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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Sindra on June 11, 2011, 03:14:33 AM

Title: How do we make Konami *KNOW* how we feel?
Post by: Sindra on June 11, 2011, 03:14:33 AM
I was totally serious when I said that, if the CV community feels that the franchise has taken a serious downspin and that we feel Konami isn't giving our 25-year-long series it's due credit, that it's up to US to make them see it in the flesh.

So HOW do we do that? Brainstorm, people. If you don't think petitions work, then what else might make Konami and the heads who are in charge of the Castlevania franchise wake up and see that even us little core fans still have a lot invested in this series? A Youtube campaign? A "Save Our CV" webpage? A Twitter outcry? Get creative!

I'm a firm believer that we have every right to bitch, moan, and complain AFTER we've actively tried to change the way things are done on OUR end first. If the execs. at Konami see our banded-together pleas and still ignore us, then at least we can say we did our damnedest and Konami will look like the bigger asses for it. It gives us some credibility in the gaming community, if nothing else....because it shows we give enough of a shit about our fandom that we go out of our way to do something about it.

Or not. It's up to us.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Lumas on June 11, 2011, 03:32:58 AM
Im already seeing what I can think of.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 03:33:42 AM
Quote
A Youtube campaign? A "Save Our CV" webpage? A Twitter outcry? Get creative!

One of these.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: X on June 11, 2011, 03:37:38 AM
This idea might take things too far but... why not a type of message program. A message from each and every one of us and send it off to Konami?

Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 03:42:16 AM
Your idea actually sounds reasonable, X. I second that one.

We could all travel down to Konami and protest, but I doubt any of us would get off of our lazy asses and actually meet up. ^.^
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: C Belmont on June 11, 2011, 03:54:10 AM
I'd say create the most impressive castlevania fangame to ever grace the internet but it's probably not a very achievable way of showing up Konami's puny efforts.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Lumas on June 11, 2011, 04:08:53 AM
I'd say create the most impressive castlevania fangame to ever grace the internet but it's probably not a very achievable way of showing up Konami's puny efforts.

That would be the way to do it, however too many people with too many different ideas on how the series should be taken.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: uzo on June 11, 2011, 04:45:19 AM
I don't really want to be raining on this parade, since I endorse the idea completely.

But after LoS' really nice sales, do you think Konami even believes Castlevania (at least LoS) is in danger? Money talks to them, and they saw the money more than they have in a long time for this franchise.

FYI phone call spams almost got Mother 3 released by Nintendo. If only they held out for a whole more week.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DarkPrinceAlucard on June 11, 2011, 05:01:33 AM
I don't really want to be raining on this parade, since I endorse the idea completely.

But after LoS' really nice sales, do you think Konami even believes Castlevania (at least LoS) is in danger? Money talks to them, and they saw the money more than they have in a long time for this franchise.

FYI phone call spams almost got Mother 3 released by Nintendo. If only they held out for a whole more week.

This^^^


Although I did not like LOS as a Castlevania game it still apparently sold well which means our input at this point would mean nothing to Konami. Cox at this point most likely will get to do whatever he wants to future Castlevania games since his sold pretty darn well.

It really sucks but its the cold truth when dealing with companies like Konami who's overall only real concern is money and not what the fans want.

Our only chance at this point is if Cox and Mercury Studios decides to listen to what the fans really want.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: cecil-kain on June 11, 2011, 05:22:24 AM
Konami isn't at the listening stage right now --they're happy with their profits.  Let's presume Mercury Steam continues to take Castlevania into the wilderness...  We wise up and stop buying --then Konami starts to wonder why their sales are below expectations.  That's when we send them a concerted message --regardless of whatever form that eventually takes...
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: JR on June 11, 2011, 05:23:46 AM
Metal Gear boycott! Ok, not really. (Besides, some people act like it's a cardinal sin to say anything negative about Hideo Kojima or his games. I don't wanna go to hell.)

I like X's idea. Either that or flood them with emails, and spread the message wherever possible for more people to do the same. Just bug the hell out of them, so we can at least get a response out of them if nothing else. I'd just like to see them at the very least give us a piss-poor excuse for no 25th anniversary recognition.

I know, I couldn't think of anything original.  :-\
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: crisis on June 11, 2011, 05:46:14 AM
I say we keep making posts and threads on the CVD who's with me??
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: jestercolony on June 11, 2011, 07:08:52 AM
I for one respect this idea. Especially after the current DLC release with LOS. I told you guys years ago that our franchise was dying. :\
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Puwexil on June 11, 2011, 07:39:42 AM
Everyone buys Hodespair PS3 at least four times.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Dark Nemesis on June 11, 2011, 08:08:58 AM
Konami doesn't care about fans, all that it cares is money!!!! Since LoS has overcome their expectations, they thing that they have found the golden fountain, so they don't give a damn about the old hardcore fans of the series. I have friends that they have never played Castlevania before LoS and when i told them to try the previous, they said that they where not as good as LoS. My point? Castlevania has gone as a general title for the masses and as long there is a mass to suport it, there is no chance that they will ever hear to us.

We may be 100.000 hardcore fans, but the fans of LoS are even more and as long they are going to buy LoS and every LoS that's coming out we will all get ignored. Face it, at this point and with the economic crisis, all they care is money and not how to please the fans.........the game industry has become a majority for money maker......the old days where games they were pieces of art, they have been gone forever.....now only what brings profit to a company matters.

