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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: KaZudra on September 03, 2011, 04:54:11 AM

Title: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 03, 2011, 04:54:11 AM
Better as in, Apart from SoTN and improve the experience rather than add new weapons or Character switch and such...

I'll Start with an example.

Vertical Doors, Rockman ZX has em, and it'll Greatly open oppritunities for Camera angle changes and a 3 Dimensional map.

One time events, Kinda like Richter's chase by the Behemoth and stuff along those lines.

3 hit combos, Kinda like Zero's slashing from the PSX MMX games.


Suggestions along those lines....
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: C Belmont on September 03, 2011, 05:17:54 AM
I'd personally like to see items serve a greater role in traversing the castle not just defeating enemies, like in Zelda:OoT how the bow is used to hit switches, and the iron boots to walk under water, that kind of stuff   

also a block/guard button would be cool, I'd rather hold my ground against armies of undead soldiers then have to run away to avoid damage.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 03, 2011, 05:22:43 AM
Ah, I got another one.

Enemies With Weak Strong Points, this'll add strategy toward fighting enemies rather than just hitting them anywere mindlessly
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Deko21 on September 03, 2011, 05:30:13 AM
I think i have one. How bout events that affect certain parts of a castle? Or maybe make backtracking a little more interesting, like inserting a new event that'll affect that part of the castle you're in. like debris falling on the door you came from and having to find another way around.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Chernabogue on September 03, 2011, 06:04:17 AM
Add a little more scenario/cutscene/characters to speak to/etc. Some CV's have so few cutscenes it feels a bit empty IMO.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kale on September 03, 2011, 06:13:52 AM
Sex scenes... worked for Kratos! didn't it? That pos franchise.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 03, 2011, 07:56:39 AM
Just ditch the level up system. I hate grinding and it makes the game too easy.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Dark Nemesis on September 03, 2011, 08:12:22 AM
Just ditch the level up system. I hate grinding and it makes the game too easy.

In OoE the level up system, didn't do any good to you, if you wasn't able to memorize the paterns of the bosses or some enemies.....it all depends in how you are using it in my opinion!!!
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Gunlord on September 03, 2011, 08:27:18 AM
One thing that might be interesting is to allow certain bosses/enemies to follow you outside of a room. For instance, let's say you come across an area of the castle with a breakable floor--you have no idea what to do with it! Then you advance through the whole stage and fight Gergeroth. Now, you can face him in his room and kill him relatively easily. OR you could try to lead him back to the area with the broken floor. What this means is that you'd have to make your way back through all the other enemies, spikes, environmental hazards, etc. while he's chasing you until you make it back to the room with the broken floor. Then, when you kill him, he jumps in the air and his corpse breaks through the floor, allowing you access to a new part of the castle much earlier than you would have otherwise been able to get to it. :o
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Dark Nemesis on September 03, 2011, 09:36:52 AM
That's a good one Gunlord, but having only one chance to get what is under the floor and if you don't know it, isn't it a little unfair?

I prefer to have boss battle in outside areas as i have stated before or secret bosses that requires you to meet certain conditions for them to appear, such entering a specific time inside a room/area or after obtaining a specific item or even having areas that aren't accessible, until you have found a certain ability or item that's hidden!!!
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Munchy on September 03, 2011, 10:02:14 AM
I'd say rather than the gameplay, the thing that really needs work are environments. Stage design mostly.

A Metroidvania with multiple characters and scenarios (like LoD or Resident Evil 2) with an improved sense of progression and stages that aren't just hallways would be godlike.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: jestercolony on September 03, 2011, 11:01:57 AM
I noticed some people have said something on leveling.

Leveling isn't really the issue; what should be done is enemies need to level up with you and become stronger as the protagonist does! :)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 03, 2011, 11:26:48 AM
In OoE the level up system, didn't do any good to you, if you wasn't able to memorize the paterns of the bosses or some enemies.....it all depends in how you are using it in my opinion!!!

Yeah, but you still have to grind in order to get stronger and grinding is booooring.

I noticed some people have said something on leveling.

Leveling isn't really the issue; what should be done is enemies need to level up with you and become stronger as the protagonist does! :)

What is the point of leveling up, then?
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: VladCT on September 03, 2011, 11:49:38 AM
One thing that CV's metroidvanias seem to lack is platforming puzzles, like the ones in OoE's Training Hall. Most of the games feel like a slugfest against hordes of enemies, and it gets monotonous pretty quickly. Adding more platforming puzzles should make things at least a bit more interesting.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Successor The Cruel on September 03, 2011, 12:12:35 PM
Less linear story and play experience. For instance, depending on how you traverse the castle, you will run into characters at different places and different times, and it can change the way the game unfolds. Also, an option to respond to characters you encounter in different ways, kind of similar to Mass Effect. I don't think you should have a "Good/Evil" meter, but the different responses can change how the story unfolds. Like, maybe you wind up fighting one Hugh/Maxim/Julius-type character instead of another one, and you also get different dialogue and endings. This type of thing should also change what paths open up for you in the castle. I'd like that a lot. It would give tons of replay value.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Ahasverus on September 03, 2011, 12:18:14 PM
I just want one thing: Significant Combat System. Make with combo, blocks and suff in a 2D plane, make very encounter significant. So, stop with hand drwan sprites, make them digital so they can animate perfectly (cell-shaded if you will)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Dark Nemesis on September 03, 2011, 01:16:48 PM
Symphony of The Night got it right, you were able to go to almost every area of the game from almost the start of the game, we need this to come back and not linear progress such, finish library to go through chambers, finish chambers to go through catacombs e.t.c.

We need freedom of exploration and more platforming/puzzles!!!

