Ideally, if there was a master collection of Castlevania titles, I could see them arranged by date of release with the option to order them by the year they take place, with branches representing alternative versions of the account. Case in point:Yeah make Pachislot canon.
1476
Castlevania III - Netflix synopsis - Pachislot 3 FMVs
1576
Adventure - Re:Birth - Belmont Legacy Motion Comic
1691
CV1 - VK - HC - SCV4 - Chronicles
1792
RoB - XX - DXC
I predict the three NES games with the worst emulation possible.This is probably the best bet.
Hopefully we get the Japanese version of Castlevania 3.
Hopefully we get the Japanese version of Castlevania 3.oo good idea! japanese version grant would be a blast to try out.
Konami also confirmed that Castlevania is getting more than one collection. Pretty sure this one is all about Classicvania.
Where did they confirm this?https://twitter.com/Wario64/status/1108189749179629568
Why is Haunted Castle on the arcade collection and not the Castlevania one???
I just want one of the last four to be Rebirth. There's no way to legally obtain it anymore.
For the last four remaining, I place my bets on Dracula X (SNES), Bloodlines, x68000 and Kid Dracula (GB).
I question Kid Dracula, but would definitely welcome it. Just as I'd welcome Castlevania: Dracula X, which is still among my favorites.
yeah i was wondering if Simon’s Quest might be added to an rpg-elements collection myself. I’d love it if Vampire Killer got lumped in with Simon’s Quest, whatever collection it might go in.
Definitely. And it's a much more accessible and playable version than The Castlevania Adventure, which could teach Dark Souls a thing or two about crushing difficulty.
Second Collection:
- Symphony of the Night
- Simon's Quest
- Circle of the Moon
- Harmony of Dissonance
- Aria of Sorrow
- Dawn of Sorrow
- Portrait of Ruin
- Order of Ecclesia
I don't know, it wasn't that hard, mind you nor was the last boss Castlevania: Dracula X. but that's seem to do the rounds of hardest bosses... for some reason.
Considering there weren't a lot of Castlevania games I could beat in 5th grade when it came out, I'd say say Castlevania : The Adventure ain't so bad , difficulty wise, as I did manage to complete it back then. Sure, dracula and stage 3 took me a while to beat, but truth be told, the worst enemy in the game is the annoying fall-flat-like-a-rock-after-jumping Belmont character...Thats the thing No Cv has ever given me a hard time. Like CV3's so called "Hard mode" nothing stopping the Vampire Killer whip.
Simon's Quest would fit better in a "Action RPG/Action-Adventure" collection than in a classic or metroidvania collection. They could throw Vampire Killer as well as other games of its type like Maze of Galious, Treasure of Usas, Goonies 2, etc. Konami has plenty of those kinds of games in their library.I disagree 110%, SQ really feels like a metroidvania, I've just finished replaying. so id say it fits in with the MV really well as it has all the tropes. I mean at the time it felt very much like Metroid. But just not in space, so id count it.
Simon's Quests and the later metroidvanias are similar in the sense that they're both nonlinear games. I understand if that's the logic for including it in a metroidvania collection, but that's ignoring the execution is completely different. All the 2D metroidvanias have a very specific formula that they all follow (with the occasional gimmick to prevent them from becoming stale), so it makes sense to have them all together. I'm not saying you can't justify including Simon's Quest but don't tell it wouldn't stick out like a sore thumb.well no not really, as SQ really does follow that same formula.
Simon's Quest has never felt like Metroid to me, not in the 80s and not now, outside of the commonality of them both being side-scrolling adventure games. But if that condition is all it takes, then you could lump games like Zelda 2, Battle of Olympus, and Faxanadu in there, and suggesting those are like Metroid is just... no.
