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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Raxivace on January 13, 2012, 10:30:44 PM

Title: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 13, 2012, 10:30:44 PM
Hi I'm new to the forum. I started playing this series about a year ago, and have been enjoying the Classicvania's immensely. Then I played Symphony of the Night. Honestly, I don't get it. I don't understand why people love this game, or love this exploration playstyle. I beat the game, and I just don't see it. The music was nice, the voice acting was epically cheesy, but the gameplay just didn't do anything for me at all.

I thouht the story did some interesting things in the first half, with Richter apparently snapping and wanting to revive Dracula, and I thought this was an interesting spin on the story seen in Simon's Quest. But then there was Shaft coming back (Again. Honestly what's keeping this guy's ghost coming from back a third time?) and yeah...can't say I cared for that twist in the plot. Or the entire Inverted Castle segment really.

I've tried Circle of the Moon a little bit too, and I like how it's a little harder than SotN at least, but I'm still not enjoying all this exploring. I find myself just wishing this was a Classicvania insead. Thankfully I'm also playing through Castlevania Chronices right now, and am really, REALLY liking that.

Anyways I know this isn't exactly a franchise known for it's plot, but do the Metroidvania's get any better? Or rather, do you think they have decent enough stories to interest someone who doesn't really care for the strong exploration aspect?
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 13, 2012, 11:24:08 PM
Well not a Metroidvania per se, but Order Of Ecclesia gives a little variety and you don't have to go from level A through level B just to get to level C and then back through level B to get to level A (yes, there is some backtracking, but only as side quests). That and you get to fight The Undertaker.

That said, all metroidvanias do is advance the overall storyline (even to the point where Dracula no longer exists). They introduce a couple new gameplay mechanics from installment to installment, but really they don't feel like Castlevanias anymore. Hell, no one even fights with whips anymore. There's nothing special about the Vampire Killer in the Metroidvanias, since just about any type of weapon can kill Dracula and his demon horde now. But that's just geek QQ-ing.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 14, 2012, 01:02:59 AM
...Really? They do away with whips? That's like, one of the ICONIC things about Castlevania.

I guess I'll give Order of Ecclesia a chance though.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Arma on January 14, 2012, 06:02:40 AM
I'm not a big fan of Metroidvanias either, the exploration part is 0k but I don’t like how some of the classic elements of the series are progressively put aside in favor of more standard RPG gameplay. I don't care about having an arsenal of weapons because usually on RPGs by the time you get stronger equipment they're not really that useful anymore upgrading your stats in no more than 1 o 2 points making the progress barely noticeable and the really strong weapons you can buy are too expensive.
The same happens in Sotn plus with Alucard's leveling up after a while the game is no longer challenging at all and you don't need good skills to defeat a boss, only to have the right weapon and you can beat them quite easily. Like it happens with Death for example, he can be pretty hard but if you use the Holy Sword -I think it was it's name- you can beat the crap out of him.

I like it simpler like having one or two weapons that can be upgraded and don't lose usefulness throughout the game, rather you need to use them for specific actions and to defeat certain enemies the other is weak against and to defeat the bosses is necessary a certain action or tactic rather than just certain item.

Too bad the series seemed to take a different path after Sotn, it would've been cool if they used and improved Super Castlevania's IV gameplay as well.

In answer to your question, I say no, they don't.

Title: Re: Do the Metroidvania's Get Any Better?
Post by: Sumac on January 14, 2012, 08:53:08 AM
No.

Though OOE made few steps into right direction. Sadly it was too late.
The best "metroidvanias" are:
SOTN - for the overall quality, not actual gameplay (that becomes VERY boring in the second castle - thanks to major disbalance) and story;
Circle of the Moon - combining elements of the SOTN with old school difficulty. And also this is probably the only "metroidvania" in which you MUST LEVEL UP, to complete the game and that's the only "metroidvania" where subsystem was very useful, save AOS;
Aria of Sorrow - much better practically in everything than SOTN, aside from being only on the GBA. Though story as is non-Castlevaniash as possible.
OOE - very good atmospere, finally decent soundtrack in the DS'vanias. Presence of difficulty and interesting quests.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: crisis on January 14, 2012, 08:54:07 AM
Quote
There's nothing special about the Vampire Killer in the Metroidvanias,

In the Classicvanias, the whip had no background whatsoever, it didn't even have an official name. It was just a "mystic whip" and you didn't even know why they used it.

