Castlevania Dungeon Forums
The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Jorge D. Fuentes on September 06, 2011, 12:02:42 PM
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http://www.youtube.com/watch?v=Aip2aIt0ROM (http://www.youtube.com/watch?v=Aip2aIt0ROM#)
This is possibly old, but it raises some valid points that, in my opinion, carry over up to and including the latest Castlevanias.
What do you guys think about the video?
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I think it's kind off ironic, that at the end when he was comparing the old games with the currents ones and how they evoked different kinds off satisfaction, footage from OoE was shown, which I felt strook a very good balance between the two things he was talking about.
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I think he may have just used it as stock footage, just like how he used "Generic Simon's Quest Bridge Battle" all the time when he was talking about backtracking. But yeah I can see that.
The food metaphor is a good one, though. That is, Junk Food that you can have lots of, versus one good dessert.
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Some of the points he made like the enemies being lifeless i can agree on, since like half of the enemies in simon's quest wern't really that interesting and all had that simple move back and forth pattern while shooting something if they have fireballs or bones.
On a different note, i find it ironic that someone posted this when i just watched that video 3 days ago.
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The food metaphor is a good one, though. That is, Junk Food that you can have lots of, versus one good dessert.
Yeah, but it's kind off a subjective thing. For example, if I would go along with the food metaphor I could say, just like with real food, you don't always feel like eating the same thing. What gives you more satisfaction at the time isn't automatically the better choice. Taking the middle ground with OoE was a very good idea.
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lol at the 4 min mark he explains the major flaws od the igavanias
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I love that video, It's one of my all time favorites. Actually I saw it a few weeks ago and got me thinking about how I'd fix those problems. I had already decided that further down the line I'm gonna make a CV2 remake along the same lines as CVtDC, but this video really got me thinking about it.
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I think someone posted this vid a couple months back and it basically turned into a old-school (Cv 1-4) vs new (Igavanias) debate, with the Iga-fans complaining about how stiff the controls are in the originals, and the old-timers saying that the Iga-fans were simply unable to appreciate something made before their time.
Personally, I grew up with Cv from it's inception (DUUUUUUNNN!!), and I think Cv2 pretty much sucks.
Liked it when I was a kid though.
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Meh, I liked Simon's Quest... major flaws everywhere, but it was interesting when it came out. Not so much anymore since there are many games similar to it.
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the Iga-fans complaining about how stiff the controls are in the originals, and the old-timers saying that the Iga-fans were simply unable to appreciate something made before their time.
Wow... The old timers argument is terrible... It enforces the idea of *nostalgia goggles*
"We have a legit complaint that the older games have stiff controls."
"OH YEAH? WELL YOU JUST DONT LIKE IT BECAUSE YOU DIDNT GROW UP WITH IT!!"
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I agree with some of what he says (especially about CV1 being extremely well thought out) though I think some of the flaws he hits on in CV2 are systematic of Konami trying to create an experience for a different type of audience than CV1. Because Simon's Quest was aimed at more of a home audience, they had to figure out how to extend game life (which they did in rather questionable ways sometime [yes, I'm looking at you grinding]) as a game of Castlevania's length wouldn't have cut it at a $50 price tag.
I think Simon's Quest is a bit of a misunderstood game. It's more of a puzzle/action/adventure game really. Whereas Castlevania is a straight up action game and the puzzle is "where do I stand when this enemy does this" as opposed to "where do I go to find this item." And most of the items in SQ aren't worth getting. I'd daresay it's a much better game if you cut down on the item hunting and just go for Drac's pieces and then storm the castle.
I actually prefer the palette they used in Simon's Quest to the one they used in Castlevania. It's dark, gritty, and reflects the story being told. Simon has found that his wounds incurred from his battle with Dracula seemingly won't heal. He gets a message from a mysterious woman that tells him that even though he won the fight, he still didn't really win, and as such, he has to traipse all over the countryside collecting the pieces of Dracula and do it all again, and if he doesn't do it in time, he's gonna die. I'd say that's a story worthy of a dark palette myself.
I dunno. I love Simon's Quest, but it's such a different game than Castlevania that I never really compared them.
Wow... The old timers argument is terrible... It enforces the idea of *nostalgia goggles*
"We have a legit complaint that the older games have stiff controls."
"OH YEAH? WELL YOU JUST DONT LIKE IT BECAUSE YOU DIDNT GROW UP WITH IT!!"
The controls fit the game. I'd argue that the controls in a lot of the IGavanias are too loose. I bump a direction just the slightest bit and my character falls somewhere or doesn't jump the way I'd like him to. I almost prefer my control schemes with just a little bit of give. It's all preference really.
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Egoraptor hmm.... I wonder when he will do a lemon n' bill episode with Simon.
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I love that video, It's one of my all time favorites. Actually I saw it a few weeks ago and got me thinking about how I'd fix those problems. I had already decided that further down the line I'm gonna make a CV2 remake along the same lines as CVtDC, but this video really got me thinking about it.
Got three suggestions for you. 1 CursEd editor, 2 Simon's Quest Redacted and C for Castlevania more variety of recurring enemies.
I.E. more than one type of zombie, fish man and spiders. Knights, bats, ghosts, skeledragons/pillars of bones and skeletons all have more than one type in the game. Oh another thing put some traps over water. There are no bone pillars in the mansions. Those are a few ideas. Other than that Egoraptor and AVGN have pretty much pointed out all the epic... no the saga of fail in this game.
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I loved this vid.. and the humor and I love Simon's Quest too
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I think the metroidvanias are best fit compaired to a bag of chips how you mindlessly dig in because they are addicting by nature, but in the end you wasting most of your time.
As the classicvanias you remember every little bit because it forces you to sit down and think a strategy, in the end enjoy the game as a whole like a high class desert (like the vid)
In the end, metroidvanias have memorable parts as opposed at the classics making the whole game memorable.
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I think I... I think I watched it, I think somebody posted it before and I have a bad feeling it was you jorge. Stop reposting stuff!!
I'M JUST KIDDING! That video is great, and as much as I like the nerd, I love egoraptor because HE'S FU**ING CRAZY and when I say crazy I mean WHAT THE HELL EGORAPTOR WERE YOU DROPPED ON THE HEAD AS A BABY
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Got three suggestions for you. 1 CursEd editor, 2 Simon's Quest Redacted and C for Castlevania more variety of recurring enemies.
I.E. more than one type of zombie, fish man and spiders. Knights, bats, ghosts, skeledragons/pillars of bones and skeletons all have more than one type in the game. Oh another thing put some traps over water. There are no bone pillars in the mansions. Those are a few ideas. Other than that Egoraptor and AVGN have pretty much pointed out all the epic... no the saga of fail in this game.
Yeah, there is a definite need for a greater variety of enemies and better enemy placement. I would do away with the hefty penalty for getting a game over. I'd use the churches for save points instead of starting you exactly where you died too. Not to mention the inclusion of SOMETHING to whip at besides enemies. I'm looking at you, braziers. And definitely have to have gold for currency, hearts for sub-weapons, and a larger variety of consumable items. I'd do all this in GameMaker since by the time I'm done with my CV: The Demon Castle fangame I'll have a perfectly usable engine with all the sub-weapons and most of the items already programmed in.