Also SotN battle system, was having the special attacks for the weapons, which was unique for each weapon. Why not having something similar? Let's say a combination of the cross with the attack button or buttons, resulting in a special combo attack and to make things more interesting, each weapon would have a limited use of that combo, so that the game want turn a peace of cake, that you could restore at a special location or from a merchant, if there is one and you could even upgrade it to more times of use, by equiping it with some special jewels.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Dark Nemesis on September 03, 2011, 01:31:18 PM
What is the point of leveling up, then?

Final Fantasy VIII wants to talk with you.... ;)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 03, 2011, 02:00:25 PM
Not everyone finds level grinding boring I will say though ^^" Plus its been a tradition for the Metroidvanias to have the leveling up system for the main game. Not that I wouldn't mind Castlevania going back to its roots, but the leveling up works for some gamers too so eliminating it completely isn't the best of ideas for a metroidvania.

A combo system would be interesting, blocking too. We could also go with a parry/counter move to deflect enemy attacks and give a few seconds to attack back. Course not sure if every fan will agree with this, but wouldn't be bad for a game or two.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: whitedragon_nall on September 03, 2011, 02:04:57 PM
So many great ideas in this thread!

Personally, I always thought that having a certain window for your level would be nice.

EXAMPLE:
Alucard can be level 1 - 5 until he reaches a certain point of the game, like a boss battle or something. Then, after he reaches that point, he can go to levels 6 - 10. That way the game can prevent the player from becoming too overpowered and coasting through it.

Also, level restrictions on items/weapons/armor. Stronger items/weapons/armor require higher levels.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Odile Kuronuma on September 03, 2011, 02:11:47 PM
The metroidvanias are great, but they all suffer from repetitiveness and sprite recycling. If they could make a game that doesn't recycle half of the sprites, i'd buy it. Some sprites look too amateurish.Especially the handheld ones.In contrast the ones used in  SOTN look more elaborated, especially the 3 brothers Blade, Gurkha and Hammer.
Also It would be interesting to have you go back to the item only rooms .Maybe have an enemy with a rare drop appear after you collected the items . Or have the HP/MP max refresh after a while. Dunno.I just don't like how these rooms become useless once you collected the items.
The other point that should be fixed is the difficulty. Not only should the bosses be hard, forcing you to learn their patterns(which OOE did) instead of bashing the buttons, but the developers  should rethink the leveling system, or just get rid of it. they should also get rid of broken items/abilities, or have them appear after you completed the game. And finally they should give more importance to the story, characters voice acting etc.
OoE was a huge step in the right direction imo . Now if they could combine all the good elements from the previous games such as SOTN and CoTM ( i really liked the DSS system) , they could prolly make the best metroidvania.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Ialdabaoth on September 03, 2011, 03:03:36 PM
I just want one thing: Significant Combat System. Make with combo, blocks and suff in a 2D plane, make very encounter significant. So, stop with hand drwan sprites, make them digital so they can animate perfectly (cell-shaded if you will)

THIS!!

I mean, those cellphone games that emulated the CV style was able to pull it off in spades, why not the actual games?
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Nagumo on September 03, 2011, 03:10:24 PM
I don't think there is much of a point to adding level caps throughout the game. OoE already proved you can still have a challenging game without having to resort to such measures.   
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 03, 2011, 03:47:25 PM
Not sure why anyone would have a problem with the leveling up system.

Its the 1 major thing I like about the metroidvanias and would not change it for the world. ;D

Some things I would add to a metroidvania is for 1 a combo system.

Someone earlier pointed out using something akin to what Zero uses from the Megaman series.

Where he has a list of different combos.

I think it would be pretty cool to have different combos for different types of weapons like the sword,spears,axes etc.

Also I would add pit deaths.

Maybe something like if you fall into lava or acid you immediately die. none of that heath going down crap. Just a good ole fashioned death.

I would also add fcv cutscenes between the characters and events.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Jorge D. Fuentes on September 03, 2011, 05:19:29 PM
I like what Circle of the Moon did at times:  Add NEW, more menacing enemies to rooms, later on in the game.  You're thinking "Oh I'll just dash through this part of the castl-OH HOLY CRAP GIANT DEMON ENEMY IS FOLLOWING ME GET HIM OFF GET HIM OFF!!!"
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 03, 2011, 05:48:39 PM
As for Level system, this can go three ways.

level up would be normal, but grant access to stronger skills and equipment, Monsters will grow with you (Like FFVIII and KH2)

Level up would be very light on stats but more on Life/Hearts

Level Up would be like LoS, only used to get skills

I think any of these would do great for balance.

I thnk more Character interaction will be best if the games wanna be more story driven, that means more character development and ultimately a story that can't be summed up in two sentences.

Enemies that interact with the stage, the older games did this (like the swinging skeletons in Rondo or the ones that pop out of the window) the new games seem to lack that and pretty much every enemy is just waitinr for you.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Gambit Belmont on September 03, 2011, 06:25:32 PM
Enemies that interact with the stage, the older games did this (like the swinging skeletons in Rondo or the ones that pop out of the window) the new games seem to lack that and pretty much every enemy is just waiting for you.

This.

To be honest, i'd really like it if they were to re-use "item rooms" for other purposes later.  One example would be to come back later when you acquired an item or ability that allowed you to open up a secret passageway.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Deko21 on September 03, 2011, 07:28:58 PM
I think it'd be better if there were more puzzle rooms, similar to the one in DoS. And some different ones. And the one Jorge mentioned, cause its tiring to see the same weak enemies in the entrance hall. Plus it'll make grinding easier even though the enemies will much tougher to take down.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 03, 2011, 09:34:13 PM
Final Fantasy VIII wants to talk with you.... ;)

I have tried that game, never liked it. To be honest, I never really finish most RPGs I played, usually I'll keep playing it until I'm forced to grind for hours to advance, It bores me. So I don't know.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: X on September 03, 2011, 10:54:00 PM
Rather then a level up system why not go the LoI/Zelda/Metroid route? Collect items to grant you greater strength, life, weapons, armor, moves, etc.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 04, 2011, 12:53:36 AM
Rather then a level up system why not go the LoI/Zelda/Metroid route? Collect items to grant you greater strength, life, weapons, armor, moves, etc.

