• Suck_on_my_Presence@lemmy.world
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    14 hours ago

    I love Pistol Whip, absolutely, but it’s harder for me to feel the music and the rhythm in that one. I’ve tried a bunch to stay on beat, but when you’re dodging like mad and sweating and there’s suddenly a guy on your left from a niche in the wall, it feels harder to be one with the music.

    Grain of salt - I have a very deep relationship with music, so for me, beatsaber let’s me feel the music in a new way and syncs the rhythm and the sounds just right (on well mapped levels).

    Synth Riders tries to emulate that feeling, but it feels a little more clunky and a lot more like dancing. Which is fine, the dancing is fun, but just not totally there in all songs.

    The drumming viking one seems like it’d be fun, but less interactive than Beat Saber.

    I did recently see a clip of one where you’re a conductor for an orchestra? I don’t have a CR set right now (and am waiting for the steam frame with bated breath) but that one looked really good.

    • Klear@piefed.world
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      13 hours ago

      This is actually what I like about Pistol Whip. Vast majority of rhythm games are about hitting stuff at the precise moment. Beat Saber could be easily played without any music, you just hit the blocks when they’re in reach, no need for actual rhythm.

      In Pistol Whip, you get to choose the rhythm. As long as it’s on-beat, you can shoot the enemies in any order, you can wait a bit, then shoot a bunch in a sequence. It gives you a freedom that most rhythm games don’t.

      It’s interesting when making custom maps. Initially you’re tempted to kinda force the player into specific patterns, so that the enemies are dispatched at certain important beats, but over time I’ve come to realise it’s often best to offer up some targets and let them pick the order.