If they feel that a title that spans over let's say 15 years of life, doesn't make them any profit, even if there is a huge fan base, then they will stop making it. The old timeline and franchise, has died, unless they proved me wrong.......but since E3 came and pass and no Castlevania news came on the surface or a celebration for the 25 years of the series, i don't think there is something for us to hope.......we can try and complain on them, but our pleads will fall to deaf ears!!!
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Chernabogue on June 11, 2011, 08:41:52 AM
Tell IGA we want him to make 2D CV games and not some gay puzzle game on Kinect.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Puwexil on June 11, 2011, 09:29:35 AM
But puzzle games are merry.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: VampirehunterB on June 11, 2011, 09:45:51 AM
Good ideas but I don't think they will take it seriously enough..as mentioned, I also believe money is the only priority..that is kinda reasonable..but it DOESEN'T mean that they cannot make a really great game based on the earlier CV concept(for me that would be the sotn style combined with super CV IV, yamane soundtrack, kojima artwork etc) if they JUST make it RIGHT. All the potenetial is on the table, but they are probably too lazy/scared of trying to resurrect the genuine CV fanchise once more...
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Profbeanburrito on June 11, 2011, 10:08:05 AM
The top brass at konami isn't going to care about any letter or petition any one sends them. They have an agenda to follow and that won't change. But how about before us rabid fans jump to the extreme how about we just wait til gamescom and TGS. Because if they do have something we should at least give them a chance to show it
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: crystos on June 11, 2011, 10:10:19 AM
only thing i want them to know is that the last dlc for LOS was a MAJOR letdown.Also.... I am as old a CV fan as anybody and I like LOS. Too many so called CV purists complain about the timeline..at which point will you let it go and enjoy a fresh take?

Or you can just go play the copious amounts of SOTN iga vanias...
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 11, 2011, 10:44:24 AM
We should post to a discussion forum. In those post, we should express our feelings.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Chernabogue on June 11, 2011, 11:00:04 AM
We should post to a discussion forum. In those post, we should express our feelings.
If they have an official one.

EDIT: Yeah, http://www.konami.com/forums/ubbthreads.php (http://www.konami.com/forums/ubbthreads.php) but they seem a bit dead. Someone can make one big message and sign with the names of every CV Dungeon member who agree with.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 11:29:53 AM
If they have an official one.

EDIT: Yeah, http://www.konami.com/forums/ubbthreads.php (http://www.konami.com/forums/ubbthreads.php) but they seem a bit dead. Someone can make one big message and sign with the names of every CV Dungeon member who agree with.

This could work.

We could also just stop buying Konami games. How many of us are there if you count the most active Castlevania boards?
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Kingshango on June 11, 2011, 11:35:12 AM
I like everyones ideas and I have some of my own but im afraid that no matter what we do, Konami won't listen unless it sounds like money.  :(
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 11:49:04 AM
I like everyones ideas and I have some of my own but im afraid that no matter what we do, Konami won't listen unless it sounds like money.  :(

Pay them to make a new CV? :P
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 11, 2011, 11:52:07 AM
Let's do a begging campaign to buy the franchise from Konami.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 11:54:38 AM
Let's do a begging campaign to buy the franchise from Konami.

If we got it... I don't think the series would ever die. Cuz we'd know exactly what to do with it.

Til some arse comes outta nowhere and thinks that making a time-warp story mixing together Julius Belmont and his ancestor Soleiyu Belmont to stop Dracula from taking over the world. <---No joke, I've seen this before. Glad it never took off the ground.

But srsly, It'd be cool if we got it. ^.^
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Puwexil on June 11, 2011, 11:57:28 AM
Not that it would ever come to pass, but handing anything over into the hands of fans would be catastrophically stupid.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 11:59:30 AM
Not that it would ever come to pass, but handing anything over into the hands of fans would be catastrophically stupid.

Indeed it would, but not if it were handed to the right people. Remember, some people are better than the companies.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 11, 2011, 12:33:19 PM
Not that it would ever come to pass, but handing anything over into the hands of fans would be catastrophically stupid.

If we were to give this series to a horde of fans, that would never work. It would be like the scenario with infinite number of monkeys with infinite number of typewriters. However, I have witnessed more than once fans coming up stuff with so much better than what we have witnessed in CV for a number of years. And the thing is, most of them have not been strokes of genius. Just common sense and observations from player/fan perspective.

Konami should follow Blizzard's example. Actually ask the fans what they want and acknowledge what they say. And using that feedback, design a game.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 11, 2011, 12:35:59 PM
Konami should follow Blizzard's example. Actually ask the fans what they want and acknowledge what they say. And using that feedback, design a game.

This (and the Diablo series) is why I still hold any respect toward Blizzard.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DarkPrinceAlucard on June 11, 2011, 03:51:26 PM
Konami should follow Blizzard's example. Actually ask the fans what they want and acknowledge what they say. And using that feedback, design a game.

I second this ^^^

Although at this point I highly doubt it will happen.

Unless the LOS sequel really REALLY bombs.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Ahasverus on June 11, 2011, 04:18:06 PM
People, please relialise, CVfans=like 20% of total sales of the series. We are like that nice friend we all have, we can always count on him but we don't need to please him at anything so we focus on the other less "too nice" friends that make parties awesome
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: uzo on June 11, 2011, 04:26:25 PM
ENOUGH!!

We all know the reasons why it'll be a difficult battle now. We can't dwell on it if we hope to actually change something, but the first step we need to do is define exactly what we mean by fixing the franchise. We need to define exactly what we stand for. "Make better Castlevania!" doesn't exactly explain what we want. We need a focus, a core ideal.

Ms. Sindra, if you would be so kind, could you please elaborate what you had in mind exactly?
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: C Belmont on June 11, 2011, 11:22:29 PM
Quote
Konami should follow Blizzard's example. Actually ask the fans what they want and acknowledge what they say. And using that feedback, design a game

I would have liked something like this BEFORE Konami decided to reboot the franchise.As far as I'm concerned LOS is already too far gone for me to care about what is done with it's timeline. I suspect that any feedback Cox recieved during LOS creation did little more than provide him with a good laugh & probably continues to only do that.

Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Munchy on June 12, 2011, 02:01:48 AM
I don't really want to be raining on this parade, since I endorse the idea completely.

But after LoS' really nice sales, do you think Konami even believes Castlevania (at least LoS) is in danger? Money talks to them, and they saw the money more than they have in a long time for this franchise.

FYI phone call spams almost got Mother 3 released by Nintendo. If only they held out for a whole more week.

This. I don't see any end to the cinematic heavy Kojima masturbation anytime soon.

I'd say the main thing to do is remind Konami that WayForward is a great 2D developer and that they really love Castlevania.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Ahasverus on June 12, 2011, 03:21:00 AM
So the only way for you is keeping the series in the "safe" formulaic 2D route? Son, I am dissapoint
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: C Belmont on June 12, 2011, 04:15:22 AM
Quote
So the only way for you is keeping the series in the "safe" formulaic 2D route? Son, I am dissapoint

I wouldn't exactly call staying 2D the "safe" route
on the other hand ditching everything then building a game from themes & gameplay already proven to sell well sounds pretty "safe" to me
...if all you care about is making a profit

Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Bloodreign on June 12, 2011, 04:22:58 AM
I'd personally like Konami to make a new Gradius title, their idea of a new game in the series is like what CV went through, pachislot. >_<
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Koutei on June 12, 2011, 05:24:16 AM
I'd personally like Konami to make a new Gradius title, their idea of a new game in the series is like what CV went through, pachislot. >_<
New Gradius Title!

Pachislot "Gradius The Slot"
パチスロ グラディウス ザ・スロット トレーラー (http://www.youtube.com/watch?v=WI2MgdfAYe4#)

LOL
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Munchy on June 12, 2011, 06:50:36 AM
I suspect that any feedback Cox recieved during LOS creation did little more than provide him with a good laugh & probably continues to only do that.


This was kinda how I felt when he dismissed a 7.5 review as someone who doesn't "get" Castlevania, and even more so when he continued claiming the game had no QTEs even when it was out and they were fucking everywhere. Hopefully MercurySteam and Cox are willing to listen to criticism and build on it, because there were definitely good aspects to LoS.

Seeing the Bloodrayne trailer was kind of infuriating after noticing WayForward is also working for Konami on... a multiplayer Silent Hill. What the Christ?
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Dark Nemesis on June 12, 2011, 07:06:42 AM
So the only way for you is keeping the series in the "safe" formulaic 2D route? Son, I am dissapoint

So, are you all up for shiny graphics? Are you saying that 3D is the only way and that you are abandoning the 2D? So you are erasing the past? I am disappointed from you..........
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 08:17:13 AM
So, are you all up for shiny graphics? Are you saying that 3D is the only way and that you are abandoning the 2D? So you are erasing the past? I am disappointed from you..........

I'm not sure that's what he means, but the series can't stay in 2D with every entry, especially since we're in the era where most gamers only care about graphics and play games like Call of Duty: Black Ops and Halo Reach (except the latter is actually good).
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Tanatra on June 12, 2011, 12:01:00 PM
So, are you all up for shiny graphics? Are you saying that 3D is the only way and that you are abandoning the 2D? So you are erasing the past? I am disappointed from you..........

I agree, gaming should have never progressed past Pong. How dare they desecrate their heritage!
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Arma on June 12, 2011, 12:26:48 PM
I was totally serious when I said that, if the CV community feels that the franchise has taken a serious downspin and that we feel Konami isn't giving our 25-year-long series it's due credit, that it's up to US to make them see it in the flesh.

So HOW do we do that? Brainstorm, people. If you don't think petitions work, then what else might make Konami and the heads who are in charge of the Castlevania franchise wake up and see that even us little core fans still have a lot invested in this series? A Youtube campaign? A "Save Our CV" webpage? A Twitter outcry? Get creative!

I'm a firm believer that we have every right to bitch, moan, and complain AFTER we've actively tried to change the way things are done on OUR end first. If the execs. at Konami see our banded-together pleas and still ignore us, then at least we can say we did our damnedest and Konami will look like the bigger asses for it. It gives us some credibility in the gaming community, if nothing else....because it shows we give enough of a shit about our fandom that we go out of our way to do something about it.

Or not. It's up to us.

The problem is every one of the fans might have their own ideas about how Castlevania should be and that's probably one of the reasons Konami won't listen. I can imagine how hard it would be to put so many ideas into a single story that would make any sense. Besides just because they think their ideas are good it doesn't mean everyone else will think the same or that is possible to put it on a videogame.

The fact is the fans have the chance to collaborate actively only if the company allows it, so the first step to do it is to find any channels that the company might have to hear fan suggestions, do they have a youtube channel? facebook? twitter? polls? anything else?

The second step is to put your ideas together into something that would make sense and reflects the opinion of at least most of you, discarding all the silly stuff and fan nonsense.

So basically, to have the slightest chance to be heard I think you probably will have to work together to make a videogame script or something you could present as a proposal, because I don't think a bunch of loose ideas could get too far.
But then again, who is really willing to make the effort?
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 12:58:35 PM
The problem is every one of the fans might have their own ideas about how Castlevania should be and that's probably one of the reasons Konami won't listen. I can imagine how hard it would be to put so many ideas into a single story that would make any sense. Besides just because they think their ideas are good it doesn't mean everyone else will think the same or that is possible to put it on a videogame.

Not every idea needs to be thrown into one game at a time. Discussions and such will have them come to a consensus. Of course, yes, the discussions aren't exactly easy to manage.

Quote
The fact is the fans have the chance to collaborate actively only if the company allows it, so the first step to do it is to find any channels that the company might have to hear fan suggestions, do they have a youtube channel? facebook? twitter? polls? anything else?
They don't have any of these AFAIK. Only impersonators or fan-pages that have died down.