That's exactly what I think is the best for the Metroidvania games.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Inccubus on September 04, 2011, 03:56:17 AM
Ah, I got another one.

Enemies With Weak Strong Points, this'll add strategy toward fighting enemies rather than just hitting them anywere mindlessly

I really like this. I might use it in CV:tDC. ^_____^
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kale on September 04, 2011, 04:18:03 AM
Indeed but make it Galamoth style, not LoZ like.

EX of Galamoth, you can hit him anywhere but his head hurts more.
EX of LoZ, you can't hit them anywhere cept their weak spot.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 04, 2011, 04:41:38 AM
I really like this. I might use it in CV:tDC. ^_____^

I too am using some of these Ideas for my Cv2 Re-Imagining, they are really good.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Deko21 on September 04, 2011, 05:09:26 AM
I think i have an better idea, though i think someone already suggested it, but whatever.

More obstacles and ramps in rooms. And have the rooms look less straight and flat. And no more identical rooms, that's probably another thing that irked me about some metroidvania games. Some of the rooms looked the same.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Dark Nemesis on September 04, 2011, 09:09:48 AM
I have tried that game, never liked it. To be honest, I never really finish most RPGs I played, usually I'll keep playing it until I'm forced to grind for hours to advance, It bores me. So I don't know.


I only mentioned it for the level up system it uses. The stronger your characters become, the stronger the enemies also become, giving you more experience, better magic for draw and better items drops.

I also wasn't into rpg's, i was hating them, about 16 years ago, but after i played Zelda Link's Awakening for the GB and Breath of Fire III, i've changed my mind.

Back to the topic, so many good ideas here and none to make them come true.......every time a new Castlevania game comes out, we are starting making criticism of the game and bring up our ideas for what a perfect Castlevania game should be, but with every new release, we just get more disappointed.

Only OoE was a step to the right direction, but still it was full with flaws, because the game play mechanism as much interesting it was, it lucked the quantity of weapons. Copy paste places and graphics. The scenario could be more interesting, it didn't have depth. I wish that Konami would read this forum and see what fans like for the game and to choose some of the ideas we have come up and include them on a new game.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Sumac on September 04, 2011, 10:34:39 AM
- Ditch level up system.
- Add stronger enemies to the rooms in the begining of the game, after certain point.
- Make useful subsystem or non at all.
- If there are more characters than one, then another charactres(s) should have storyline.
- Add day / night cycle, that trigger different properties for the enemies and locations.
- Some locations should be closed until player will progress in the game.
- Stoyrline should be heavily featured in the game.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 04, 2011, 11:44:18 AM
- Ditch level up system.


IMO a metroidvania is not a metroidvania without a leveling up system.

For those who dislike it I think a good solution for you guys is what someone else suggested earlier about finding items that make you stronger similar to LOI and the Metroid series.

That eliminates "grinding" but still lets you level up your character.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: PFG9000 on September 04, 2011, 03:07:09 PM
IMO a metroidvania is not a metroidvania without a leveling up system.

For those who dislike it I think a good solution for you guys is what someone else suggested earlier about finding items that make you stronger similar to LOI and the Metroid series.

That eliminates "grinding" but still lets you level up your character.

I think by levelling up, they mean levelling up.  As in boosting your character's stats by killing enemies and gaining experience.  Metroid and LoI don't have levelling.  Your character still gets stronger by finding new items and expansions, but they don't level up.  So yes, of course your character should get more powerful over the course of the game, but not by levelling.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 04, 2011, 03:35:45 PM
  Metroid and LoI don't have levelling. 

Wait, what?

Last I checked gaining new abilities that makes you stronger IS a form of leveling up.

Just because its not like other games where you kill to become stronger does not mean that it is not a form of leveling up.

THAT was the point I was trying to make earlier.

If some people do not like the form of leveling up that requires you to kill enemies to gain EXP then maybe they will like the form of leveling up that lets you become stronger by finding items.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: jestercolony on September 04, 2011, 04:37:49 PM
Yeah, but you still have to grind in order to get stronger and grinding is booooring.

What is the point of leveling up, then?

The point of cross-leveling between an enemy and the player is so that the protagonist doesn't become overpowered like the other titles (castleroids that is) in the series. This helps keep a stable challenge and would require the player to use different tricks, strats and of course abilities found within the game's core mechanics.

I honestly find it boring that you play an overpowered character to begin with and half of the stuff found within these titles are quite boring. Some of the weapons/abilities that I have seen in these titles really offer just a stare in awe, not really something tactical and fun.

By an enemy leveling up, they are granted new abilities; and as Jorge stated: new monster types in other rooms like in CoTM.   Secondly they need to look more in to the magic based system (weak/strong...etc.) and force that on to the player. It was introduced in SoTN but it wasn't really pounded in to us until PoR came out.

Next we need to discuss platforming, pits, deadly traps, more useful things (like the Imp familiar opening up doors, amongst other things.) It's not that hard to make a castleroid stand out. Its just really getting into the game's core RPG and exploration mechanics can pose as a problem.

This type of thing started with Vampire Killer - which introduced that exploration element; then came Simon's Quest which introduced us the RPG mechanics (in SQ, with each level you are granted you actually gain a defense bonus to a monster's attack.)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: uzo on September 04, 2011, 04:38:17 PM
Leveling up and gaining power ups are two completely different things.

Leveling up, is increasing your 'level.' The concept at the core of DnD. Your level represents your ability. With each new level obtained, by experience points, you gain higher and higher abilities on a mathematically calculated scale.

