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BLOODSTAINED - Koji Igarashi's Newest Project Unveiled
#16
(05-06-2015, 06:39 PM)Koh Wrote: I'll be honest, I do like the classicvania games, and Rondo of Blood, but the controls definitely ruined the overall experience.  The atmosphere of the games is awesome, but the gameplay is so stiff and frustrating, and it doesn't even have to be like that.

"It's too haaaaard!"

I keep hearing this when people talk about Castlevania. Really, it's just a matter of being patient and paying attention to the levels. Timing is very important and so often, I see/hear of people being careless and whipping away like a madman, with little to no technique. That just means you're doing it wrong.


Also take into account that the older games particularly, are designed to be challenging. The original set the standard and Castlevania 3 increased the difficulty, while the later games such as Rondo and SCV4 toned it down quite a bit.

The only genuinely unfair thing I can think of pre-SoTN, would be that part in 3 with the falling blocks. That was awful.
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#17
It's hilarious because I literally just finished my first full run-through (start to end) of the first Castlevania two weeks ago, so I can weigh in a bit more from a fresh perspective: I never really thought the controls were ~that~ stiff.

You moved at a pretty leisurely pace, sure, but it wasn't at a point where it was annoying or painful. Your jumps were uncontrollable in the air, but that's okay because the platforming portions of the game were still very much doable, and you ALWAYS knew where you were going when you jumped. The only thing I'd actually complain about is how much Simon would overreact to bumping into an enemy, like with any sequence involving medusa heads or flea men, but then again that kind of stuff was punishment for not being good enough to dodge or kill them before they become a problem in the first place.



Still in the end I'd prefer a new Metroidvania, personally. The classic Castlevania feel is fun and all, but I think I enjoyed the exploration factor of the newer titles much more. Something about the dungeon crawling aspect of the newer games really appeals to me. Hell, that's probably why we're making a decision between the Sword and the Whip on that teaser site in the first place; the sword's probably representing the Metroidvania formula while the whip represents the old Castlevania formula. We'll see in a few days, I guess.
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#18
I've never liked the original Castlevanias because they felt stiff in more than just the controls to me. I'm really not a fan of how linear and level-based they were. A game like Castlevania should be something you explore, not a level based beginning-to-end kind of deal.

Needless to say, the only pre-SOTN Castlevania title I can stand playing is Castlevania 2. Despite its many flaws and it still having the stiff, clunky original style controls, they had a pretty good concept going on there. I think a modernized remake would be pretty cool.
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#19
I would like both, but SoTN is hardly challenging other than bosses and occasional puzzles. a mix of both exploring and action Castlevanias would be great.
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#20
Personally, if it were Classicvania-styled, I'd either want

a) something akin to Castlevania X68000/Chronicles: the game was essentially based off of the original CV's gameplay but with an additional subweapon (the Laurel) and the ability to whip downwards (straight or diagonally) in-air; this ability was a nice safety option that didn't keep the game from being deliciously difficult
b) gameplay a la Super Castlevania IV, but only on the condition that the levels are designed to take full advantage of such free, fluid gameplay; I always felt that Super CV4 never did the best job with this in its level design, as if the 8-directional whip and fully controllable jump were very late additions in development

Either way, if it's 2D and sprite-based (yeah right), I'd wish real hard that IGA gets a hold of the spriter(s) who worked on Symphony of the Night. *drool*
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#21
That's all they really need to do. There are plenty of ways to design a game based around solid control. All it requires is some careful planning. The stiffer you make your controls, the less players are likely to play your game. However, the tighter you make the controls, the more people are likely to play it, simply because it's fun to play and really immersive when you've total control of your character. As AVGN said on Super Castlevania IV, "It's as if you ARE Simon Belmont, and can make him do anything."
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#22
(05-06-2015, 03:15 PM)Gors Wrote: Basically it's like chess: it isn't a bad game just becuse the pieces are confined in a grid.

Highlighting this again

Tight controls doesn't mean giving the character a shitton of controls. It's giving enough controls to be played decently in a way you can predict.
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#23
!!!!!!!!!!!!!
"Monday morning, 11. I suppose you can watch."
"We enter the stream with nothing. We leave with the future"
i can't wait aaa
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#24
https://www.kickstarter.com/projects/iga...-the-night

and here it is, No Nintendo console stretch goals yet, but it seems there will be soon.
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#25
Looking at the Kickstarter right now, and it's already made it though three stretch goals. Won't be long until it reaches the voice acting goal.
And that will be a good thing because David Hayter's the man. He deserves this after being replaced by a freaking celebrity.

But I wish they weren't using the Unreal Engine as it's getting overused now. Those mock-ups look too awesome to be concept art.
Still look froward to it though. Can't help but love the designs of everything, and it's not often you see the Buer in modern media.
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#26
I knew it'd get funded when it was halfway there within the first half hour.
Looks like I'm in for $175.

Right into my veins, IGA.
Please let the next one be fully sprited.
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#27
I've been saving up just for this occasion, expect to see plenty of pug demons spawning from hell.
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#28
Please tell me if any of them are going to be red and furry! Big Grin
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#29
I am mildly disappointed and mostly hyped at this

i still preferred a classic styled game but


Miriam





hnghhh
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#30
I'm now officially a backer! Smile
I'm cautiously optimistic (I have some reservations about the Kickstarter project itself) but I believe that IGA can pull it off. As long as it doesn't end up like Mighty No. 9 I'm good, ahaha
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