When I said the metroidvanias have a specific formula, I was talking about how IGA always tends to stick to very specific set of elements when designing metroidvanias. You can clearly see this with Bloodstained. For example, a clear "rule" in SotN and its counterparts is that you always get rewarded for exploration, no matter which path you take (equipment, relics, stat-boosting items, food items, etc). You can spend hours wandering around in Simon's Quest without any kind of reward. Another example is branching paths being placed in really memorable locations. In SotN, when you get the ability to change into a bat, you most likely go back to the Castle Keep and try flying around there. In Simon's Quest, you're supposed to figure out you should kneel in front a cliff with a Red Crystal equipped for several seconds. Progression in Simon's Quest is a lot more trial and error based. Yet another example is the "false ending" which has become part of IGA's formula for better or worse. The bottom line is that there's a specific "recipe" that all IGAvanias tend to follow that goes deeper than just "nonlinear game with obstacles you need to bypass".Again I disagree
I never said Simon's Quest doesn't reward you for exploring. The density of items in SotN is such that the player is constantly being rewarded. The way this works is different in Simon's Quest. Rewards aren't nearly as prevalent and there are lots of empy space in the game with nothing in it. This is a clear difference in design philosophy.Well of course the Rewards aren't nearly as prevalent it was made in 8 bit, there wasn't a lot of space left, it has nothing to do design philosophy, it was about limitations. but in the context of time the game came out there where a ton of items to find.
Again, I never said there weren't branching paths in Simon's Quest, just that it and SotN approach that concept in different ways.
And the way Simon's Quest and SotN approaches its endings is clearly different. I don't have to spell that out, do I?
Look, if you honestly believe that if you would show gameplay footage of all the IGA games and Simon's Quest to various people, then ask "which of these doesn't belong?" and don't expect everybody pointing to the latter, then I don't know
what to tell you.
Both have a large interconnected map, Not all parts of the map are available. so the player needs to hunt down the needed items to pass the area that is blocked off and move on this will require back tracking till said item is found, often the boss will be guarding this item.
I actually like 8-bit action RPGs a lot, moreso than the average person actually. I still disagree Simon's Quest is anything like SotN except in a very general sense.well again no, you can't just say this a conscious design decision, just cos one game has been made with more space,
Simon's Quest has very few rewards, even for it's time. Vampire Killer has a higher density of equipment (but it isn't permanent, so it's different from SotN as well). There are also plenty of examples from outside the series. Just compare Simon's Quest to a game like Deadly Towers, where upgrades are very prevalent. So the claim that the developers of Simon's Quest actually wanted to fill every nook and cranny with items but couldn't isn't true. It was a conscious design decision.
And no, Simon's Quest doesn't have a fake ending. The ending is determined based on the amount of time you take. All the metroidvanias (except Cotm) have you to fulfill some special requirement to unlock the true ending. It isn't time-based like Simon' Quest. It's clearly different.
There are lots of other specific traits that all the metroidvanias share and Simon's Quest doesn't. But whatever, I have the feeling we're just talking past each other.
Completing games during the NES, especially action-adventure games with lots of mapping required more effort than it did in SotN's time. There's a reason some developers handed out certificates for completing a game. Simon's Quest is more difficult to complete than SotN because it doesn't hold your hand as much as the latter does. This attitude towards the player manifests in both games in various ways. Simon's Quest doesn't scatter items anywhere because that would have made the game too easy. Symphony does this in order to be helpful towards the player. Both these design decision reflect the era in which these games are made. They're both differences ways of approaching a open-world game. Or are you seriously arguing NES games were harder because the developers lacked "space" to place helpful everywhere?are you joking? come on your clutching at straws here and back peddling like no tomorrow , as i see you didn't anaswer the fact that you first said SQ did have false ending, then didn't so how does that work?
Both endings require you to press buttons on your controller, too. Do you think that's a useful way of comparing the two? You can make anything fit in the same category by deliberately being as vague as possible.
There are less differences between CotM and the other IGAvanias than between all of the metroidvanias and Simon's That's the point I'm trying to make. Besides, I never said all of the metroidvanias were 100% identical. Simon's Quest is still the most different out of all of them.
I'll spell it out, as you seem to have no grasp on how this thing works
Iga has very recently stated that Simon's Quest was a huge influence on SoTN. So I think it would be a fair inclusion. It just might be kind of jarring to jump straight from SQ to SoTN, as there is no graphical middle ground game to bridge the gap as there is with the classic games.Well she's never met me before , I never give up when I have my mind set on something.
That said... I do think it is perfectly reasonable to call SQ and VK 8-bit equivalents to a Metroidvania. If not actually in the genre they were the closest 8-bit tech could get. I would be fine with it, and I think most gamers would too.