Portrait of Ruin is heavy on the "whip mythos," Juste can use no other weapon BUT the whip in Harmony, Hugh's jealousy of Nathan being the whip's successor is what caused his downfall, and Julius goes as far as to seal it in the castle itself in 1999. Vampire Killer even has it's own data entry in the encyclopedia in a couple Metroidvanias. So..

The only Metroidvania that doesn't have a whip is Ecclesia, and there's a reason for that.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Ahasverus on January 14, 2012, 10:33:17 AM
Sorry for being predictable but... try Lords of Shadow? It's a ClassicVania on steroids, it's got whips, levels, platfforming and it needs no backstory
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Puwexil on January 14, 2012, 10:42:39 AM
It sounds like you don't particularly care for one of the central tenets of this style of Castlevania design, so that certainly limits the potential enjoyment. If you still feel like trudging onward, you could try the games with less wandering about a mazelike map. Such games with more compact layouts and direct pacing would be Aria of Sorrow and Order of Ecclesia. Fortunately, they're among the best.

It feels like the games following in Symphony's footsteps have always suffered from a reactionary, damage control-esque design philosophy, which alleviated a problem or two but in the process introduced several new ones. It's kind of a monstrous cycle they can't break away from, and Symphony itself casts a long shadow. To illustrate (imminent facetiousness):


Some of that is attempted impartialness on my part, some of it is not. It's just a quality of these games that strikes me as odd and frustrating to witness, since for all their existence they've treated Symphony with reverence, and because of that affection, are seemingly unable to break away from it, not to mention surpass it. Consideration is given to the minutiae instead of the overreaching design. In this sense, and to long-windedly circle back to the idea of this topic: yes, Symphony of the Night is pretty much as good as these games get.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Successor The Cruel on January 14, 2012, 12:23:21 PM
I personally think they get better in some ways. Though widely praised, Symphony of the Night is a game with many faults. This doesn't mean that I think it doesn't deserve the praise, but in the flood of accolades, people often skim over parts where I think it should be heavily criticized. The thing is, what Symphony does well, it does so well that it's easy to shrug off the bad points. At least it is for many people.

Lack of difficulty.
A story that doesn't make sense, or at least leaves way too many crucial things unexplained.
A tacked on, directionless, and in many ways uninspired second half of the game.
Recycled area themes galore.
I could really go on.

I would recommend giving Aria of Sorrow a try. Of the Metroidvania games, I think it's the most... um, practical of the lot. The others aren't as easily appreciated based on practicality and basic standards, like cool bosses, approachable music, tight levels, cool stories, and all that. The actual really good ones appeal to me on a bit of a higher plane than that, mostly due to moods, feelings, and atmospheres that the game worlds emit, but I wouldn't expect everyone to appreciate something so vague, at least not in the same way I do.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Opium on January 14, 2012, 02:07:26 PM
If you don't enjoy exploring then I would give up on playing any more metroidvanias.  Sounds like you just prefer linear action.  I like both, thankfully.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Charlotte-nyo:3 on January 14, 2012, 03:33:17 PM
The only MVs to compete with SotN on plot are AoS and OoE (if OoE can even be called a MV). OoE is closer to a classicvania in gameplay style than any of the others so you might as well try that one if anything.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: DarkPrinceAlucard on January 14, 2012, 04:09:10 PM
The only MVs to compete with SotN on plot are AoS and OoE (if OoE can even be called a MV). OoE is closer to a classicvania in gameplay style than any of the others so you might as well try that one if anything.

Actually Order of Ecclessia's exploration is more akin to Simon's Quest during the beginning parts (before you get to the castle).

But once you get to the Castle its strictly Metroidvania all the way.

So in a way, its more of a combination of Simon's quest and the Metroidvania formula.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 15, 2012, 12:31:13 AM
Thanks for all the replies everyone.

In the Classicvanias, the whip had no background whatsoever, it didn't even have an official name. It was just a "mystic whip" and you didn't even know why they used it.