Obtaining power ups doesn't raise a 'level.' It is not 'leveling.' It increases the ability range of the player by obtaining a select set of consumable items. Items may not raise all stats, or any stats at all. It does not use EXP.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Neobelmont on September 04, 2011, 05:30:16 PM
Ah, I got another one.

Enemies With Weak Strong Points, this'll add strategy toward fighting enemies rather than just hitting them anywere mindlessly

I have seen this before like in Y's where if you attack them from the side it does more damage or Megaman ZX when you use model H right to find the weak spot?

Well I do not have any swell ideas right of hand at the moment but, let's say enviromental changes based on what boss you were to beat first or doing something specific then the base area changes as well as affecting an other area in a major way like what happened in MegaMan X but on a greater scale.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DragonSlayr81 on September 04, 2011, 05:40:19 PM
Yeah, but even in games with experience levels, isn't leveling up STILL an optional thing. You can grind if you want an easier game, but if you want to go through the "hard" mode, you could opt to try the low level playthrough that you see sometimes on YouTube. It's not like a traditional RPG, where you're stuck in an actual battle and if you are underleveled, there's no way to escape. In CV, you if you know enemy movement, you can try your best to avoid harder enemies, or slug away until they die.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Maedhros on September 04, 2011, 05:44:02 PM
They could make level 1 cap mode being disponible from the start.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 04, 2011, 07:39:00 PM
Wow, alot of suggestions are with/against the level system, I got a few Ideas to help out

Enemies that Grow with you at certain level Ratios, FFVIII did this and it made grinding a tactical choice since enemies will get harder as you level

a Borderlands style EXP system, allow yourself to see the exp bar, get Rewarded for quests and Challenges.

OR

a Nerfed lvl system (like simon's quest and HD) that applies to assential stats and the rest relies on equipment.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 04, 2011, 08:48:07 PM
Yeah, but even in games with experience levels, isn't leveling up STILL an optional thing. You can grind if you want an easier game, but if you want to go through the "hard" mode, you could opt to try the low level playthrough that you see sometimes on YouTube. It's not like a traditional RPG, where you're stuck in an actual battle and if you are underleveled, there's no way to escape. In CV, you if you know enemy movement, you can try your best to avoid harder enemies, or slug away until they die.

The thing is, I do not like to force myself in a low level run, if I could beat the enemies and bosses easier in higher level.

I'd rather have the game to force the player to fight the enemies and bosses with strategies, like the old Classicvanias or the 2D Metroid series.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: X on September 04, 2011, 10:52:30 PM
Quote
They could make level 1 cap mode being disponible from the start.

They did this in PoR. God that was torture!
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 05, 2011, 01:02:43 AM
The thing is, I do not like to force myself in a low level run, if I could beat the enemies and bosses easier in higher level.

I'd rather have the game to force the player to fight the enemies and bosses with strategies, like the old Classicvanias or the 2D Metroid series.

So basically you just want a metroidvania to be more like a classicvania?
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 05, 2011, 01:12:03 AM
So basically you just want a metroidvania to be more like a classicvania?

Yes, and to be more like Metroid. It is Metroidvania after all.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 05, 2011, 01:16:14 AM
Yes, and to be more like Metroid. It is Metroidvania after all.

But IMO that kinda defeats the purpose of a metroidvania.

The one thing that really sets it apart from the classicvanias is the level up system.

Taking that away would really dampen a metroidvania IMO.

It would be kinda weird adding a level up feature to a classicvania now would it not?
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Pemburu Vampir on September 05, 2011, 01:29:38 AM
But IMO that kinda defeats the purpose of a metroidvania.

The one thing that really sets it apart from the classicvanias is the level up system.

Taking that away would really dampen a metroidvania IMO.

No, what really sets it apart from the classicvanias is the Metroid-style map and the collectible power-ups, weapons and items.

leveling up is really not an important part for a Metroidvania games. See Lament of Innocence for example.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 05, 2011, 01:34:24 AM
I'm not denying that the map and level design also play a part in setting it apart from the classicvanias.

But I think it is pretty obvious that the level up system also plays a major part in separating it from the typical classicvanias.

To me a metroidvania would not feel the same without it.

We have come to expect it somewhat with all the handhelds games having it afterwards.

And to be honest I really never considered LOI to be a true metroidvania considering it had a hub area.

I'm not saying that it would not be a metroidvania without the leveling up system.

But I am saying that it would not feel the same without it IMO.

Like I said earlier, would it not feel kinda weird having a classicvania with a leveling up system?
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: C Belmont on September 05, 2011, 01:58:30 AM
The problem with Levelling systems is that they sometimes force the player to tune the game to their own difficulty level by doing boring & repetive activities rather than the designers using their brains to make it widely playable & challenging to begin with.I think here are certainly far better ways of dropping struggling players a lifeline.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 05, 2011, 02:15:32 AM
But IMO that kinda defeats the purpose of a metroidvania.

The one thing that really sets it apart from the classicvanias is the level up system.

Taking that away would really dampen a metroidvania IMO.

It would be kinda weird adding a level up feature to a classicvania now would it not?

http://www.ugo.com/games/best-metroidvania-games (http://www.ugo.com/games/best-metroidvania-games)
http://www.diygamer.com/2010/01/indie-10-metroidvanias/ (http://www.diygamer.com/2010/01/indie-10-metroidvanias/)

Mojority of these do not have Level up, yet are metroidvanias,

It'll probably do better without the Level up or Drop rate RPG elements since majority of the time in Igavanias are spent Grinding and Farming,
It also forces the game to be longer since you'll actually be playing.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Deko21 on September 05, 2011, 02:26:40 AM
An idea just hit me while i was at the store. What about have the player play as a person who actually serves Dracula rather than one that's out to kill him? It'd be a rather interesting take and really different from the norm.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 05, 2011, 02:42:15 AM
http://www.ugo.com/games/best-metroidvania-games (http://www.ugo.com/games/best-metroidvania-games)
http://www.diygamer.com/2010/01/indie-10-metroidvanias/ (http://www.diygamer.com/2010/01/indie-10-metroidvanias/)

Mojority of these do not have Level up, yet are metroidvanias,

It'll probably do better without the Level up or Drop rate RPG elements since majority of the time in Igavanias are spent Grinding and Farming,
It also forces the game to be longer since you'll actually be playing.

