Castlevania Dungeon Forums
The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Inccubus on August 27, 2024, 05:08:49 PM
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All 3 DS games with the usual bells and whistles.
Dawn of Sorrow
Portrait of Ruin
Order of Ecclesia
That's groovy, but for me there's an even bigger draw.
A NEW REMAKE OF HAUNTED CASTLE!!!!
Haunted Castle Revisited
https://www.youtube.com/watch?v=iL-41nNH1fk (https://www.youtube.com/watch?v=iL-41nNH1fk)
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Full play through of Haunted Castle Revisited already available.
https://www.youtube.com/watch?v=lPK03AxqDyk (https://www.youtube.com/watch?v=lPK03AxqDyk)
Looks like they added the Dagger and Axe sub-weapons to the roster.
Whip upgrade system similar to CVA/ReBirth. Leather Whip -> Morning Star Whip -> temp Spike Whip on timer.
Level design has some cool updates, too.
And I'm very happy to report that the stage 4 & 5 themes have their correct titles.
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This is all awesome, however another HUGE missed opportunity by not including Adventure Rebirth. It’s still locked on the Wii, and why?
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After watching some footage of Haunted Castle, it seems to be running on the Castlevania Adventure Rebirth engine. If this isn't right, then the two seem very similar.
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I'm surprised they didn't include Rebirth since it looks like Haunted Castle Revisited is running on the same engine and is made by M2 as well, Ive already beaten it but I don't think there's a hard mode to the game and its just as it is
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I agree about not having Adventure ReBirth. I'm a simple man. I like whip cracking Belmont action.
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Ok I beat the remake of Haunted Castle. It was fun but short. I think Adventure ReBirth was better but hey I'm happy it was added.
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Mayhap castlevania be making a comeback...I love to see it :D
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This collection is fantastic. I'm still stunned that Konami actually did it. We've been begging for years! The Haunted Castle remake is a really cool surprise too. It plays so much better than the original, and it feels like more CVA Rebirth goodness. This is such a great day to be a Castlevania fan!
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With how well the remake of Haunted Castle is I'm curious to see what remake's of other Classicvania's would play like in the M2 engine if Konami allowed M2 to remake the older titles
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Amazing that this wasn't on our radar at all until the day it was dropped. Great name too, Dominus. Reminds me of Soma's power of Dominance and of course the Dominus glyphs, plus the first and last letters are DS.
As long as they're in the business of remaking old games, another one that I think could use a little new polish would be Vampire Killer. Might be a little awkward with that particular engine, but I have been waiting forever to play this on a console.
I reviewed the trophies, and it's a little too bad they didn't get very creative with them. It's all just "beat a boss" or "beat a game mode". Oh well, I don't really care about trophies anyways except as curiosities.
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HC Revisited is just so good I've been playing it nonstop since last night. I'm on my fifth run already. Played also a bit of DoS and unfortunately i can't really stand the multiscreen layout. It just constantly takes me out, I'm sorry to say this but i really hate it. Why they didn't think of an option to have the full screen and switching between the two with the pression of a button. Hope they'll implement it with a patch later
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That was my first thought too. I don't want to complain, because this collection is what the fanbase has been asking for. But I can do without the map and status screens for most of the gameplay, and I'd like an option to play with the main screen full-screen. It's less immersive with the extra screens on the side.
Oh well. Not coincidentally, I've got COVID and I guess I'll just have to stay home for the next few days. Shucks!
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I downloaded it after it came out yesterday and beat haunted castle revisited shortly after.
It was great. The best classicvania in many years!
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So far I've been happy with the layout of three screens. Having both the map and info screens up at the same time is a luxury I didn't expect they'd make happen and it works pretty well. I'm playing on projector against my wall and I can just kind of ignore the stuff on the right half of the screen if I want. I'll see how it goes when I try playing it on the Switch screen though.
One thing that's been great is the ability to customize the button layout. I've really enjoyed being able to make it more like the button setup I've always used for Symphony of the Night. An irritant though is that they severely restrict where you're able to assign the touch and collection menu. This is preventing me from using the optimum setup. A problem I have with my current Zelda themed wireless controller is that the start button is placed too close to the Y button button so that I find myself frequently accidentally pressing it when I attack. I moved the switch screens functionality to the start button so that it doesn't interrupt gameplay when that happens.
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. Alternatively, I might just end up frequently using the rewind feature during those boss battles because I don't think it's cheating if the controls don't function properly. I do hope this ends up on a Switch 2 which I hope would allow you to use a second screen and a touch screen to make it possible to switch between using the touch pad and big screen more seamlessly.
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Haunted Castle Revisited is technically our newest CastleVania game.
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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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LRG Physical copies incoming
https://www.instagram.com/p/C_N1fT-Nmvl/?igsh=dDAxY3ZlbTF5d2Vn (https://www.instagram.com/p/C_N1fT-Nmvl/?igsh=dDAxY3ZlbTF5d2Vn)
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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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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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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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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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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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New haunted castle is a fun romp. feels good to play and retains more of its identity as haunted castle than i would've expected.