Now I think Guy is going a little far, but I know arguing with Nagumo can be... frustrating, even if she doesn't lose her cool. I recommend just listening to her suggestion to agree to disagree. I have never seen her acquiesce to anyone else once she has her mind set on an idea.
are you joking? come on your clutching at straws here and back peddling like no tomorrow , as i see you didn't anaswer the fact that you first said SQ did have false ending, then didn't so how does that work?
the clues in the JP SQ where far more helpful, so here are just a few
Jp clues
Hold a red crystal in front of Deborah cliff and wait for a wind.
A person without living laurels will perish on the cursed swamp.
I mean thise clues would have anyone stumped huh, so.. more llike being spoon fed
and to be fair there are a ton of items pretty close by? sooo again no.
yes... a game can be hard for lack of space, I'll spell it out, as you seem to have no grasp on how this thing works The highers ups say
"Hey we want the game to be as flashy as pos" so then the devs work as hard as they can to cram as much in and sometimes they have to trade items for better graphics, and more rich and real wolrd in look and feel, don't forget the day and night that must have taken up a bit space and sometimes things get left out for time constraints, happens a lot in the gaming word.
and again you seem to fitting things in to help your points. so come on, lets stop kidding here, both games need a special recrements to get the best ending, as both have trick ending to fool the player. Giving more replay. thats why tons of game mags and blogs count time based endings a secrets.
So let me see if i have this right, both CoTm and SQ have the same core gameplay, both don't follow your formula
But... CoTM is an MV and SQ isn't
I find your logic flawed here
do you not see this weakens your points so badly.
i mean you say there less differences but how so, You need to explore, back track, level up. collect items, again both classic ideas if a MV i mean
IGA said himself that the Dual Set-up System did not match with the world Castlevania.
so that part was very different but you seem stil think its a MV
you seem to be picking the ones you count as MV but seem to leaveing the facts behind in order to fit in with you points.
No, I didn't. I checked my previous posts to make sure I didn't make a typo or something, but I couldn't find anything.come on just bow out, he based SQ on SoTN how much more do you need,
It's very convenient than your ignoring these clues are hidden behind completely unremarkable brick walls which you'll never discover are fake unless you systematically throw holy water on every stone wall in the game. Simon's Quest clearly expects the player to put more effort into the game than SotN and design choices like these reflect that attitude.
This is such a ridiculous argument. Simon's Quest belongs to a genre (action-adventure/Action-RPG) which back in the day was actively advertised as being hard as nails. Creators of highly influential games like Tower of Druaga, Zelda, and Metroid admitted they designed their games to be that hard on purpose. And Simon's Quest is clearly influenced by that school of game design (see the example of the brick walls and the "kneel at cliff with the red crystal" puzzle). What's more, IGA has been record saying he actively wanted to make SotN easier than previous games in the series. Seriously, how is not reasonable to conclude from this that Simon's Quest and SotN were designed with different aims in mind when analysing the two on anything deeper than mere surface level?
But the metroidvanias have you unlock a completely new part of the game as a reward for averting the fake the ending. Simon's Quest doesn't. How is that not a clear difference? My issue with your argument here is that you're comparing two games on a very shallow level and than act like there's no meaningful difference when taking a closer look at them. Yes, Simon's Quest and SotN are both open-world games with backtracking. However, after that observation has been made, things start to diverge. Does Simon's Quest give you the option to grind for items? (This was already a feature of RPGs the 80s, so don't even try claiming otherwise) Does Simon's Quest allow you to look at a Metroid-style map in order to determine where you are? Does it have a mana meter? Are there stats other than health? The answer is no. Yet all the metroidvanias do have these elements.
How does it weaken my point? The traits the metroidvanias have in common outnumber the traits they don't have in common. The same can't be said when you add into Simon's Quest into the equation.
I'm not saying you could never justify placing Simon's Quest alongside the metroidvanias. If they would do that I would just shrug and think: "Oh, it kinda, sorta fits I guess". However, what irks me is your insistence on Simon's Quest's inclusion being anything other than "perfect", as you claim.
Anyway, I'm checking out of this discussion, so feel free to get the last word in, I guess.
Dude, your "bow out" shit is making you look like a prick. Maybe knock it off if you wanna be taken seriously, 'cos I don't know how anyone can stomach your wall of text when you keep acting like a jerk trying to strongarm the argument.
Don't pick on Nagumo, she's cool. :'(
That post you quoted was a jovial ribbing but all right, I'll concede you're the alpha male worthy of a dick-sucking. Now if you'll please unfasten your belt...wow you really are a little boy, and I can see you can't think of anything gown up to add this.