Portrait of Ruin is heavy on the "whip mythos," Juste can use no other weapon BUT the whip in Harmony, Hugh's jealousy of Nathan being the whip's successor is what caused his downfall, and Julius goes as far as to seal it in the castle itself in 1999. Vampire Killer even has it's own data entry in the encyclopedia in a couple Metroidvanias. So..

The only Metroidvania that doesn't have a whip is Ecclesia, and there's a reason for that.

It was still a cool and unique weapon though. Even now it seems like you don't see whips too often in games.

Idk, it's just to me Castlevania without whips is sort of like Mario without jumping on enemies.

Sorry for being predictable but... try Lords of Shadow? It's a ClassicVania on steroids, it's got whips, levels, platfforming and it needs no backstory

I do plan on playing that, but it's the Metroidvania's in particular I've been unsure about. I keep hearing how SotN was the best one, and if that game didn't do much for me...then I gotta wonder if the rest of them is worth the time investment.

It sounds like you don't particularly care for one of the central tenets of this style of Castlevania design, so that certainly limits the potential enjoyment. If you still feel like trudging onward, you could try the games with less wandering about a mazelike map. Such games with more compact layouts and direct pacing would be Aria of Sorrow and Order of Ecclesia. Fortunately, they're among the best.

It feels like the games following in Symphony's footsteps have always suffered from a reactionary, damage control-esque design philosophy, which alleviated a problem or two but in the process introduced several new ones. It's kind of a monstrous cycle they can't break away from, and Symphony itself casts a long shadow. To illustrate (imminent facetiousness):

Sounds similar to the issue Square-Enix has had with FFXII and FFXIII. Trying to fix criticism from one game by taking it WAAAAAAY to the other end of the extreme, ending up with a game just as flawed (Maybe even more) than before.


I personally think they get better in some ways. Though widely praised, Symphony of the Night is a game with many faults. This doesn't mean that I think it doesn't deserve the praise, but in the flood of accolades, people often skim over parts where I think it should be heavily criticized. The thing is, what Symphony does well, it does so well that it's easy to shrug off the bad points. At least it is for many people.

Lack of difficulty.
A story that doesn't make sense, or at least leaves way too many crucial things unexplained.
A tacked on, directionless, and in many ways uninspired second half of the game.
Recycled area themes galore.
I could really go on.

I would recommend giving Aria of Sorrow a try. Of the Metroidvania games, I think it's the most... um, practical of the lot. The others aren't as easily appreciated based on practicality and basic standards, like cool bosses, approachable music, tight levels, cool stories, and all that. The actual really good ones appeal to me on a bit of a higher plane than that, mostly due to moods, feelings, and atmospheres that the game worlds emit, but I wouldn't expect everyone to appreciate something so vague, at least not in the same way I do.

What parts of SotN's plot did you think not make sense?

I gave my opinions of SotN's plot (As well as some other issues I had with it) in the first post, in case you didn't see.

Actually Order of Ecclessia's exploration is more akin to Simon's Quest during the beginning parts (before you get to the castle).

But once you get to the Castle its strictly Metroidvania all the way.

So in a way, its more of a combination of Simon's quest and the Metroidvania formula.

So pretty much I should expect a polished version of Simon's Quest for the first part of the game?
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Successor The Cruel on January 15, 2012, 12:39:42 AM
Quote
What parts of SotN's plot did you think not made sense?

Off the top of my head, it doesn't explain where the Inverted Castle came from or why it came.

We can make assumptions, but it doesn't explain exactly why Alucard woke up from his slumber. I don't think there is any official media that states it is because a Belmont turned evil and became Lord of the Castle, though I could be wrong. In any case, that is never made clear in game if it is mentioned somewhere.

Why did Shaft come back? It's true he returned in Rondo of Blood as a ghost, but his ghost was vanquished. It just seems cheap to me that this guy can apparently return an indefinite amount of times. I suppose we can explain this away with some kind of black magic, but again, more assumptions on our part if we do.

The game doesn't explain why Dracula came back. We can assume it is because Alucard gathered his remains, but the game doesn't say anything about it. He's just there.

Why did the castle come back to begin with? It broke apart and dispersed when Richter destroyed Dracula. Does Richter Belmont have the power to raise Castlevania? We can make guesses I guess, but again, they'd just be guesses.