Quote
So basically, to have the slightest chance to be heard I think you probably will have to work together to make a videogame script or something you could present as a proposal, because I don't think a bunch of loose ideas could get too far.
But then again, who is really willing to make the effort?
I'd be up for it. I could write something up and take ideas and stuff from others, seek critique, changing out what shouldn't be done, not rehashing story elements (unless necessary), use either new or not-so-commonly used characters from the previous series, ask for opinions, ask others to help out with the project by submitting their own possible characters, etc. etc.

tldr, I'm all up for it.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: C Belmont on June 12, 2011, 01:54:39 PM
Creating our own game pitch would probably have Cox rolling on the floor in laughter (if he isn't already)

didn't he post a link to an article on how "Videogame fans need to shut up about everything" in the chapel forum a while back?

giving the community a combined voice isn't a silly idea though
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 01:56:57 PM
But Cox has no humor.

As evident with his attempts at MGS-style easter eggs.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 12, 2011, 02:18:41 PM
didn't he post some link to an article about how "fans should shut the F@#% up" in the chapel forum a while back?

Link plz
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Dark Nemesis on June 12, 2011, 02:31:56 PM
I'm not sure that's what he means, but the series can't stay in 2D with every entry, especially since we're in the era where most gamers only care about graphics and play games like Call of Duty: Black Ops and Halo Reach (except the latter is actually good).

I never said that the series shouldn't go 3D, but you can't erase your past or pretend that it was never existed. They can both coexist!!!

If you believe that what shines is gold, then leave it to Konami and Cox to ruin what we knew about the series, once and for all!!! After all the beginning has been done. All that we need now is a dramatic ending for the series.... :P
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Profbeanburrito on June 12, 2011, 02:32:26 PM
I'm not about to read through 4 pages of this, so maybe somebody can explain this topic to me. I don't know why every one here is suddenly up in arms about the CV series. What exactly is everyone trying to change? Is it the 2D sprite recycling, cause that's nothing new, and despite that those games are fun.
is it no more Lords of Shadow games, because we all knew that it was going to be a departure from the classic series with a new twist and in a new timeline, but it did well and even as a longtime Castlevania fan, since the 80's, I still really enjoyed it and I know plenty of people who did.

so, is it just rabid fans crying cause they'll never get their dream Castlevania, something that if they were to make a CV game the would do, cause you can always make a fan game, or write a fafiction or what ever else your imagination Castlevania desires. Or, is there something actually "wrong" in the programming of the game or how it's made or what? I don't get it. Developers will never make everyone happy, but bitching and complaining or even writing a petition isn't going to change anything.

so, what exactly NEEDS to be changed about the series?
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: C Belmont on June 12, 2011, 02:51:22 PM
Link plz

If I could find it I would have posted it, that's why I made it a question
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Renonsgoods on June 12, 2011, 02:57:00 PM
But Cox has no humor.

As evident with his attempts at MGS-style easter eggs.
You people keep overstating Cox's involvement with the development of LoS.  He's more or less just a spokesman for Mercurysteam.  I don't think he had THAT much direct involvement with the production of the game itself.  You all should be addressing Enric Alvarez instead (of course, he's not as easy to hate as Cox).
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 03:05:11 PM
I never said that the series shouldn't go 3D, but you can't erase your past or pretend that it was never existed. They can both coexist!!!

Taking it too serious. And I said we can't have every entry from here on be 2D. Some still need to be 3D. Konami still needs attempts at 3DVanias. I was already talking about it co-existing. Notice my italics. ^.^

so, is it just rabid fans crying cause they'll never get their dream Castlevania, something that if they were to make a CV game the would do, cause you can always make a fan game, or write a fafiction or what ever else your imagination Castlevania desires. Or, is there something actually "wrong" in the programming of the game or how it's made or what? I don't get it. Developers will never make everyone happy, but bitching and complaining or even writing a petition isn't going to change anything.

so, what exactly NEEDS to be changed about the series?

It's not exactly fans crying for their dream CV, rather just a real CV in general. (And the wrong thing about the CV's programming is that the newer ones tend to be a little bit easier than the Classics). It's not that we're bitching and complaining about everything. The developers won't make everyone happy, yes, but in this case they're not making the majority happy. That's something.

What needs changed is well... I'm not really too sure about that one. As long as its a new CV and its fun to me, I don't mind whether its recycled elements, another entry into the LoS universe, a Cox title, an IGA title, or whatever. As long as it's fun, I don't really care. That's what some people here need to realize. It's not about new elements or story or who Dracula really is or whatever. While those may be big things that can throw a game off, the fun factor is basically the biggest problem with games.

You people keep overstating Cox's involvement with the development of LoS.  He's more or less just a spokesman for Mercurysteam.  I don't think he had THAT much direct involvement with the production of the game itself.  You all should be addressing Enric Alvarez instead (of course, he's not as easy to hate as Cox).

Don't know him but allow me to restate my post.

But Alvarez has no humor. ^.^
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 12, 2011, 03:13:48 PM
You people keep overstating Cox's involvement with the development of LoS.  He's more or less just a spokesman for Mercurysteam.  I don't think he had THAT much direct involvement with the production of the game itself.  You all should be addressing Enric Alvarez instead (of course, he's not as easy to hate as Cox).

Can the same be said of IGA's involvement with the games he's produced?

Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 03:16:11 PM
Can the same be said of IGA's involvement with the games he's produced?

He was pretty darn involved with all of his games except DXC. I heard he wasn't too involved with that one.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 12, 2011, 03:20:21 PM
But what exactly does "involved" mean? I mean, Kojima was involved with LoS. His contribution was pretty much: "Dave, put MGS in the game somehow. Maybe some silly reference or something".