Read my post above carefully.

I NEVER said that it would not be metroidvania without leveling up.

I only said that it would not feel the same IMO.

Of course the level up system does not make it a metroidvania.

I never said that at all.

I do however think that It feels better when a metroidvania does have the level up system.

I have become used to it actually.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 05, 2011, 05:13:40 AM
Wouldn't it be easier to make another type of vania instead of classifying it as a metroidvania?

As things are, the leveling up is just something most people will expect from a metroidvania. Some will probably hold some issue against using the term just because of what they expect from a metroidvania game from Konami.

I may be with the minority, but I do like the leveling up system for the games. At the same time I don't mind the game not having a leveling up system and you just sweep through the game like Rondo of Blood (Rondo of Blood I always find myself going back to because of my usual time constraints).

Picking up items only to boost stats I don't mind at all , but the leveling up system shouldn't be scrapped altogether is all. Some of us like myself enjoy that aspect of the game.

Edit: To tell the difference, I usually call characters getting stronger via found Equipment/Items "Equipment based leveling system" or "item stat booster system". When I say leveling up system, I'll mean the traditional kill things for exp, just cus thats what I usually reference to and what most people will think of right off the bat.

Don't know why I felt the need to mention this, but I might as well be clear on what I meant xD
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: PFG9000 on September 05, 2011, 05:17:35 AM
Read my post above carefully.

I NEVER said that it would not be metroidvania without leveling up.

I only said that it would not feel the same IMO.

Of course the level up system does not make it a metroidvania.

I never said that at all.

IMO a metroidvania is not a metroidvania without a leveling up system.

I think this is back when you were defining "leveling up" differently than everybody else, but you did say it.  :D
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: DarkPrinceAlucard on September 05, 2011, 01:21:03 PM
Yea but check my comment afterwards. ;)

After thinking about it a bit after posting that I changed my opinion on that as evidenced by my latest comments.

I still however think that the level up system holds a major part in the metroidvania genre.

And I metroidvania would not feel the same without it.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Jorge D. Fuentes on September 05, 2011, 01:30:38 PM
I respectfully disagree with half of what you're saying.

A level-up system is not, in my opinion, a major part of a "Metroidvania" game.  The core of Metroidvania gameplay is an open sprawling world and accessing new areas after acquiring abilities.  That is all.
I do agree that a Metroidvania without a level-up system would feel different than the ones we've had.
And I am totally OK with that, and am looking forward to that one such game, if it's ever made.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Chernabogue on September 05, 2011, 01:56:03 PM
I respectfully disagree with half of what you're saying.

A level-up system is not, in my opinion, a major part of a "Metroidvania" game.  The core of Metroidvania gameplay is an open sprawling world and accessing new areas after acquiring abilities.  That is all.
I do agree that a Metroidvania without a level-up system would feel different than the ones we've had.
And I am totally OK with that, and am looking forward to that one such game, if it's ever made.
PoR's level-1 mode was kickass, but definitively very, very hard. It'd be interesting to see a well balanced, non-level-up game.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 05, 2011, 02:18:06 PM
Quote
A level-up system is not, in my opinion, a major part of a "Metroidvania" game.  The core of Metroidvania gameplay is an open sprawling world and accessing new areas after acquiring abilities.  That is all.
I do agree that a Metroidvania without a level-up system would feel different than the ones we've had.
And I am totally OK with that, and am looking forward to that one such game, if it's ever made.

I don't mind that type of gameplay either, but Im also willing to defend that the current leveling up system is still fun for some people. For as long as the leveling up system is not removed entirely from the future metroidvanias to come, then Im all for having some with the suggested gameplay. Someone will surely complain about it if a metroidvania were to play like that, but not everyone can be pleased ^^"

That said...

Quote
PoR's level-1 mode was kickass, but definitively very, very hard. It'd be interesting to see a well balanced, non-level-up game.
Hearing the challenge makes me want to give that mode a shot xD But much agreed with seeing a well balanced, non-level-up metroidvania. If they can pull it off well, I'll be happy to play it. Regardless of the leveling up system there or not; similarly to what Jorge said, The leveling up system isn't everything for a metroidvania game.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 05, 2011, 07:14:30 PM
the thing is about the level system,
yes its fun, but at the end of the game and you gotta grind, guess where you'll be spending a couple hours at?
1 same area. going back and forth, this is the exact same with Souls/weapons/glyphs/skills
The problem isn't the existance of the level system, its the existance of the Grinding aspect that gets very, very old.
Solution is to knock things down a bit in rates so leveling would be morderatly fast and you wont have to spend an hour or 2 for that thing you want.
I remember spending an hour and a half for 1 ghost dancer soul (DoS)
3 hours for a Bloody Mermaid meat (OoE)
and 2 hours for a runesword (SoTN)
I'm not saying just hand it over, I say at most 30 mins should do the trick so you wont mindlessly grind.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Maedhros on September 05, 2011, 08:44:28 PM
Grinding is not necessary to finish any of the metroidvanias. If you guys are grinding, you're doing something wrong.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 05, 2011, 09:39:24 PM
Quote
the thing is about the level system,
yes its fun, but at the end of the game and you gotta grind, guess where you'll be spending a couple hours at?
1 same area. going back and forth, this is the exact same with Souls/weapons/glyphs/skills
The problem isn't the existence of the level system, its the existance of the Grinding aspect that gets very, very old.
Solution is to knock things down a bit in rates so leveling would be morderatly fast and you wont have to spend an hour or 2 for that thing you want.
I remember spending an hour and a half for 1 ghost dancer soul (DoS)
3 hours for a Bloody Mermaid meat (OoE)
and 2 hours for a runesword (SoTN)
I'm not saying just hand it over, I say at most 30 mins should do the trick so you wont mindlessly grind.
Hmm, your argument seems more directed towards the drop rates of the game vs leveling up, but I'll talk about both anyways xD

