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I have to admit I also find myself liking horizontal more often than vertical, simply because nearly every vertical goes for the bullet hell route, with some small trick to its controls or scoring system in an attempt to set it apart from the rest.
Sometimes it works, Ikaruga was a brilliant reinvention, sometimes you're stuck with just one more complication to take into consideration as you try to survive. Other people love this, they like their brain overworked with reactions, memorisation and calculation, but for me 2D shooters have always been about atmosphere, visuals and setpieces. Tight controls are like a good battle system in RPGs, they get you where you're going, but they're not quite the focus for me.
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It's funny how most of the points I tried to make about Ikaruga were lost in the other thread and reappear in here. Sure, I exaggerated by referring to it as "bullet hell", but I made points about memorisation that went unnoticed. Overall, you seem to share the same opinions about shooters as I do. I could have phrased it a hell of a lot better, but my focus really wasn't on discussing shmups in general.
I guess I just wanted to say that I like "shooters with atmosphere" better than those that rely on memorisation. The Gradius games always did it for me, especially "Gradius Gaiden", where the atmospheric experience itself, and the nostalgia, is more important than earning the top score.
Jam it back in, in the dark.