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The trees have no hit box. Zombies have no hit box when they rise. Mermen have no hit box when they attack.

Axe knights throw indestructible axes like I already said. But at least you can duck to avoid the top axe. In practice you should be able to jump the bottom axe. But good luck doing that.

The ladder snakes shoot indestructible fireballs that track your position so they're even more annoying.

The bone snake boss and harpies are the worst at this. Because they shoot multiple projectiles in a cone shape and you have no choice but to take damage.

I understand they probably wanted to make the game a little more difficult but that's not the way to do it. I would gladly take back death pits and fixed jump arcs if they would fix the projectiles
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Ugh that's too bad.  I found myself swinging at a lot of air when attacking evil tree branches and zombies before they were fully risen in the first stage - guess I have more things to not hit in later stages. 

As for the axe knights themselves, I guess they're just being true to the source material?  The axes were on chains I think that couldn't be knocked off back then.  But it must be frustrating.

which order are people tackling the DS games?  it seems as though the devs wanted us to play it in chronological order - though maybe they just put latest on top for some reason. i'm just playing a little bit of each at a time and then switching to the next one.  had to try to get all the controls synchronized as best i could so i didn't get them all mixed up in my head.

also, actually got to see what Hammer might look like in action in the credits.  too bad we still can't play as him. 
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General Castlevania Discussion / Re: "Translation Request" Thread
« Last post by LuxKiller65 on August 28, 2024, 10:46:18 PM »
I'm heading to VGMdb to suggest "Don't" instead of "Can't" because it makes a lot more sense. Especially when you realise the whole bridge level is clearly daytime, and Simon is rushing to kill Dracula (before night falls). The only one excited about the night is Dracula, but I don't think it's his point of view that we are following.
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I haven't seen anyone point this out. But I HATE the way projectiles work in Haunted Castle Revisited. Axe knights will throw axes at you and you can't destroy them. Same thing for the ladder snakes and harpies. I don't understand why they did that.
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I'm playing it on Switch.  You can adjust the pointer speed by clicking the right thumbstick.
oh sweet thanks. also, watched a video that said they were changed to quick time events when you don't have the option to use a touch screen.  gonna try my first DS boss as soon as I'm done with dinner (i've been sampling all the games, haven't gotten very far into any of them).
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HCR aside, what else do we have in the way of new never-seen-before content? I remember the Anniversary Collection had a lot of it (Peter Dante, Bolt Ericson and ninja Yoko, potential modern setting for SCIV, etc.)
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General Castlevania Discussion / Re: If these were Konami's next compilations
« Last post by Reinhart77 on August 28, 2024, 07:28:22 PM »
maybe if they ever got around to making a physical release of this, they could include it?  maybe in the "deluxe version"?  also, i gotta have some details on the making of the Haunted Castle Revisited game.  give me some concept art and maybe some names and stats for the enemies!
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General Castlevania Discussion / Re: If these were Konami's next compilations
« Last post by The Puritan on August 28, 2024, 07:08:05 PM »
Gotta admit: on paper, my take on the DS collection has more to offer. But Haunted Castle Revisited alone blows it all away. And it feels great. Well done, Konami.

reviewed the list of requested features in the original post, and now i'm a little disappointed we didn't get the "Kabuchi no Tsuisoukyoku" novel.  i don't suppose it's a super hidden bonus if you beat all the games?  haha.

"Wanna know what happened after DOS? Beat this entire collection to find out!" They could've even paid Shiroi Koumori to use her translation. And it wouldn't be unusual coz lots of official localizers have used fan content to get the job done. Missed opportunity there.
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Another potential problem I see is that you can't adjust the speed of the pointer.  I'm afraid that during the boss seal events I won't be able to write the glyph fast enough in the heat of battle.  I haven't tried that, so maybe it's not an issue, but I might end up having to switch to my Switch screen when fighting bosses. 
I'm playing it on Switch.  You can adjust the pointer speed by clicking the right thumbstick.
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