In regards to base stat leveling up you don't necessarily need to stay in one area to train unless you choose to, and with adjustment to the enemy AIs and their stats (strength, defense, how much exp they drop, etc), then leveling up won't seem so tedious and can seem more natural and progressive. If a game were to be designed with that thought in mind (which is the case for most konami metroidvania's I've seen), then the castle of the game would need an increase in size as so each room's enemy level range is more narrow and grinding won't be as tedious. Not to mention the equipment you will find often help balance out the playing field, or at least they should be strong enough to help against the boss of that area. For as long as the game can be balanced out that way, the leveling up system is still there for those who want it, yet most players can just go through and look for the equipment to balance out their stats against their enemies. Ontop of that, it will come down to the skill of the player to get through each battle; stats isn't the only determining point when fighting bosses and such.

Based on the examples you gave at the bottom, the grinding issue seems to be more apparent with the drop rates of particular items, glyphs, etc. That one I can say that a good number of people will find it tedious to farm for those items (even myself at times). The thing with drops (not including story related/effecting drops), they're completely optional and you can go through the game without it. Of course if you want an edge on your opponents you will need to grind for it, which is why the designers made them hard to get because of how useful they would be. All that said, I don't mind the drop rate being increased a little however (particularly for story related/effecting drops).

Whether the player goes through the game by only leveling up, only gathering equips, or both (which is mostly the case), is entirely up to them. Again, skill will still be the most important factor in every fight you go through. I simply wanted to defend the "base stats" leveling up system, because while the changes may be small per level, they still have an effect on the overall game and gives you feel a sense of accomplishment after killing enough enemies.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 05, 2011, 10:06:13 PM
Hmm, your argument seems more directed towards the drop rates of the game vs leveling up, but I'll talk about both anyways xD

In regards to base stat leveling up you don't necessarily need to stay in one area to train unless you choose to, and with adjustment to the enemy AIs and their stats (strength, defense, how much exp they drop, etc), then leveling up won't seem so tedious and can seem more natural and progressive. If a game were to be designed with that thought in mind (which is the case for most konami metroidvania's I've seen), then the castle of the game would need an increase in size as so each room's enemy level range is more narrow and grinding won't be as tedious. Not to mention the equipment you will find often help balance out the playing field, or at least they should be strong enough to help against the boss of that area. For as long as the game can be balanced out that way, the leveling up system is still there for those who want it, yet most players can just go through and look for the equipment to balance out their stats against their enemies. Ontop of that, it will come down to the skill of the player to get through each battle; stats isn't the only determining point when fighting bosses and such.

Based on the examples you gave at the bottom, the grinding issue seems to be more apparent with the drop rates of particular items, glyphs, etc. That one I can say that a good number of people will find it tedious to farm for those items (even myself at times). The thing with drops (not including story related/effecting drops), they're completely optional and you can go through the game without it. Of course if you want an edge on your opponents you will need to grind for it, which is why the designers made them hard to get because of how useful they would be. All that said, I don't mind the drop rate being increased a little however (particularly for story related/effecting drops).

Whether the player goes through the game by only leveling up, only gathering equips, or both (which is mostly the case), is entirely up to them. Again, skill will still be the most important factor in every fight you go through. I simply wanted to defend the "base stats" leveling up system, because while the changes may be small per level, they still have an effect on the overall game and gives you feel a sense of accomplishment after killing enough enemies.

gotcha.

new suggestion, Smarter Enemies, More attacks for enemies and overall more complex enemies.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Belmont Stakes on September 05, 2011, 10:07:36 PM
Platforming. The Zelda style works the Metroidvania/RPG does not. Level grind if you must but it does not equate to great gaming by my standard. Take a look at Prince of Persia for the SNES. It had exploration but also had leveling up and instant death. IMO Prince of Persia is the best game I ever played. I am not adverse to grinding. In Adventure of Link you has to grind but you got places with it and there was a level boost after every boss battle. That horizontal shaft and vertical spaces need to have death pits and traps. SOTN did not have any of that.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: whitedragon_nall on September 05, 2011, 10:10:19 PM
Grinding is not necessary to finish any of the metroidvanias. If you guys are grinding, you're doing something wrong.

Yeah. I don't recall ever feeling it was necessary to grind.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 06, 2011, 01:27:39 AM
Quote
gotcha.

new suggestion, Smarter Enemies, More attacks for enemies and overall more complex enemies.
Much agreed with that. The smarter they are, the harder they will be to defeat without the need of altering their stats at all xD Then even those who level grind will find it harder to defeat the enemies.

Quote
Platforming. The Zelda style works the Metroidvania/RPG does not. Level grind if you must but it does not equate to great gaming by my standard. Take a look at Prince of Persia for the SNES. It had exploration but also had leveling up and instant death. IMO Prince of Persia is the best game I ever played. I am not adverse to grinding. In Adventure of Link you has to grind but you got places with it and there was a level boost after every boss battle. That horizontal shaft and vertical spaces need to have death pits and traps. SOTN did not have any of that.
Indeed major platforming sections were not that big in SOTN, but there were some traps (just the game was not trap heavy like prince of persia). Instant kill in metroidvanias might not be the best received, as one mistake will have the player sent back all the way to their last save point (and it would be repetitive having to reload the game every time you miss a jump and fall to your doom). Unless of course falling simply has the player take some amount of damage and teleports the player back to the last block they were standing on.

