That's an incredibly close-minded way to approach games in general, on par with people who expect in-depth mech customization from any game with mechs in it.
That's rather inaccurate if you consider the bonuses you receive for not taking too much damage, dealing collateral damage, and destroying as many structures on the map as possible. Then again, the game goes about it in a different way. Your individual performance isn't deeply graded as most games, but it mostly centers around surviving with the tools you're given, and if you play with harder-to-play mechs your payout multiplier is much higher. And surviving with those mechs does require a bit more skill than with a Treehouse.
If a game is built around basic concepts, why should it be criticized for not being deep enough? Does this make 'basic' games like Castlevania not as good or something?
Why should a game have these elements in order to be good? Is the presence of objectives supposed to make the level design of Marathon superior over Doom? What is wrong with Brigador's approach to level design when nobody complains about how Doom or Quake do it?
You're right, Brigador doesn't have a muted color palette which makes bullets hard to differentiate from the background or the effects overlapping the screen, it doesn't try to make up for the lack of quality levels with quantity, it doesn't have ubiquitous amounts of dead time, it doesn't have bulletsponges which can't be flanked for bonus damage, it doesn't go off the rails with its customization to the point where you can have unbalanced loadouts, its UI isn't illegible dogshit, its enemy roster isn't largely reskins and zakos, the game doesn't feel that clunky to use and is actually built with tank controls in mind, and there is some visual indication of damaging your enemies. I'm borderline offended that you used a fucking euroshmup as an example of a proper arcade approach when Jets 'n Guns is a terrible shmup on top of being just an average game in general, and is an indicator of having shit taste concerning this particular area of video games. You can not seriously tell me that the stages of Jets 'N Guns are more engaging than what Brigador has to offer, let alone that you used fucking Jets 'N Guns as an example of good stage designs when nearly every fucking japanese shmup out there has more thought and effort put into its fucking stages. No, repetitive zako lines and bullets spread about with no thought behind them does not a good stage make. There's a reason why even doujin shmup have five to ten stages at most instead of JnG's prized 40+, it's because a good stage takes time and a lot of playtesting.
Jason Allen
I tried the game out for myself, there isn't any variety in it aside from the characters which have marginal differences from each other in terms of firepower and mech designs at their core all operate the same. All the missions are the same thing which gets boring fast, it could use some side objectives and better level design instead of a city block to destroy. If you're hungry for a mech game there's nothing wrong with it but don't expect to be hooked on it for long. The good side is that the art design is top-notch and the devs probably tried their best they're just shit at making video games, it's a lackluster game you should get on sale.
Jayden Johnson
Such as what? Seriously, I don't get this "it's not varied enough" meme everyone is perpetuating. What is so bad about the level design itself?
Camden Moore
It's just kill everything in sight with no puzzle or challenge whatsoever, it gets boring.
Kevin Mitchell
Capture certain territory, locate and destroy certain specific enemy, find and board stronger mech, find some mission-long permanent upgrade shit like that.
There barely is one. Most obstacles and walls can be stomped through, and those that can't are few and far between. You always move from point A to point B following super simple routes, all enemies just come at your from mostly forward etc etc.
How should I put it, after several missions game just becomes boring. Levels aren't different to traverse through, enemies aren't different in a way how they fight you and how you fight them, weapons are barely different too. You have straight line projectile and parabola projectile, everything else are just variations of those with different velocities. I maybe missed them, but are there flame throwers, are there mines, are there ricocheting projectiles, are there any fucking interesting weapons in there?
Game really fucking lacks variety, and once novelty of amazing art style wears off you realize that you already played everything it has to offer.
Dylan Johnson
Oh and while we're at it - there is no progression. Repetitive games usually get away with the fact that you have shit to grind for, so your stats go up and you can face stronger opponents to get your stats even higher. There you don't even have that.
Evan Cook
Dunno, I was bored during the first one I mean it's just eye-straining version of sega battletech or some shit.
Chase Hughes
You're wasting your breath arguing with the faggot. He doesn't like the game and nothing you say will make him say otherwise. It's obvious he's nitpicking despite the game providing exactly what he asks of it and it further shows he's talking out of his ass when he has to to into a completely different genre to find something to bitch about some more.
The game is obviously inspired by the likes of Future Cop and the Strike series, and it's plays just as well as they do, even better in some ways considering the variety of weapons and vehicles on offer.
Bentley Jones
I didn't play future cop, but strike games on genesis, as well as bettletech one had different weapons, different weapons and stages that were interesting to navigate. Brigador lacks all of those.
Lincoln Hernandez
No shit you stupid nigger, what do you think the fuckhuge selection of weapons on offer in this game is there for?
Please, don't try to act like you know shit. The Strike games had even less navigation involved because the only "obstacles" in place were AA and SAM batteries you had to shoot before moving on. Brigador has different objects with different penetration values that you can use to your advantage depending on the weapons you choose.
Not that you seem to know jackshit about the game to begin with since all you can whine about is the lack of varied weapons, when there's a huge difference in what they do, whether they stun enemies, how much they can penetrate, if they are effective against shields or armor, the rate of fire, if they have submunitions or deploy a cloud of acid, if they are only useful against enemies or can be used to destroy structures.