There's a lot of stuff, man.

Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 15, 2012, 01:01:15 AM
Off the top of my head, it doesn't explain where the Inverted Castle came from or why it came.

I think they wanted the "The castle is a creature of chaos" line to be the answer to that. Though that only makes if the Inverted Castle is merely the top half and not a whole separate castle.

Quote
We can make assumptions, but it doesn't explain exactly why Alucard woke up from his slumber. I don't think there is any official media that states it is because a Belmont turned evil and became Lord of the Castle, though I could be wrong. In any case, that is never made clear in game if it is mentioned somewhere.

The manual just says that he's "now awake and aware of the evil once again at work in his homeland".

Quote
Why did Shaft come back? It's true he returned in Rondo of Blood as a ghost, but his ghost was vanquished. It just seems cheap to me that this guy can apparently return an indefinite amount of times. I suppose we can explain this away with some kind of black magic, but again, more assumptions on our part if we do.

This was a big issue for me to, ESPECIALLY because I thought what the game wanted you to think happened to Richter was infinitely more interesting before Shaft shafted his way back into the plot.

Quote
The game doesn't explain why Dracula came back. We can assume it is because Alucard gathered his remains, but the game doesn't say anything about it. He's just there.

Yeah, if this is the case...then why didn't Death just gather all the remains himself? He already had one of them even. Shaft!Richter could have done it too.

Quote
Why did the castle come back to begin with? It broke apart and dispersed when Richter destroyed Dracula. Does Richter Belmont have the power to raise Castlevania? We can make guesses I guess, but again, they'd just be guesses.

I'd like to think just gathering Drac's remains together would summon Castlevania, but you're right. That's a guess/theory.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Lumi Kløvstad on January 15, 2012, 01:03:42 AM
Castlevania's never really been great at explaining details, but Symphony really makes a show of how many plot holes it has.

At least that part improved in future titles. Especially Aria.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Sumac on January 15, 2012, 07:28:34 AM
Quote
I think they wanted the "The castle is a creature of chaos" line to be the answer to that. Though that only makes if the Inverted Castle is merely the top half and not a whole separate castle.
I
It is vague explanation at best.

Quote
The manual just says that he's "now awake and aware of the evil once again at work in his homeland".
Thogh this is probably even more vague.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 15, 2012, 07:45:11 AM
Maybe since Shaft is an undead bastard, if he gathered up all of Dracula's parts and used them, he'd be consumed by Drac's power and he didn't want that. And the sum of Dracula's parts doesn't mean Dracula will be resurrected, it means there needs to be a sacrifice. Perhaps that was what Richter was for - Shaft could use Richter as the offering. The question of plot hole then falls retroactively on Simon's Quest, which doesn't explain why Simon was able to revive Dracula without any offering. Simon's Quest started the "gather Dracula's parts" method, but the Classicvanias otherwise never specified how Dracula kept coming around. Then Rondo showed a sacrifice had to be offered. Since SOTN is Rondo's sequel, there must be a sacrifice there too -- which for whatever reason was the undying dark priest.
...
Ok, I'v egot nothing. I was trying.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: VladCT on January 15, 2012, 07:57:13 AM
Maybe since Shaft is an undead bastard, if he gathered up all of Dracula's parts and used them, he'd be consumed by Drac's power and he didn't want that. And the sum of Dracula's parts doesn't mean Dracula will be resurrected, it means there needs to be a sacrifice. Perhaps that was what Richter was for - Shaft could use Richter as the offering. The question of plot hole then falls retroactively on Simon's Quest, which doesn't explain why Simon was able to revive Dracula without any offering. Simon's Quest started the "gather Dracula's parts" method, but the Classicvanias otherwise never specified how Dracula kept coming around. Then Rondo showed a sacrifice had to be offered. Since SOTN is Rondo's sequel, there must be a sacrifice there too -- which for whatever reason was the undying dark priest.
...
Ok, I'v egot nothing. I was trying.
Maybe the sacrifice was only needed to restore Dracula's full power. As for Shaft being the sacrifice for some reason, Shaft's spirit was the only thing closest to a sacrifice that was available, and I think Shaft was willing to offer his soul anyway if need be, since his goal was to resurrect Dracula by any means necessary IIRC. Plus, the soul that gets consumed can free itself either when Dracula doesn't need it anymore and chooses to or if he gets killed again, or at least that's what PoR and Death's subsequent chronological appearances have led me to believe.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: cmdood on January 15, 2012, 11:12:54 AM
Perhaps it varies from person to person, but for me, i liked all the metroidvanias. As far as "Do they get better?" eh, define better...
I really enjoyed Cotm, then i personally feel like it downgraded with Harmony of dissonance. Aria of sorrow was interesting with the soul system, but weak gameplay and story wise. Dawn of sorrow was enjoyable for me, since it added in Julius, Alucard, and Yoko, but was very weak story wise and (to quote one user) too much like a saturday morning anime. I liked Portrait of Ruin but yes it was a tad too easy for a castlevania game to be honest. I'm playing Order of Ecclesia and finding it very difficult! Story isn't bad either. I suppose my opinion isn't 100% reliable since i'm not very good at reviewing games, and haven't played EVERY castlevania/metroidvania.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: thernz on January 15, 2012, 11:41:02 AM
So pretty much I should expect a polished version of Simon's Quest for the first part of the game?
Ehhh, Order of Ecclesia's progression isn't at all like Simon's Quest. Ecclesia has a world map from which you explore areas in a very linear matter: you beat an area, and another area unlocks on the map. There's no inter-connectivity between them. Simon's Quest is more about an integrated, cohesive world where you bump your head into everything, using items to get to new places. While that has some relevance in Ecclesia, Ecclesia pretty much has the places you need to go and use new abilities right on the path, and this only occurs in the later part of the game. But even then, Ecclesia's castle has a lot less exploration in it than the other Castlevanias. The only thematic similarity is that both take place in the countryside and you can go back to places.