That said, bringing in a few more platforming challenges and traps would be interesting for the game, in a sense it would make the game feel a bit more like the classics.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Belmont Stakes on September 06, 2011, 03:11:53 AM
Much agreed with that. The smarter they are, the harder they will be to defeat without the need of altering their stats at all xD Then even those who level grind will find it harder to defeat the enemies.
Indeed major platforming sections were not that big in SOTN, but there were some traps (just the game was not trap heavy like prince of persia). Instant kill in metroidvanias might not be the best received, as one mistake will have the player sent back all the way to their last save point (and it would be repetitive having to reload the game every time you miss a jump and fall to your doom). Unless of course falling simply has the player take some amount of damage and teleports the player back to the last block they were standing on.

That said, bringing in a few more platforming challenges and traps would be interesting for the game, in a sense it would make the game feel a bit more like the classics.
       As much as I hate to admit it I miss the days of overbloated aggravation from Ninja Gaiden Act 6-2. That may be the extreme example, but I like consequence in my gaming. Call me a glutton for eye strain but it's what made Castlevania epic in my opinion. Maybe they could figure out a way to make  fair save systems before and after an obscenely difficult platforming area.
But then again how many people hate Mario's platforming?
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 06, 2011, 03:46:20 AM
Quote
As much as I hate to admit it I miss the days of overbloated aggravation from Ninja Gaiden Act 6-2. That may be the extreme example, but I like consequence in my gaming. Call me a glutton for eye strain but it's what made Castlevania epic in my opinion. Maybe they could figure out a way to make  fair save systems before and after an obscenely difficult platforming area.
But then again how many people hate Mario's platforming?
Well if we change the instant death to just taking damage every time you fall, I think it would be fair enough that way. Instant death due to falling to your doom in a metroidvania might be too harsh, but then again us gamers have gone through similar before.

But we could do that way as well; designated save points before and after the section.
I'll be very happy to see more platforming challenges either way xD (But Im sure we'll all dread medusa heads flying at us if going through that section)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: X on September 06, 2011, 03:53:35 AM
Quote
But then again how many people hate Mario's platforming?

This was me in SMB 2 jap aka the lost levels. That was stupidly painful and couldn't stop cussing every time  :-X
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Jorge D. Fuentes on September 06, 2011, 03:28:28 PM
Well if we change the instant death to just taking damage every time you fall, I think it would be fair enough that way. Instant death due to falling to your doom in a metroidvania might be too harsh, but then again us gamers have gone through similar before.

But we could do that way as well; designated save points before and after the section.
I'll be very happy to see more platforming challenges either way xD (But Im sure we'll all dread medusa heads flying at us if going through that section)

That would also be like Zelda.  In the old Zelda games, you took one heart of damage and would be sent back to the beginning of the pit.  It wouldn't be too hard to implement.
In the 3D Zelda games, Link falls, screams, you get a weird sound, screen fades to black, and you come back to the room you're in with a heart's worth of health missing.
They even did this in Lords of Shadow, where after a failed jump, you'd come back just prior to that jump, with less health.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Laughing skeleton on September 06, 2011, 07:47:20 PM
Leveling up might not be necessary or optimum, but it does give you the opportunity to not only get totally lost in a castle of undead, but to develop a kind of special attachment to one area of the castle, haunting it if you will... while your greed for power slowly consumes your (very real) life, you might even start thinking those statues by the wall could be talking while your not looking...
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Kusanagi on September 06, 2011, 09:04:18 PM
Quote
That would also be like Zelda.  In the old Zelda games, you took one heart of damage and would be sent back to the beginning of the pit.  It wouldn't be too hard to implement.
In the 3D Zelda games, Link falls, screams, you get a weird sound, screen fades to black, and you come back to the room you're in with a heart's worth of health missing.
They even did this in Lords of Shadow, where after a failed jump, you'd come back just prior to that jump, with less health.
Exactly ^^ Wouldn't be that hard at all to do for the metroidvania games and still make it feel natural.

Quote
Leveling up might not be necessary or optimum, but it does give you the opportunity to not only get totally lost in a castle of undead, but to develop a kind of special attachment to one area of the castle, haunting it if you will... while your greed for power slowly consumes your (very real) life, you might even start thinking those statues by the wall could be talking while your not looking...
Well a playthrough of a metroidvania game can be done in whatever way the gamer prefers. There will be basic rules as to how to complete the game, but the way each player goes about it will be (even slightly) different from one another. For as long as they enjoy the game, thats all that will truly matter.

One thing we can't forget is that we do also need to be responsible and do what we need to in real life.

Just a tid bit, since you did mention how much of our real time it consumes xD
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Alutwon on September 07, 2011, 01:19:47 AM
I look at Sotn, Harmony of Dissonance, and CotM. All three of those games left a lasting impression on me. The thing each of them have in common is how they relate to the source material(the 3 nes cv). Although game play is slightly different from the source, much of the same game is present in the atmosphere, hauntingly upbeat music, and the overall dark presentation of these 3 metroid style games. Honestly what I think the series needs rather than to move forward is to take a few steps backwards and pick up where these three games left off.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: The Silverlord on September 07, 2011, 01:32:59 PM
Level design.