IGA appears in the credits of RoB too, even though he didn't actually participate in making the game.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 03:21:53 PM
But what exactly does "involved" mean? I mean, Kojima was involved with LoS without actually doing anything other than: "Hey Dave, put MGS in the game somehow. Maybe some silly reference or something".

IGA appears in the credits of RoB too, even though he didn't actually participate in making the game.

I'm not sure, to be honest. ^.^

I just believed this is what IGA did in the making of RoB:

IGA: "So this is Richter?"
Character Designer: "Yup."
IGA: "I have a suggestion."
Character Designer: "What?"
IGA: "Why don't we give him pants?"
Character Designer: "...THAT'S GENIUS!"
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 12, 2011, 05:08:34 PM
For a guy who appeared in the "Thanks" section, that would be an actual achievement versus a guy who's the executive producer  ;D
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Arma on June 12, 2011, 05:20:06 PM
Not every idea needs to be thrown into one game at a time. Discussions and such will have them come to a consensus. Of course, yes, the discussions aren't exactly easy to manage.

Tell that to the fans.


They don't have any of these AFAIK. Only impersonators or fan-pages that have died down.
In Konami's website (http://www.konami.com/) seems to be a facebook page pointed out as theirs.  http://www.facebook.com/konami (http://www.facebook.com/konami)

They also seem to have Twitter (http://twitter.com/#!/Konami) and a Youtube channel (http://www.youtube.com/konami). Not to mention the forums (http://www.konami.com/forums/) with their very own Castlevania section. If Konami's forums are anything like Eidos' they might get a visit from Konami's staff from time to time.

Anyway, what exactly happened in these last months among the fans? I remember not so long ago I visited a few Castlevania related forums including this one and it was all flattery for LoS and Cox, and now it's like the guy is a villain and people is starting to critize the game and get kind of hostile if someone says the opposite. What the heck? Make up your mind already.
I bet I'll be thrashed down pretty badly just for saying this and I don't really care so go ahead and fetch.
It's always the same.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Sindra on June 12, 2011, 05:32:46 PM
Ms. Sindra, if you would be so kind, could you please elaborate what you had in mind exactly?

It's not much that I actually HAVE a solid plan, in all honesty. However, I'm seeing a lot of dissent over the way the series has gone recently, and coupled with my own dissatisfaction, I firmly believe that if we all feel a certain way, then we need to act on it. If we don't like the way things are going, then why allow them to continue and simply bitch about it?

Yes, LoS's sales talk, and Konami might ignore an pleas on our part to try and help communicate concern to them. Does that mean we give up before even trying? Do we want to be that defeatist about it? These are questions I'm asking openly, not exactly trying to nail down a solid plan right away, but just asking the questions to see how everyone else feels. Maybe I'm getting the wrong vibes and people are just ok with taking things laying down. I don't know. I'm seeing alot of people with a "Wait and See" mentality, so maybe that's the course people would rather take.

Konami has Twitter and Facebook. Perhaps a social media campaign? But that only works if people give enough of a shit to want to try, even while knowing it might not make a difference. What harm does it do to us, though? Ask yourself that question. "What am I losing if I just try?"
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 05:35:12 PM
What am I losing if I just try? Nothing. What am I losing if I don't try? Well, pretty much my favorite series. Not completely lost, just, I'll lose the way I like it.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: crisis on June 12, 2011, 05:42:51 PM
Quote from: Claimh Solais
I'm not sure, to be honest. ^.^

so youre just talkin' outta your ass huh??

btw how's the scans for the LoI cellphone comic coming along? we're still waiting  ;)


Quote from: Arma
I bet I'll be thrashed down pretty badly just for saying this and I don't really care so go ahead and fetch.
It's always the same.

whoa calm down! i don't see any threads that say "this is why LoS sucks" or anything, from what I can see people are mainly criticizing the PLOT [and sometimes aesthetic] thus far which is fairly common & normal within the CV-verse (similar stuff happened when IGA was in charge). don't forget the constant delays & disinfo Konami/Cox has been feeding us (lately involving DLC), so of course fans are gonna express their opinions on the situation. Add to that the lame "25th anniversary" Konami celebrated privately.


If everybody agreed with each other on this forum from now on, then this place would be boring as hell, right?
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 05:49:59 PM
so youre just talkin' outta your ass huh??

btw how's the scans for the LoI cellphone comic coming along? we're still waiting  ;)

Talking outta my ass... I'd like to see that literally. Imagine that. ^.^

I talked to the guy who said he'd translate it for me. He's flying in from... what, New York? I think it was, down to Arizona, where I'm at. He said he'll translate it, but I owe him.

And I found out it wasn't four volumes. -_- It was the first volume in four parts. Geezus!
I didn't read it carefully.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Arma on June 12, 2011, 06:58:06 PM
whoa calm down! i don't see any threads that say "this is why LoS sucks" or anything, from what I can see people are mainly criticizing the PLOT [and sometimes aesthetic] thus far which is fairly common & normal within the CV-verse (similar stuff happened when IGA was in charge). don't forget the constant delays & disinfo Konami/Cox has been feeding us (lately involving DLC), so of course fans are gonna express their opinions on the situation. Add to that the lame "25th anniversary" Konami celebrated privately.


If everybody agreed with each other on this forum from now on, then this place would be boring as hell, right?

I hate you and all the shitty fanbase!

lol kidding  ;)

naw man I'm just saying it to get ahead of the situation you know, hoping things don't get out of control like happened with DMC's reboot for example, all the fans of the series just hate that game in advantage and as result of that they ended up exchanging insults with Ninja Theory and it's totally pointless.

It would be shame to take it to that extreme isn't?
I'm not saying it's going to happen with Castlevania fans eventually but it doesn't hurt to take these examples so people just stay civilized. I guess  :P
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 12, 2011, 07:01:07 PM
You can't spell "fanatic" without "fan"  :-X
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 12, 2011, 07:13:52 PM
What am I losing if I just try? Nothing. What am I losing if I don't try? Well, pretty much my favorite series. Not completely lost, just, I'll lose the way I like it.