But yeah, you should give Order a chance if you haven't. It's pretty much the one with the best combat and least exploration.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: DarkPrinceAlucard on January 15, 2012, 12:14:11 PM
Ehhh, Order of Ecclesia's progression isn't at all like Simon's Quest.

Your right...

I guess I should have clarified that I meant more in "style" rather than "progression".

It has many similarities with Simon's quest such as both having a Village hub world and the ability to explore the countryside.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 15, 2012, 12:16:35 PM
And you jump on top of Eagles' backs to get one of the glyphs. :D

Except for Blackmore or whatever, the enemies are more of a threat than the bosses in Ecclesia, but you don't find that out until after you figure out how to beat the bosses, because the bosses will probably rape your ass the first few times. It had some pretty creative boss battles, I'll admit. Case in point: Wall Master. He's the easiest boss in the game but I had to look online to figure out how to kill him cuz the bastard just would not die.

And "Get a photograph of a Cave Troll". I hated that quest. But it wasn't nearly as bad as the "Get a photograph of the Jersey Devil". Took me so many tries cuz the damn things wouldn't stay still.

But I still smile every time I think about The Undertaker being in Ecclesia, although they called him The Gravedigger. He even uses the Chokeslam on Shanoa.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Charlotte-nyo:3 on January 15, 2012, 01:06:47 PM
But once you get to the Castle its strictly Metroidvania all the way.

But the castle in OoE is actually still rather linear beyond being able to go to either
(click to show/hide)
so I'm not sure I'd consider it strictly MV. There are some side passages and round about ways of course, but they're rather short and either quickly turn into a dead end or return to the main path rather than opening up into a more open ended affair (like what some of the potrait worlds were like in PoR). Part of it may just be because the castle isn't as large as incarnations from between SotN and DoS, but I still got a pretty big vibe of stage-based progression even in the castle, even though you back tracked a few times.

I thought what the game wanted you to think happened to Richter was infinitely more interesting before Shaft shafted his way back into the plot.

This is basically exactly what I thought of SotN's plot.
(click to show/hide)
Still, I can see why they felt that wouldn't be an acceptable path to go for the "true" plot. I just like that they injected it and gave us a taste of something like that despite going a more traditional route in the end.

