Castlevania Dungeon Forums
The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: KaZudra on August 06, 2011, 03:10:44 AM
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Konami + Rocksteady
Castlevania Arkham Style with Jumping and better Platforming, Why?
The Combat of Arkham had simple controls making a fight from 1-10 people a fair challenge yet simply controlled. Just Replace the counter system with a combo system it'll be good to go.
Arkham had the grapling hook, but castlevania could have some good Platforming and far less climbing than LoS.
The Game would just feel right, not that I don't like LoS, I love LoS for it being LoS, I want IGA and his team to Collaberate with Rocksteady to make a Marvel.
Think LoS sold Konami? Imagine this will outsell that because of the combined fanbase.
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I always figured TBH, a dream team of IGA, Cox, Yamane, and Ayami Kojima.
IGA has the vision, Cox has the funding and well, his stage design and platforming is much more interesting than IGA's 3D attempts, especially when he gets the mood right, (the castle segments were amazing) And Id have to say his combat was a bit more fun than Lament's was. (I actually felt satisfaction upon hitting enemies) Yamane and Kojima give the atmosphere with their music and art respectively.
maybe throw in OScar Orujo (is that the name?) for good measure.
TL;DR, Combine the LOS Team and the IGAvania team, and you've got yourself a winner 3Dvania.
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I always figured TBH, a dream team of IGA, Cox, Yamane, and Ayami Kojima.
IGA has the vision, Cox has the funding and well, his stage design and platforming is much more interesting than IGA's 3D attempts, especially when he gets the mood right, (the castle segments were amazing) And Id have to say his combat was a bit more fun than Lament's was. (I actually felt satisfaction upon hitting enemies) Yamane and Kojima give the atmosphere with their music and art respectively.
maybe throw in OScar Orujo (is that the name?) for good measure.
TL;DR, Combine the LOS Team and the IGAvania team, and you've got yourself a winner 3Dvania.
Eh... Cox doesn't have the funding... if he is to be believed... which after the QTE thing I don't know anymore. But didn't he say something about being under budget?
That said, add Kojima in Cox's stead to get a budget from Konami. Put those 2 together where one can overwrite the other til they get something down. Then the rest of the team. Cept the ones who does anime....
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It's hard to imagine that Cox's team budget was equal or less to the budget IGA's team received for LoI and CoD. Mercurysteam had like two years of development. LoI and CoD just had one at most. Then there's how Oscar Araujo was able to utilize an orchestra and etc. Nano Breaker was even released the same year as CoD.
not that i think i'd like a curse of darkness that had a longer development time
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the point of the topic is that rocksteady would be a more affective collaboration than that of mercurystream.
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I liked the calculation in Arkham Asylum and it blended combat and platforming pretty well. Much better than LoS or any 3D CV for that matter, besides maybe the 64 CVs. It felt like one cohesive thing. I'd like that sort of cohesiveness in a 3D CV. But for a 3D CV, I think it'd have to have a much more freer and uninterrupted flow. Something faster and rhythmic, I guess, like how a Mega Man level can be separated into beats.
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Maybe I'm crazy, but combo hits in a CV game are just plain retarded to me. Maybe there are some really awesome whip-wielders out there who can constantly twirl and pull off heavy lashing whip hits without getting tired or dizzy, but if someone says there is, I call bullshit. Not that realism determines whether something can or can't be done, but it still seems really stupid to me, and I'm tired of combo-hit, button-mashing hack 'n' slashers. They can all go to hell, especially in Castlevania where it certainly doesn't belong.
Can we just get a 3D game where a dude's got a whip and he whips shit and jumps on/climbs up platforms? The N64 games were headed in the right direction. Spruce that up with better play mechanics and I'd find that riveting. It would also feel like Castlevania, instead of feeling like "LET'S MAKE A 3D CASTLEVANIA GAME BUT FORSAKE EVERYTHING THAT MAKES CASTLEVANIA, CASTLEVANIA IN AN EFFORT TO MAKE THE GAMES SEEM UPDATED AND CURRENT."
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Im probably in the minority here but I think a Castlevania Legacy of Darkness remake running on Mercurysteam's engine would be the 3D Castlevania that everyone would (probably)love.
Now before you destroy me about that Mercurysteam suggestion, all I meant was just use the graphics engine and layer it to the original game to make it look up to date but plays exactly the same as the original (maybe throw in a better camera but that's it.)
For example, look how 343 is doing the Halo anniversary game (Yeah Im using a Halo game as an example, big whoop wanna fight about it? :P)
Halo Anniversary: Developer Commentary (http://www.youtube.com/watch?v=l1UIf_tSTwI#ws)
Same game, just on a new graphics engine, just do the same with LoD and It would be all gravy.
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HOW DARE YOU COMPARE CASTLEVANIA TO HALO MADNESS BLASPHEMY SACRILEGE ETC
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The perfect 3D CV would take a bit from all the 3D outings. All three ventures did SOME things right, but they also did some wrong. For me, when leveling the layout of areas, I think they should focus on one area first, a vetical tower. If they can pull of the vertical tower in 3D, then all other platforming will be easy. It should be a priority. If they CAN'T pull it off, just quit it entirely.
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Maybe I'm crazy, but combo hits in a CV game are just plain retarded to me. Maybe there are some really awesome whip-wielders out there who can constantly twirl and pull off heavy lashing whip hits without getting tired or dizzy, but if someone says there is, I call bullshit. Not that realism determines whether something can or can't be done, but it still seems really stupid to me, and I'm tired of combo-hit, button-mashing hack 'n' slashers. They can all go to hell, especially in Castlevania where it certainly doesn't belong.