If you mean that CV will cease completely if such a campaign were to come, have no fear. It is about the money, of course, and seeing as how LoS was fairly succesful, there will be a sequel to it.

If you like the LoS route..well, same answer again, I guess. It would appear that the Old Fans (TM) are in fewer numbers than those that just grab the game thinking "Oh cool. This looks nice".

Offtopic: I prefer even the chaotic fan desires to apathy and endless nostalgia or the attitude of "DOES NOTHING PLEASE YOU PEOPLE? HERE'S A BIG BUDGET CV! LOVE IT NOW, YOU INGRATES!". At least it proves that fans care about the future of Castlevania  8)
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 07:21:57 PM
I feel all goodie inside when people quote me. It makes me feel like I said something worthwhile. ^.^

I honestly prefer IGAvania over Coxvania or MercurySteamvania or Alvarezvania or whatever you prefer. It just has that better feel.

But what if Cox worked together with IGA to make a CV game? Big budget plus IGA means, well... Not another LoS, that's for sure.

(PS: DmC is not a reboot. It's a prequel to the prequel of DMC1. ^.^ Why there's another origin story is beyond me)
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: thernz on June 12, 2011, 07:30:31 PM
Heh, if you go by Kamiya's word, only DMC1 is canon.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Maedhros on June 12, 2011, 07:50:28 PM
There's a thread right now on GAF with people asking for Igavanias for 3DS...

http://www.neogaf.com/forum/showthread.php?t=433700&page=2 (http://www.neogaf.com/forum/showthread.php?t=433700&page=2)

People DO want more 2D games. Dunno if you guys will do something or start some type of campaign... just count me in already.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 07:58:37 PM
Heh, if you go by Kamiya's word, only DMC1 is canon.

Well, the timeline goes like this: DmC > DMC3 > DMC1 > DMC4 > DMC2 (novel) > DMC2
But that series has more screwups in the story than Castlevania.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DarkPrinceAlucard on June 12, 2011, 08:01:36 PM
But that series has more screwups in the story than Castlevania.

really?

name some.

Because Casltevania has alot.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 08:02:30 PM
really?

name some.

Because Casltevania has alot.

Either I'll start a new thread or PM you, cuz this is starting to get offtopic.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DarkPrinceAlucard on June 12, 2011, 08:04:21 PM
Either I'll start a new thread or PM you, cuz this is starting to get offtopic.

make a thread please.

because I am eager to see how DMC has more "screw ups" in the story then Castlevania.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 08:06:35 PM
Maybe not more (I make exaggerations a lot) considering Castlevania's been around for, like 15 more years than DMC, but I'll make a thread for all the ones off the toppa my head.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: crisis on June 12, 2011, 08:24:04 PM
Quote
Talking outta my ass... I'd like to see that literally. Imagine that. ^.^

http://www.youtube.com/watch?v=iIVttyxPxnE
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 08:28:14 PM
HOLY (expletive) I FORGOT ALL ABOUT THAT! XD Yes, I've seen that movie.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: whitedragon_nall on June 12, 2011, 08:52:35 PM
Saw this on Go Nintendo
http://www.gonintendo.com/viewstory.php?id=160539 (http://www.gonintendo.com/viewstory.php?id=160539)

Maybe there still is hope.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Munchy on June 12, 2011, 08:54:27 PM
2.5D Simon's Quest style MercurySteam game plz.

With someone composing other than Araujo.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DarkPrinceAlucard on June 12, 2011, 09:01:43 PM
definitely would want to see a 2.5d metroidvania Alucard game for the 3DS.

Afterall we already got a classic style gameplay 2.5d game with DXC and I would love a 2.5d metroidvania.

That would also eliminate 1 of the fans major complaints and that is sprite recycling.

Also Yamane and Kojima should return.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 09:03:24 PM
Quote
definitely would want to see a 2.5d metroidvania Alucard game for the 3DS.
This. Maybe that game that was canned by IGA? Whatever it was supposed to be. The graphics look like it would work well in a 3DS game.

Quote
Also Yamane and Kojima should return.
I would like to see Masaki Hirooka's take on Alucard, but I overall prefer Kojima's style. ^.^
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Munchy on June 12, 2011, 10:01:49 PM
Eh, I'd rather have a new guy/girl than Alucard again.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 12, 2011, 10:05:59 PM
Eh, I'd rather have a new guy/girl than Alucard again.

Preferably a girl. Like the one in my sig. That'd be sweeeeeet. ^.^

Of course, she's not even CV. I think a protagonist like Shanoa again would be great. The mature young woman. We don't need the memory/emotion loss thing. I'd like to see the Glyphs make a return, that'd be pretty interesting.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Renonsgoods on June 13, 2011, 01:32:31 AM
Can the same be said of IGA's involvement with the games he's produced?


Not even remotely the same thing.  Cox was not the producer or even the director of Lords of Shadow.  Again, he's just a spokesman for MS.  He does not equate with IGA. 
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 13, 2011, 01:34:51 AM
Not even remotely the same thing.  Cox was not the producer or even the director of Lords of Shadow.  Again, he's just a spokesman for MS.  He does not equate with IGA. 