Anyway, how Shaft got back into action leaves a lot of room for fan speculation but I don't necessarily think it was required for them to explain it--some games do leave stuff like this unexplained to add stuff for fans to decide on or make up themselves. Perhaps at the end of Rondo, in his fight with Shaft's ghost, Shaft had some kind of final trick up his sleeve where he subtly attached his ghost to Richter with the last of his energy and appeared to die, allowing him to gradually regain strength and corrupt Richter over time. That's about what I get out of it if I just look at what happened and need to think of a way for it to make sense.

I'd like to think just gathering Drac's remains together would summon Castlevania, but you're right. That's a guess/theory.

That is likely actually true given another one of the Metroidvania's plots, but it'd probably be spoilers to say any more. How you thought of that without playing that particular MV is actually rather perplexing to me.

Title: Re: Do the Metroidvania's Get Any Better?
Post by: Arma on January 15, 2012, 02:22:45 PM
Maybe since Shaft is an undead bastard, if he gathered up all of Dracula's parts and used them, he'd be consumed by Drac's power and he didn't want that. And the sum of Dracula's parts doesn't mean Dracula will be resurrected, it means there needs to be a sacrifice. Perhaps that was what Richter was for - Shaft could use Richter as the offering. The question of plot hole then falls retroactively on Simon's Quest, which doesn't explain why Simon was able to revive Dracula without any offering. Simon's Quest started the "gather Dracula's parts" method, but the Classicvanias otherwise never specified how Dracula kept coming around. Then Rondo showed a sacrifice had to be offered. Since SOTN is Rondo's sequel, there must be a sacrifice there too -- which for whatever reason was the undying dark priest.
...
Ok, I'v egot nothing. I was trying.

I always thought Richter function was to keep away all the vampire hunters that may come to the castle to make time for Dracula to regenerate, perhaps that was the reason Maria was able to enter the castle? after all in Rondo Shaft was planning to use her to increase Dracula's powers if that's not the reason she's there then I don't know how to explain the fact Shaft let someone who could help Richter to free himself of his influence get into the castle.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 15, 2012, 04:00:01 PM
That is likely actually true given another one of the Metroidvania's plots, but it'd probably be spoilers to say any more. How you thought of that without playing that particular MV is actually rather perplexing to me.

Well if killing Dracula causes Castlevania to crumble (As seen in the many endings of the games), than it would seem likely to me that trying to bring him back to life would bring back Castlevania too.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 15, 2012, 05:57:56 PM
Except maybe the castle didn't crumble because Drac held it together, but rather because the awesome destructive power of Drac's destruction was so great that it destroyed the castle. ... ... Yeah. Just saying, think of it like a bomb going off deep inside the castle. You might be able to outrun the bomb's blast, but the shockwave would reverberate through the walls, fracturing them and causing the structure to collapse in on itself. Just think of Drac's deaths as being like airplanes crashing into tall buildings. Otherwise, how would you explain the Castle appearing before Dracula's been revived? (Yes, I know he was technically in the Inverted Castle, but so then where did the regular Castle... which would be the actual inverted castle if it's not Dracula's real castle... o_O come from?)
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Charlotte-nyo:3 on January 15, 2012, 07:58:09 PM
Yes, I know he was technically in the Inverted Castle, but so then where did the regular Castle... which would be the actual inverted castle if it's not Dracula's real castle... o_O come from?

I'd guess they're just two parts of the same castle. Perhaps it's a situation like in
(click to show/hide)
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 15, 2012, 08:15:28 PM
Except maybe the castle didn't crumble because Drac held it together, but rather because the awesome destructive power of Drac's destruction was so great that it destroyed the castle. ... ... Yeah. Just saying, think of it like a bomb going off deep inside the castle. You might be able to outrun the bomb's blast, but the shockwave would reverberate through the walls, fracturing them and causing the structure to collapse in on itself. Just think of Drac's deaths as being like airplanes crashing into tall buildings. Otherwise, how would you explain the Castle appearing before Dracula's been revived? (Yes, I know he was technically in the Inverted Castle, but so then where did the regular Castle... which would be the actual inverted castle if it's not Dracula's real castle... o_O come from?)

If Dracula held THAT much explosive power within him that could blow up a whole castle, he could just blow himself up to kill the Belmonts, Al Qaeda style. And then just count (lol pun) on being revived again in 100 years. It's a slow plan, but it would work.