I've seen a good few fan projects from this forum that blow it out of the water.
I don't like being a hater but my standards for a 2d castlevania are a little higher than what this offered. it's been 15 years and we get a game that's essentially equal in quality to the adventure rebirth, which i already thought was a little subpar. a real noticeable lack of effort into the pixel art and animation shows, from the cutscenes and bosses down to the walk cycle of the main character. really wishing the music had stuck with the genesis inspired sound of rebirth, or at least something with some synths in it, sampled guitar and violin really isn't my favorite.
i hope this means that konami is actively allocating funds towards castlevania development again. despite what i have to say about it i'm still in disbelief that this is a new official castlevania.
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I'm excited to see if there's any unused content kind of like how Rebirth had unused music tracks and level layout in Haunted Castle Revisited, I've also been enjoying the DS games but I do hope they make it so you can full screen the main game but I doubt that will happen since it looks like they're doing exactly what capcom did for the Megaman ZX games in that zero collection that came out a few years back.
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i hope this means that konami is actively allocating funds towards castlevania development again
hahaha hohohooo haahhahaa
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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
Mermen can definitely be hit while they're shooting, i don't know how you assumed otherwise. As for the Snake Ladders fireball, it's not tracking, and the three way projectiles are as usual meant to be dodged from a distance, of course standing too close will result in a hit. About the lower axe, why you don't consider jumping an option or difficult to pull off? That's literally what you are meant to do and you can even change direction mid-air. I don't get your complains at all, you genuinely got me confused
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I don't get your complains at all, you genuinely got me confused
I think he definitely has a point in regard to the spawning monsters. I've seen several different people play this and the various enemies throughout the game with no-hit box startup/spawn animation slows the game down. I see players attacking the monster and hitting nothing constantly. You have to wait for them to finish that spawn animation before you can do anything, and the player is often already within range to attack when the spawn animations start. Just off the top of my head, the zombies, sand people, and mummies all do this. It would have been more effective if they introduce the monster with the startup animation, but then have the rest of that type of enemy fully spawned.
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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.)
There is a bunch of new concept art for all three games that I've neve seen before.
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I think he definitely has a point in regard to the spawning monsters. I've seen several different people play this and the various enemies throughout the game with no-hit box startup/spawn animation slows the game down. I see players attacking the monster and hitting nothing constantly. You have to wait for them to finish that spawn animation before you can do anything, and the player is often already within range to attack when the spawn animations start. Just off the top of my head, the zombies, sand people, and mummies all do this. It would have been more effective if they introduce the monster with the startup animation, but then have the rest of that type of enemy fully spawned.
I still don't agree, this is not about what people do, it's about what they should be doing instead. Take for example the Souls game which in my opinion have a very similar philosophy to older Castlevania games, it's all about timing your attack considering animation windup, distance, and so on. I could go play that and claim the hitboxes are broken (they are but for different reasons lol) because when fighting NPC summons for example i cant hit them during the summon animation, or during the healing one, or again when a grab animation is in the works on bosses, but that's not how its supposed to work. I don't want a game where i walk around and everything i touch explode the moment i touch it and i can just whip around like a madman. To go back to your examples specifically, the zombies start being hittable the moment they're halfway through the ground, to have them get the hit the moment their heads stick out of the floor would effectively make them completely useless, what's the point of having an enemy around if it can't pose any sort of threat? in regards to the Sandmen, it's also very readable when is it that you can actually land an hit on them and it's specifically from the moment they become solid, you can see them gathering sand from the floor and having some transparency quality to them until they are fully made and start walking at you, again, it's about timing the attack at the right moment to avoid risk of being offguard and catching a hit, that's EXTREMELY important in a Classicvania game in my opinion. Same goes with the mummies, they aren't hitable until they are on the foreground, that can be read easily by their arms being fully pointed at you. I think people like who you watched play in the videos are not reading what's happening on screen and that's their fault, not the developers. Only thing i could agree with is the axe from Axearmors being indestructible, it made sense in the original as they were chained to the enemies and that would make you understand they would go back to them after being thrown, here's something is missing and they could have fixed it by sticking to that design idea.
On another note,another thing I noticed lacking after replaying the HCR again and again, does anyone else feel like a scoreboard is needed? I can't keep track of my scores and that's a huge missed opportuinity to even add an online leaderboard. Again, together with the full screen option for the DS titles, hope this gets patched in eventually
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There is a bunch of new concept art for all three games that I've neve seen before.
Like, rough-rough stuff? The commercial was touting "never-before-seen" when it was just the stuff from Konami's Japanese site for Ecclesia. '.'
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Castlevania themed energy drinks, anyone? Got an ad for this immediately after I reposted the collection ad on Facebook.
https://gfuel.com/products/vampire-killer-collectors-box
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Like, rough-rough stuff? The commercial was touting "never-before-seen" when it was just the stuff from Konami's Japanese site for Ecclesia. '.'
I didn’t think there was anything worth getting excited about. It's mostly model sheets and portrait art, a lot of it has been around for years in some form.