He's not? Wow, I know nothing about MercurySteam, do I? o.o
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Renonsgoods on June 13, 2011, 01:47:14 AM
He's not? Wow, I know nothing about MercurySteam, do I? o.o
Ok, Google fails me.  Two sites I checked with didn't list him as a producer or writer, another 3 that I just checked did.  My bad.  It was always my impression from what I'd read about the team that Cox was more or less just a spokesman and consultant. 
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 13, 2011, 01:48:16 AM
Well, from what I read, he pitched the whole idea of LoS to Konami in the first place, so I just assumed he was producer.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Lumas on June 13, 2011, 02:45:46 AM
Preferably a girl. Like the one in my sig. That'd be sweeeeeet. ^.^

Of course, she's not even CV. I think a protagonist like Shanoa again would be great. The mature young woman. We don't need the memory/emotion loss thing. I'd like to see the Glyphs make a return, that'd be pretty interesting.

Okay sorry I agree with most of what you say Claimh but they should never ever ever make another character like shanoa, no emotion is just as bad as too much emotion and that girl regardless of how hard I would bone her had about as much emotion as a brick wall.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: bucky on June 13, 2011, 02:45:59 AM
I'd say the main thing to do is remind Konami that WayForward is a great 2D developer and that they really love Castlevania.
This.

Trying to pitch an elaborate idea will never work. Fans don't get to design the next game in a series with such a level of control. Anything that's going to be at all complicated and difficult to communicate will never be taken seriously by Konami. If we can't tell them what we want in less than 3 sentences, we're fucked. But if people keep contacting Konami AND Wayforward, expressing interest that they make a Castlevania game, that's something that's actually possible. Instead of telling them what we want in detail, we should try and help 'steer' Konami to make cooler decisions for the series.
:)

I think this would be a great way to go. I want a Wayforward Castlevania. (Starting a thread for this, if anyone else is interested, let's continue the discussion there).
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 13, 2011, 02:51:35 AM
Okay sorry I agree with most of what you say Claimh but they should never ever ever make another character like shanoa, no emotion is just as bad as too much emotion and that girl regardless of how hard I would bone her had about as much emotion as a brick wall.

I meant a mature young lady like Shanoa. I said I could do without the memory/emotion loss. I just wanted someone like her, like lookwise, sort of.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Lumas on June 13, 2011, 02:53:08 AM
I meant a mature young lady like Shanoa. I said I could do without the memory/emotion loss. I just wanted someone like her, like lookwise, sort of.

On in that case then I agree.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: X on June 13, 2011, 05:17:30 PM
^
Here, here! I wanna see a women belmont.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: A-Yty on June 13, 2011, 06:11:47 PM
Not even remotely the same thing.  Cox was not the producer or even the director of Lords of Shadow.  Again, he's just a spokesman for MS.  He does not equate with IGA. 

If Álvarez (the director) should be "blamed", then the same should go for "IGAVanias", yes? I believe IGA hasn't directed any of them.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: kompwars on June 13, 2011, 06:14:51 PM
Well, the timeline goes like this: DmC > DMC3 > DMC1 > DMC4 > DMC2 (novel) > DMC2
But that series has more screwups in the story than Castlevania.
if the new DmC is a prequal,its gonna screw up the storline like hell. have you seen the E3 trailer? its probably a reboot
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 13, 2011, 07:24:30 PM
If Álvarez (the director) should be "blamed", then the same should go for "IGAVanias", yes? I believe IGA hasn't directed any of them.

IGA is the producer, a higher position than the director.

if the new DmC is a prequal,its gonna screw up the storline like hell. have you seen the E3 trailer? its probably a reboot
Offtopic crap:
(click to show/hide)
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: thernz on June 13, 2011, 07:32:47 PM
Producers just manage things like budget and etc. Director can totally ignore producer suggestions iirc. So directors are the guys with the most say. I mean, it's like that way with movies. The director is given more importance there.
Random note:
Dave Cox was the producer of Lords of Shadow. It's on the credits and all. So heh, he's about the same as IGA.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 13, 2011, 07:41:06 PM
Producers just manage things like budget and etc. Director can totally ignore producer suggestions iirc. So directors are the guys with the most say. I mean, it's like that way with movies. The director is given more importance there.
Random note:
Dave Cox was the producer of Lords of Shadow. It's on the credits and all. So heh, he's about the same as IGA.

I stand corrected, then. :P
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Lumas on June 13, 2011, 07:51:38 PM
I believe this was the game that got Sega's attention to create sonic 4 course i could be wrong but I know it would get my attention

Let's Play Sonic Fan Remix - AMAZING FAN GAME - 100th Video! (http://www.youtube.com/watch?v=1U2njsRhaDA#ws)

Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DarkPrinceAlucard on June 13, 2011, 08:11:27 PM
I believe this was the game that got Sega's attention to create sonic 4 course i could be wrong but I know it would get my attention

Let's Play Sonic Fan Remix - AMAZING FAN GAME - 100th Video! (http://www.youtube.com/watch?v=1U2njsRhaDA#ws)



WOW!

This game actually looks better then the real Sonic the Hedgehog 4 made by Sega. :)
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Lumas on June 13, 2011, 08:16:19 PM
Yeah Ibelieve the guy in the vid said it was done with just 2 or 3 people
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DragonSlayr81 on June 13, 2011, 08:26:23 PM
^^^ That doesn't surprise me. I remember seeing a 3D graphics engine(I forget the name) and a single guy basically randered a fantasy world town in it's entirety(outer buildings, sans townsfolk), and it looked wonderful. One guy, and Square Enix is bitching about how rendering entire cities with their, so-and-so numbered amount of designers is too hard(of course, it's somewhat because of Crystal Tools' difficulty to use, which is funny considering Square Enix created it, but it proved to be too tricky, yet save face and still use it, acting like nothing's wrong, when it's taking them MANY YEARS to crank out games). Sometimes, with game developers, showing humble defeat says a lot.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: X on June 13, 2011, 11:15:51 PM
WHERE the HELL were THESE guys when Sonic 4 was being produced!! I've played a bit of sonic 4 but was disappointed with the game engine. Sonic just didn't function the way he did in the original games and that made playing the game much more difficult then it needed to be. I got stuck in the first part of the Casino zone and couldn't get out of the damned pit cause the controls were finicky. Sonic just lept on losing speed or breaking out of his super sonic charge. Thanks SEGA  :P I definitely think that newbie programmers like these guys are what we need to get our favorite classic back up and running again.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Dark Nemesis on June 14, 2011, 08:21:25 AM
Wow and wow :o That Sonic fan game is the most amazing fan game, that i have ever seen in my life!!! If they didn't say that it was a fan game, i would have thought it for an official game!!!
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 14, 2011, 03:06:29 PM
Wow and wow :o That Sonic fan game is the most amazing fan game, that i have ever seen in my life!!! If they didn't say that it was a fan game, i would have thought it for an official game!!!