The foreground action seems uninspired at times.  I think the rooms can simply feel like a series of boxes or corridors with a standard platform arrangement applied (or none at all).  There’s very little sign of personality or uniqueness in rooms.  Enemies are copy/pasted, sometimes feeling out of their environment/habitat.
I accept the problem with the Metroidvania formula is that since the game is so large, it cannot be easy to put craft and love into every single screen/area of the game.  And the backgrounds are beautiful, work has gone in there, but it’s just they feel at times disconnected from whatever action is going on in the foreground.  Another area, new background, new music, but hey, same old boring room layout/platforms.
We all also know the drill: kill boss, collect double-jump item, backtrack and proceed to new area.   Rinse, repeat.  People have been complaining about Zelda formula for years and it’s the same with our old Metroidvania.

How to remedy?  Not easy.  I think, let’s try and get out of the angular map style, see more gradients ala Ghouls N' Ghosts.  Try and put some character and imagination into areas and sections, a bit more craft and love . . . or something.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Rejechted on September 13, 2011, 07:22:24 PM
First time lurker, first time poster.

I was googling for metroidvania RPG articles/threads/whatever, as it is relevant to the interests of my small but hopefully up-and-coming studio.  I'm working on what I guess you could say is a game of the Metroidvania genre.  We're focusing on two aspects of the game that seem to often be lacking, while still maintaining the expansive world, the need for backtracking, and pseudo-linear progression.

1. Interesting enemies and level design.  As previous posters have said, while the large, expansive worlds are nice, they are the same each time around because the combat tends to fall flat on its face.  Sure some later bosses might have seemingly unavoidable abilities that put the pressure on (Ridley 2nd form from super metroid, I'm talking to you), but overall playing through the game again beyond going for all the collectibles becomes naught but nostalgia.  Our game AI features a finite state machine for each enemy, allowing them to be "assisting", "idle", "aggressive", "weakened", to name a few examples of possibilities, allowing us to govern their behaviors based on these states, removing the need for cookie cutter situations.  Couple this with cleverly designed rooms that promote clever decision making to take down enemies and we'll have something very interesting indeed.

2. Loot, and elements from games like borderlands.  The second thing that I don't think I've ever seen done in 2D that we are shooting for is four playable classes, interesting skill trees (so that you aren't spamming your basic attack for the entire game), and the real ability to define your combat experience based on your playstyle.  Want to play a character that can slow enemies, and then throw them against the wall when they get close to you?  Play as a Cyro/Telekenetic Psion.  Want to get in the enemy's face and do cool combos with a sword?  Go for a technique Enforcer.  In the end, all of the classes will have to be balanced and feel great as you are playing through the game... but it gives the player the illusion of choice and adds replay value.  Couple that with diablo II style item generation and you'll be playing it over and over.

I didn't mean for this to sound like a sales pitch so please don't take it the wrong way.  I'm just excited to share our ideas for how we think the metroidvania genre could be enhanced, namely by making the combat a little less button-mashy, and adding some of the RPG elements we've come to know and love in some newer games such as borderlands and fallout, without the need for flashy 3D graphics.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: The Silverlord on September 14, 2011, 11:57:29 AM
Point 1 sounds a bit like what Shadow Complex achieved.  The AI was reasonably good and made the player adopt a more cautious approach to the game.  It wasn’t all combat: enemies reacted to your presence if detected.  You could turn to stealth, turn your flashlight off and try find an alternative route.  You could wait until enemies were in certain places and then carefully time your movement/attack. Or, just go gung-ho all-out attack.

I seem to recall enemies alerted to your presence could chase/follow you into neighbouring rooms too, or would at least sit by doorways when you tried to go back in again (until the alert died down)?  Felt slightly more realistic than stepping out and back into the room, “oh look, the enemies have reset back to their original positions”.

Mind, in a Castlevania sense I don’t know how easy it would be to incorporate more AI in your average skeleton and merman, but be good to see something like ghosts chasing you through the walls of rooms or something . . . perhaps give a bit more life to the castle and feel that you’re not bound by a rigid room structure.

The playable classes is a very interesting idea.  Balancing them won’t be easy but it’d be a great thing to behold I’m sure.  I used to love Magic Sword, where you could rescue a prisoner and they’d team up with you co-op style.  Each had a different class and did different things to try and aid you.  They also had their own health and level stats.

Good luck to you and your team with the game!  Drop us a line if you’re needing any testers! : )
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Jorge D. Fuentes on September 14, 2011, 12:16:27 PM
Metroid: Zero Mission did the "Alerted Enemies Chase You" thing really really well.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: X on September 14, 2011, 05:01:20 PM
Quote
Metroid: Zero Mission did the "Alerted Enemies Chase You" thing really really well.

God, those were annoying! But I felt much better once I got my suit then promptly slaughtered them pirates  8)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Munchy on September 15, 2011, 01:59:59 AM
God, those were annoying! But I felt much better once I got my suit then promptly slaughtered them pirates  8)

Those bastards at Nintendo need to remake Return of Samus already.
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 15, 2011, 02:27:41 AM
Those bastards at Nintendo need to remake Return of Samus already.
that or Other M: Renegade Edtition which cuts out all those Stupid talking scenes that ruin the character
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Flame on September 15, 2011, 04:09:15 AM
Off topic metroid stuff
(click to show/hide)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: KaZudra on September 15, 2011, 07:14:31 AM
Off topic metroid stuff
(click to show/hide)

Yeah We Need to get back on Topic
(click to show/hide)
Title: Re: Exolutionary Steps to make Metroidvanis better...?
Post by: Charlotte-nyo:3 on September 17, 2011, 08:22:58 AM
I think most agree that the rooms have been getting a bit too much copypaste-style plainness in the games lately (I've seen a lot of complaints to that effect). They need more extensible graphics that can fit together in multiple, interesting ways so that each room has some variety and different feels. They did a decent job of this on the gravity-defying circus tileset graphics in PoR, but most of the other PoR stuff wasn't too varied room-to-room.

Metroids typically did a good job of this as well. Perhaps the short dev times on PoR and OoE were also a factor.