Only about two pages look like they are from a game design document and they didn't even bother to translate them, there is zero art from Haunted castle.
Ironically they included concept art that looks like it's for POR's intro animation but appear to have removed the opening from the collection, unless I missed it. Some of the jingles in Haunted castle didn’t play for me so maybe my PC just didn’t play the video or something.
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Do these games seem harder to anyone else? Maybe I'm just older than when I first played it and just don't have the same reaction time, but it feels like I'm playing on hard mode right off the bat at least in the boss fights. Getting killed by Portrait of Ruin Dullahan after only two hits of his big attacks? Feels like I forgot to put on armor, but I don't think that's it. Maybe I had to rely on potions back in the day too and just don't remember it.
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@Reinhart77 nah, you’re just rusty lol. Once you get in the groove you’ll have an easier time. I remember getting my ass handed to me the first time I played Order of Ecclesia, and I expect it to happen again when I purchase this collection.
Unfortunately, it’ll have to wait, since my Switch is currently out of commission (one of my joycons broke because it was on my night table & I jumped out of bed because I thought the devil was attacking me, my dog laying next to me, a pug, didn’t alert me in time of the impending danger since dogs are perceptive to paranormal phenomena, in doing so my leg accidentally knocked the Switch to the floor & the controller broke off) so I sent it out to get it repaired.
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Castlevania themed energy drinks, anyone? Got an ad for this immediately after I reposted the collection ad on Facebook.
https://gfuel.com/products/vampire-killer-collectors-box
HEH, sounds like the advertising complex at work.
This thread has been brought to you by G FUEL.
I have no idea what's in it, but other collabs include _____________________!
Coupon Code CVDF for 666% off and a free Simon's Quest Phone Card, Like and Subscribe and Ding the Bell and thankyoudrivethrough.
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Ingredients: Carbonated Water, Natural and Artificial Flavours, Sodium Gluconate, Malic Acid, Caffeine (Purecaf™), Potassium Beta-Hydroxybutyrate (goBHB®), Vitamin Blend (Maltodextrin, Vitamin C, Vitamin B3, Vitamin B6, Vitamin B12), L-Tyrosine, Sucralose, Potassium Citrate, Citric Acid, Acesulfame Potassium, Antioxidant Blend (Green Coffee Bean Extract, Green Tea Extract, Turmeric Extract, Tart Cherry, Blueberry, Broccoli, Kale), L-Theanine, Steviol Glycosides.
If you could expand the "Natural and Artificial Flavours", you'd have 6 more lines. And remember, natural flavours doesn't mean natural.
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I understand G-Supps is the lower-caffeine version, collabs include various independent illustrators like and subscribe.
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i eventually realized that some of the bosses in Portrait of Ruin are really more like puzzles. if you don't figure out the puzzle, you'd better hope you don't take a hit.
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So apparently this collection is getting a physical release, with all sorts of merchandise included. This will be the first time I’ve purchased a Castlevania game in over 10 years!
Pre-orders end this Sunday (the 13th) and although typically I’m not a fan of CV products not officially released by Konami, this Limited Run package caught my eye for some reason. Don’t know why. The standard edition will be the typical price $34.99 USD while the deluxe edition with all the additional goodies will set you back $200! The standard will ship in February while the deluxe won’t land until July unfortunately
My only gripe is that, they definitely should’ve included Adventure ReBirth (which is still inaccessible, legally) and a proper release of Grimoire of Souls, which I technically own but I dislike playing games on my phone.
Anyone else plan on getting? or will I be the only one lol
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200 usd for 3 emulated ds games and some plastic crapabilia is a crazy deal
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Anyone else plan on getting? or will I be the only one lol
I picked up like 5 copies for research and grading purposes
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I still don't agree, this is not about what people do, it's about what they should be doing instead.
Nah, the no hitboxes thing is total bullshit. We're talking Castlevania here, where traditionally everything is whippable. That you can't attack spawning zombies, axes, or tree monsters is crap and slows down the pacing. Castlevania games are usually designed where they're s breeze to run through once you've gotten adept at them, and having to stop and wait for a zombie to have a specific moment you can attack is just bad design.
It's a good effort from M2 but feels rushed and too short, where I wish they would have taken some extra liberties like they did with ReBirth, which is overall a much more complete experience than HCR. It also omits some of the set pieces and weirdness that make arcade HC charming, like the Yellow Devil wall, the harpy warp room, etc. I wish they'd kept that stuff and expanded on it, rather than do away with some of the cool elements that actually made HC stand out despite some of its design flaws.
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New Boss Rush Mode in Haunted Castle Revisited.
https://www.gonintendo.com/contents/43833-castlevania-dominus-collection-updated-to-ver-1-0-3 (https://www.gonintendo.com/contents/43833-castlevania-dominus-collection-updated-to-ver-1-0-3)
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Going to get this one. Mostly for Haunted Castle. The Simon sprite/ hairdo is still funky though. Would have been cool if it was “Chronicled”.