How can you not see that there are more differences than similarities when comparing Igavanias to Simon's Quest...
Sure... the endings and basic gameplay loops are similar (Same franchise after all) but you are ignoring alot of differences between them that affect the gameplay in less superficial ways. For example... lack of death pits, mid air controls, post-game exploration, and multiple playable characters. Concepts which were all around at the time SQ released... all of which have become staples of the Igavania genre.
I could go on listing differences between them like amount of enemies and weapons, graphics and difficulty until the end of time.
IT DOESN'T MATTER WHY ANY OF THOSE THINGS ARENT THERE. Whether it was a matter of time or resources it is unimportant 30 years later. Fact is those things arent there and would make it stick out badly in a compilation made of smooth exploration games.
Also are we going to ignore the fact that Simon's Quest sucks? I'm glad this game and The Adventure won't be wasting one of the 8 spaces.
Also the fact that Iga stated he was inspired by Simons Quest doesn't matter. He has also stated he was inspired by Legend of Zelda. Dracula's curse is his favorite classicvania. Believe it or not you can be inspired by many sources.
Fist of all I'm not Nagumo. Why are you using her arguments against me?
Second of all... its obvious you're not even reading what we're saying. All your points have been quickly addressed and destroyed but you're too far up your own ass to notice. See ya.
And predictably your response is basically "I know you are... but what am I?" Like four different times.
JESUS H CHRIST
Could we get back at the topic at hand and stop with the back and forth mudslinging?! If you want to do that, take it to PMs.
This is a collection of eight classic games from the Castlevania series in which players assume the role of vampire hunters battling to defeat Dracula and his minions inside a castle. From a side-scrolling perspective, players use whips, spears, axes, and magic attacks to defeat fantastical creatures (e.g., Frankenstein's monster, zombies, skeletons) in melee-style combat. Battles are highlighted by impact sounds, cries of pain, and screen-shaking effects. A handful of areas depict pixelated blood dripping from a fountain and staining the background; one title screen depicts blood dripping into a large pool. During the course of the game, players can encounter topless creatures (e.g., harpies, medusa)—though there are no discernable details (i.e., no nipples).Seems like Bloodlines is in.
From the ESRB site:Weeeyyyyy
Seems like Bloodlines is in.
wow that last page was something else, huhol bazza you bloody legend
From the ESRB site:
Seems like Bloodlines is in.
Nice! Now if it has Rebirth and Rondo, it’ll be perfect! (For me, anyway.)
But why do you want to play the Arcade if you can play SotN for the 10th time? Please stop trolling.
I have played all these games many times, over & over throughout the past decades so this collection doesn’t interest me in the slightest
However, if Konami does a port of “Castlevania: The Arcade,” THEN I’ll finally be excited. I bet less than 1% of y’all here have even played that game
HC was a really great game. The bridge part was amazing, as well as the sound track too. I did hate it how the whip became a sword. But seem to remember reading (can't remember where)the Devs of the first CV wanted it to the main weapon of the game. So it make sense.
Was it just me or did the Sword in HC look like the new sword seen in CV Season 2?
I think that's not the Arcade Castlevania crisis is talking about. It's this one. (https://www.youtube.com/watch?v=unm4rKIM954)
I noticed that one of the sample pages from the bonus book has a round table discussion with Yamane and the new producer of the series (the name doesn't appear on that page, though) This person apparently also oversees the Netflix series. I wonder who it could be?
Also interesting to see how they take active steps to not mention IGA by name.
Assuming that they’re only putting in home and handheld console games in these collections (skipping the arcade, home computer, cell phone games etc) and that they hit every eligible game in release order, the next volume would contain the following 8 games:
- Dracula X
- Kid Dracula (gameboy)
- Symphony of the Night (they probably wont release the saturn version. who knows, maybe we’ll see a localized version though)
- Legends
- Castlevania 64
- Legacy of Darkness
- Circle of the Moon
- Chronicles??? (not sure if they’d do rereleases, but i feel like releasing harmony of dissonance instead ought to be considered the start of another era. although maybe they might get back to rondo eventually when they release Dracula X Chronicles if they did Chronicles)
Maybe we’ll finally get Vampire Killer when it corresponds to the time it was rereleased for Japanese consoles?
Most interesting that a largely dead series have a producer looking over the whole series.
