games have a lot of those mechanics to attract a larger audience and that can make the game worse. It's just a little silly to say there's no games like that left.

anyone remember the name of that obscure racing(?) arcade game that never has been uploaded and has unique graphics and physical tech?

no but now i'm interested

>Arcade games are dead.
roguelites, retard

That's a crutch
Not saying they aren't good, but they're a crutch for replayability. Solid, hand-made level design can be a huge benefit.

>crutch
ahh... there's that buzzword again
let's just ignore that FTL, Spelunky and Slay the Spire are basically arcade games to their core

Spelunky is based, but the way it seems to be these days is that those types of games can only exist in a roguelike format, when I don't think it should be that way.

why do you not see the advantages of procedural generation

>no world map
>no level select
>no save feature
>only an hour or two long
>upgrades limited to single playthrough
This what you're looking for, OP?

Attached: 1615366950260.jpg (799x1120, 177.11K)

I can immediately tell you're one of those faggots who didn't actually play alien soldier until recently because an e-celeb liked it.

I see the benefits. Something like Spelunky benefits heavily from it, it was built around it. What I don't like is seeing games that would have been regular arcade action games in a different time, have roguelike elements slapped on it to make it more "replayable" when good level design would have made it replayable anyway. Hades I think is a good example, it didn't really benefit that much from procedural generation. It still could have had its "story progresses every run" thing if it was just a game with hard levels.

That's because of the limitations of the hardware at the time meant that most games could be completed in less than an hour.

So difficulty had to be ramped up to artificially lengthen the game.

>artificially lengthen
difficulty on its own is not an "artificial" element
there is of course artificial difficulty, which not many of these games employed

Alien Soldier sucks though

more expensive than a switch lite
sucks that it's gone up so much since i last checked
what thread was this meant for btw

Attached: file.png (897x647, 182.26K)

Sorry.