*whisper*I wouldn't have cuz most, if not all, of the official Sonic games either suck or are mediocre racing games*whisper*

Now in seriousness, I would have thought that were official, too. (in case anyone didn't get it, the *whisper* part was a joke)
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: DragonSlayr81 on June 14, 2011, 03:40:03 PM
WHERE the HELL were THESE guys when Sonic 4 was being produced!! I've played a bit of sonic 4 but was disappointed with the game engine. Sonic just didn't function the way he did in the original games and that made playing the game much more difficult then it needed to be. I got stuck in the first part of the Casino zone and couldn't get out of the damned pit cause the controls were finicky. Sonic just lept on losing speed or breaking out of his super sonic charge. Thanks SEGA  :P I definitely think that newbie programmers like these guys are what we need to get our favorite classic back up and running again.
Lots of things were disappointing in Sonic 4. I remember they had this meeting where they(Sega) invited Sonic fans and asked them what they could improve on, if they made a second one(Episode 2). Everything brought up in the meeting, I agreed with:

1. Fix the physics.
2. Songs were great, but the synthing should be BETTER.
3. No FUCKING bottomless pits at the end of each act.
4. No act specific gimmicks.
5. No recycled stages from earlier Sonic games.

The last one is funny, because Casino Street is basically a pre-rendered version of Casion Night, Lost Labyrinth is basically a pre-rendered version of Labyrinth and Mad Gear is basically a pre-rendered version of Metropolis. C'mon, do something that isn't the same, just prettier. I excuse Splash Hill because it the Hill/Forest zones are pretty much traditional starter zones in the early Sonic games, though Splash Hill could've used more, well, SPLASHING(should've been more water oriented). After going to the movies recently, I had an idea of a new zone. Cinemapolis(or Cinema City) Zone, which is modeled after classic Hollywood, buildings addorn in neon marquees, roads that are giant flim strips, film reel loop-de-loops, giant drive-in screens on top of buildings showing movies of sonic running around, and indoor areas that look like theater lobbies and hallways adorn with movie posters. Sega, it's NOT THAT HARD.

That being said, I AM looking forward to Sonic Generations. Classic gameplay looks more like what Sonic 4 couldn't do.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Claimh Solais on June 14, 2011, 03:58:51 PM
What do you say we go back to the whole Konami-Castlevania topic, yeah? ^^
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Sindra on June 14, 2011, 05:11:44 PM
Lots of things were disappointing in Sonic 4. I remember they had this meeting where they(Sega) invited Sonic fans and asked them what they could improve on, if they made a second one(Episode 2). Everything brought up in the meeting, I agreed with:

1. Fix the physics.
2. Songs were great, but the synthing should be BETTER.
3. No FUCKING bottomless pits at the end of each act.
4. No act specific gimmicks.
5. No recycled stages from earlier Sonic games.

The last one is funny, because Casino Street is basically a pre-rendered version of Casion Night, Lost Labyrinth is basically a pre-rendered version of Labyrinth and Mad Gear is basically a pre-rendered version of Metropolis. C'mon, do something that isn't the same, just prettier. I excuse Splash Hill because it the Hill/Forest zones are pretty much traditional starter zones in the early Sonic games, though Splash Hill could've used more, well, SPLASHING(should've been more water oriented). After going to the movies recently, I had an idea of a new zone. Cinemapolis(or Cinema City) Zone, which is modeled after classic Hollywood, buildings addorn in neon marquees, roads that are giant flim strips, film reel loop-de-loops, giant drive-in screens on top of buildings showing movies of sonic running around, and indoor areas that look like theater lobbies and hallways adorn with movie posters. Sega, it's NOT THAT HARD.

That being said, I AM looking forward to Sonic Generations. Classic gameplay looks more like what Sonic 4 couldn't do.

*notes this all down for her upcoming Sonic 20th Anniversary Video Review*

Back on topic, though....

With Castlevania, I think the most basic way for fans to get the attention of Konami is to universally agree on ONE method of communication (Twitter campaign, Petition, Fan-Game Model, etc.) and have everyone stick with it. Of course, this brings up issues, because not everyone thinks the same and everyone has their own opinions. That's usually why some things are started by one or two people, and then people either jump on the wagon later or don't. This creates less initial friction and gets the ball rolling quicker. However, again, the ball only continues rolling and picking up speed if the fan community really adheres to it.

And again.....there's never any guarantee that Konami would even give a shit. So going into things, that would need to be one thing that is always kept in mind. If nothing else, however, it would prove that the fandom gives enough of a shit OURSELVES to try.
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: Nagumo on June 14, 2011, 06:33:23 PM
To who exactly should this campaign be directed at? Konami is a bit vague.   
Title: Re: How do we make Konami *KNOW* how we feel?
Post by: narkolepsi on June 14, 2011, 06:48:51 PM
I say, go for it... I'd do anything at this point, regardless of whether Konami cares or not. We all know where their priorities lie, and that's in the lining of their pockets. I haven't really any ideas to communicate at this point, but I'd be willing to cooperate in whatever is necessary.