They're totally making a new game aside from the mobile one. All the Bomberman representation, the Smash inclusion, the Netflix show, the two collections...this is the only franchise they seem to be proactive in showcasing over the last few years.
I would love to get Dracula X SNES represented in a collection. I actually think this first collection is pretty great, all things considered. But the website has gotten rid of the "first" collection moniker last I checked. It may have been a typo from what I've been hearing. That doesn't mean things won't change, or that it was a typo in the sense that it was a premature announcement mistake.
I don't really think the producer thing means much... I mean there are no new games but Castlevania as an IP is certainly not dead. You guys said it yourselves, we have two collections in less than a year, a critically acclaimed animated series with all the tie in products that entails, characters and locations appearing in other games, etc. Someone has to manage all that stuff, at least to represent Konami's interests in each example.
Did Iga kill her by throwing his cowboy hat at her to silence her or something
Did Iga kill her by throwing his cowboy hat at her to silence her or something
The Japanese version has the American version of Simon's Quest for some reason.
Here it is. You should be able to read the text if you zoom in.That's really interesting this series has a new producer behind it now, I wonder who they are?
Damn, that would be the Doomsday if the new lead producer decided to abandon GoS as well as other stuff used components from IGA-era legacy completely
Konami confirmed Grimoire of Souls still exists within the last 48 hours via their fiscal reports, still targeted for a 2019 release.Latest information: It was delayed to an unidentified period after March, 2020
Konami just confirmed they will be adding the Japanese versions of the games in a post-launch update.
There's still no Steam Store page for this. What gives?
As ticked off at Konami as I am, I'm still gonna get this the instant it's available for Steam. Is it not coming out on Steam tomorrow?
Hype Hype Hype
https://www.youtube.com/watch?v=zZHtF_KXB-w (https://www.youtube.com/watch?v=zZHtF_KXB-w)
So this is out right? Anyone have it yet? I can't till after work. Also is that bonus book digital only?
Got it on Steam.
Well, this is absolutely dreadful.
So, check it out: the controls are unremappable. Like, you can't remap them. And the person who mapped them in the first place must have been one of those people who got put into a "special" class back in elementary school. The mappings are horrible no matter which platform you're on (the PC being the worst of the bunch).
Got it on Steam.
Well, this is absolutely dreadful.
So, check it out: the controls are unremappable. Like, you can't remap them. And the person who mapped them in the first place must have been one of those people who got put into a "special" class back in elementary school. The mappings are horrible no matter which platform you're on (the PC being the worst of the bunch).
The display options are scarce and bad. Filters? Pfft. It's either unfiltered or scanlines, and if you pick unfiltered 4:3 (since the scanlines options is abhorrent and messes up the colors), the image won't reach the top and bottom of the screen.
Also, a chap over on Steam claims they put in the wrong ROM for CV1, so the game crashes at level five. Can't confirm it myself.
Some people got audio issues (again, not PC-exclusive).
The system requirements are just unbelievable for a bunch of 8-16-bit games.
Do not buy.
See, my heart goes out to PC players for this issue, but this is a huge reason I got a Steam Controller for my PC gaming: it literally does not care what the publisher thinks the controls should be and I can tweak them to my heart's content. I mean, hopefully they fix that in a patch, but solutions do still exist. The best ones just... cost a little money but they really are the gift that keeps on giving.Well there are free solutions as well, it's just that it's kind of not very good that we have to resort to them instead of, you know, having it like every other emulated game collection. I mean, one can do the same with a regular controller as well and I would, but it's back home and I'm on a business trip, so all I got is this here laptop. And the console controls are... well, pretty much set in stone. Not a good thing by any stretch.
Yeah well I personally am really enjoying this collection on Switch. Sure it's not perfect and there could certainly be more games like Rondo and Chronicles. Firing up Bloodlines again on my couch was a pretty amazing experience after 10+ years. Also, there is no need to insult people with mental health issues, grow the hell up.Well, as someone who fired up Bloodlines on his couch through other means, while I can understand your feelings, I definitely not share them. Official collections should at the very least match (or better yet, surpass) emulation, and of all the collections and rereleases that I happen to own, this one is definitely the one-eyed half-dead runt of the litter.
It's pretty mind-blowing they were thinking about putting a ninja Belnades character in Bloodlines. What were they smoking when they came up with that idea?
Also, a chap over on Steam claims they put in the wrong ROM for CV1, so the game crashes at level five. Can't confirm it myself.