Can we just get a 3D game where a dude's got a whip and he whips shit and jumps on/climbs up platforms? The N64 games were headed in the right direction. Spruce that up with better play mechanics and I'd find that riveting. It would also feel like Castlevania, instead of feeling like "LET'S MAKE A 3D CASTLEVANIA GAME BUT FORSAKE EVERYTHING THAT MAKES CASTLEVANIA, CASTLEVANIA IN AN EFFORT TO MAKE THE GAMES SEEM UPDATED AND CURRENT."
100% agree. I was just thinking how the 64 games didn't have enough good platforming, but were still leagues ahead of the PS2 games.
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I already have this up on another thread but it would seem to be more relevant here:
CoD's levels were needlessly long and their length made them repetitive. I agree the levels should have been much shorter. This would've freed up more room on the disc and would allow for much smoother and sharper graphics which in turn, would make the game an even better delight to play. I also think the two coliseum towers were a waste of space too. They did not add anything to the story and are not even necessary or integral to the game overall either. The only real reason I sometimes go back and play CoD is for the music. The soundtrack was the only real success in that game for me.
LoI had the right idea for it's levels. They were short and made it a breeze to pass through without really feeling bored. But both those games suffered from lack of platforming which only CV64/LoD had been able to provide. While LoS has platforming it just has too much whereas Cv64/LoD had just the right amount. For a future 3D CV game. Go the way of CV64/LoD. But with the type of Graphics from LoS and the tight controls of the two PS2 CV titles.
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I already have this up on another thread but it would seem to be more relevant here:
CoD's levels were needlessly long and their length made them repetitive. I agree the levels should have been much shorter. This would've freed up more room on the disc and would allow for much smoother and sharper graphics which in turn, would make the game an even better delight to play. I also think the two coliseum towers were a waste of space too. They did not add anything to the story and are not even necessary or integral to the game overall either. The only real reason I sometimes go back and play CoD is for the music. The soundtrack was the only real success in that game for me.
LoI had the right idea for it's levels. They were short and made it a breeze to pass through without really feeling bored. But both those games suffered from lack of platforming which only CV64/LoD had been able to provide. While LoS has platforming it just has too much whereas Cv64/LoD had just the right amount. For a future 3D CV game. Go the way of CV64/LoD. But with the type of Graphics from LoS and the tight controls of the two PS2 CV titles.
For LoS, my problem was that the platforming was mostly incredibly slow wall-shimmying rather than jumping onto shit.
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Am I the only one who thinks Castlevania would be perfect on a Batman AA engine with Platforming?
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munchkins your hatred for wall-shimmying is well documented by now, we get it lol
i still wish Hideki Kamiya would have a shot at a Castlevania game one day, it'd be spectacular right thernz?
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munchkins your hatred for wall-shimmying is well documented by now, we get it lol
i still wish Hideki Kamiya would have a shot at a Castlevania game one day, it'd be spectacular right thernz?
as long as he has nothing to do with the story we'll be fine, cause Bayonetta Really sucked in the character and story departments.
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It's hard to imagine that Cox's team budget was equal or less to the budget IGA's team received for LoI and CoD. Mercurysteam had like two years of development. LoI and CoD just had one at most. Then there's how Oscar Araujo was able to utilize an orchestra and etc. Nano Breaker was even released the same year as CoD.
not that i think i'd like a curse of darkness that had a longer development time
I don't think Cox had less budget than Iga, no doubt he had more, but I don't think he had a superb amount of money like the MGS series had or even close as I think the MGS series had a ridiculous amount.
So yea, I think Cox had plenty more than IGA to play with (and he only did a ... semi ok job... maybe) but not enough to make a perfect 3d cv. Of course my thoughts on a "perfect cv" is quite high.
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I already have SoTN and SCVIV for "perfect cv"s. nyo ho ho.
I'm not really sure if I want to place much importance on budget for IGA though. Considering that SoTN was only made with about 15 people, albeit in two years~ but i guess HD 3D dev is expensive by default.
munchkins your hatred for wall-shimmying is well documented by now, we get it lol
i still wish Hideki Kamiya would have a shot at a Castlevania game one day, it'd be spectacular right thernz?
dmc1 with a belmont please (and uh less emphasis on the combat and more on combining combat with interacting with the environment like cv64/demon's souls (obviously "with a belmont" implies the absence of dante and the cheese that accompanied him, no matter how much i love it))
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Lords of Shadow with a Symphony style map instead of a level select. I think that might do it for me.
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I dont recall LoS having a level select...
If anything it followed classicvania style level progression. (even showed a map when transitioning between areas!) only difference was you could return to stages you have beaten
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I dont recall LoS having a level select...
If anything it followed classicvania style level progression. (even showed a map when transitioning between areas!) only difference was you could return to stages you have beaten
That is what I meant. I since I beat the game, I've just thought of that map screen as a stage select.
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Here's what I think the perfect 3D CV would be like. Take the graphics from LoS and combine it with the level design of CV64/LoD replace the save crystals with checkpoints and have a stage select like in LoS. In terms of battle, take Trevor mode from CoD except only one sub-weapon at a time. There would be hp, defense, and attack upgrades hidden in each level and you wouldn't spend the whole game inside of the castle. The attack upgrade would range from simple damage increasers to attachments the give the whip various effects such as fire based damage. Enemies would have various resistances and weaknesses. There will also be some swinging with the whip like in LoS and CV4 (some shimmying, but no where near as much in LoS). And lastly, actual CV music (unlike in LoS). Don't get me wrong. I like classical music, but most of what was in LoS didn't fit a true CV game.
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darkwzrd4 just got my vote 8)