I take it the interview with the producer alluded to in the Yamane sample was just an interview with the Netflix show producer?
Actually, no. He or she is the person who interviews Yamane. It's also explicitly mentioned this person is a video game producer at Konami which I'm pretty sure rules out the possibility that it's Shankar. So it seems the identity of the mystery producer has yet to be revealed.
My only complaint are the controls :(I agree. Is there not a way to change it? I only played a few minutes last night.
I want to jump with B and Attack with A :(
I agree. Is there not a way to change it? I only played a few minutes last night.There is no way on the NES and the GB games. On SCV4 and Bloodlines I think you can.
Has anyone had any issues with timed jumps on rotating platform in the trick manor in SCV4? For some reason there seems to be some slight delay in the input which makes it hell to go through the stage, i could do it almost eye-closed on the SFC, I'm playing on Switch and literally had a game over in the first half of the first block :-\I've had no issues getting through any secton of CV4 in regards to input delay. It could be your tv.
I've had no issues getting through any secton of CV4 in regards to input delay. It could be your tv.
Some people got audio issues (again, not PC-exclusive).
aside from the angle of the buttons, it's generally faithful to the burned-into-memory NES controls; and moreover, it's how the GBA Castlevania games played on GBA
Some of the ideas mentioned in the book could be cool. I know some have been added in other games like turning into a werewolf, but things like swinging from curtains (there's a little CV3 mock-up picture of it) could be fun. I haven't even started playing the games just been reading the details.
Has anyone had any issues with timed jumps on rotating platform in the trick manor in SCV4? For some reason there seems to be some slight delay in the input which makes it hell to go through the stage, i could do it almost eye-closed on the SFC, I'm playing on Switch and literally had a game over in the first half of the first block :-\
Ok, I'm getting this problem, too. I'm getting it on PC. I didn't have input lag in the other titles I was playing, but now playing SCV-IV, yes, stage 4's rotating green platforms have some issues, especially after the first few screens. Basically you have to double-tap the jump button, or else you fall right through them as they rotate. Definitely not like that on the SNES; I just double checked.
Yep, only have had this problem on SCV4 as well
What platform are you playing on? (I'm using PC, and I'm wondering why this issue hasn't cropped up for others. It might be that people aren't aware of the original game's feel, and just chalk it up to old-school hardness, though, as I have heard some general complaints about platforming in the game.)
Aside from Simon Dante and Belnades ninja, what other stuff were left on the drawing board? It's gonna be awhile before I get own copy (if ever) so I don't mind knowing.
Simon's Quest:
- Planned outdoor elements: collasping bridges, tornadoes, and strong winds (only at certain times).
Castlevania IV:
- The developers were considering setting the game in modern day.
- Branching paths were planned.
- A second castle was planned which emerged from the lake after clearing the first castle.
The Adventure:
- The Deathstalker enemies were orginally planned to be human cult members.
Belmont's Revenge:
- A stage was planned in which you're supposed to escape from the collasping castle after defeating Dracula.
Bloodlines:
- Another scrapped character: Bolt Ericson. A dwarf-like enemy with a mace as a weapon.
I always thought having a part where you escape the collasping castle would be fun. Maybe like Super Metroid.
You have to escape the Castle Keep in Castlevania 64/LoD. ;)
Thank goodness for in game saves. I suck at the Adventure. I'm ok at Belmont's Revenge but not good at it.
So the update with the option to play the Japanese versions came out. Does anyone have a list of the differences?
Thanks friend. It seems like Japanese CV3 is an easier game.
It is. some enemies don't take as long to kill and your characters can take more hits depending.Which is odd to me why they would change it. I mean it's nice to have both options but weird they made it harder. Also not on the topic of CV3, but I didn't know the Japanese version of Belmont's Revenge uses the cross sub-weapon opposed to the axe. Learn something new every day.
Which is odd to me why they would change it. I mean it's nice to have both options but weird they made it harder. Also not on the topic of CV3, but I didn't know the Japanese version of Belmont's Revenge uses the cross sub-weapon opposed to the axe. Learn something new every day.
Which is odd to me why they would change it. I mean it's nice to have both options but weird they made it harder.May have had something to do with game rentals being prevalent in the US at the time, to prevent most people from just renting it and beating it in one go.
Thanks friend. It seems like Japanese CV3 is an easier game.