The idea of a castle being tied to Dracula's life was and crumbling after his death was also an originally planned ending element for the Bram Stoker novel from what I understand, that was later cut out. I just assumed the Castlevania writers liked the idea though and used it.

Also I just figured trying to revive Dracula would bring back or summon Castlevania. Not that he would actually have to be revived first for it to appear. Otherwise you wouldn't be able to go there in Simon's Quest, since he was revived in the castle.

I don't know where the Inverted Castle comes from, if it isn't just the top half of Castlevania in SotN.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Nagumo on January 16, 2012, 01:35:35 AM
Curse of Darkness kind of implies that there is a connection between Dracula and the castle. I believe the castle was resurrected at the same time as he was. Then again, in SotN the castle somehow is already there when Dracula is still dead. Though I believe Harmony of Dissonance states that Dracula's remains are already strong enough to make the castle appear. I think.  :-\ 
Title: Re: Do the Metroidvania's Get Any Better?
Post by: thernz on January 16, 2012, 01:47:43 AM
Except Dracula's body parts are in the Inverted Castle which was probably in the nether for half the game anyway. What a crazy castle.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Nagumo on January 16, 2012, 10:07:53 AM
yes but

IGA
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 16, 2012, 01:58:12 PM
...meaning just ignore all the Metroidvanias because IGA is a nutcase?

Maybe Shaft couldn't actually revive Dracula because his parts were still in the inverted castle and that's what Richter was for - his presence in the castle on Dracula's throne opened a portal to the inverted castle so Shaft could attempt to reach Dracula's parts (after CV1, Dracula's parts hadn't left the world yet because of the curse he laid on Simon, I'm guessing).
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 16, 2012, 08:23:51 PM
That begs a question: when did Death get to the Inverted Castle?

He famously meets Alucard and steals his weapons and gear in Castlevania, and then plants them all over the Inverted Castle at some point. But when did he do this? Could he always go to the Inverted Castle?
Title: Re: Do the Metroidvania's Get Any Better?
Post by: thernz on January 16, 2012, 09:59:44 PM
Probably.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Nagumo on January 17, 2012, 03:55:04 AM
...meaning just ignore all the Metroidvanias because IGA is a nutcase?

Well, he sometimes comes with wacky ideas. Portrait of Ruin/Dawn of Sorrow even have a fantasy equivalent of technobabble to explain the plot.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Sumac on January 17, 2012, 10:22:16 AM
POR was a great idea, that was butchered via execution. If they didn't bring anime art, horrendous dialogue and bright areas, that could have been one of the best Castlevanias plot-wise.

As for DOS...I dunno...I don't see anything about Dracula-who-was-reborn-as-japanese-guy as something Castlevaniash. At all.

However, if I tryied to improve something about this game first few things would be: get rid of the anime art, rewrite dialogues, make HEAVY emphasis on the fact that game set in the 2036, adding several areas in Castle with high-tech stuff (rooms with computers, security cameras, maybe simplistic small robots, more modern weapons to the point that some enemies could be defeated only with them (like Galamoth in SOTN could have been easily defeted with a certain combination of weapon) and something like that), so DOS Castle would have its own "face" and be different from anything that was done before in the series. Gameplay-wise DOS is already very solid, but ultimately comes as boring and somewhat bland, mainly because of bland designs and boring story.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: SilentCircuit on January 17, 2012, 01:06:34 PM
Most people think SOTN is the best game in the series.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 17, 2012, 02:08:25 PM
Most people think there is some kind of god out there.

SOTN is a bore. It's tedious and loses entertainment value by the time you get to the inverted castle.  Seeing as how in OoE all you ahve to do is rescue the villagers (although it's best to do their quests), it doesn't drag on. SOTN drags.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Lumi Kløvstad on January 17, 2012, 02:36:55 PM
SOTN is a bore. It's tedious and loses entertainment value by the time you get to the inverted castle. ... SOTN drags.

It does drag towards the end, but my biggest problem is that Konami keeps porting it to every system they can think of, and therefore I've played it so many times it's not fresh in the slightest.

The only way the game would feel fresh to me is if I got my hands on the Saturn version, and only then for the novelty of some newish content that's not in the other releases.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 18, 2012, 01:42:46 AM
Most people think SOTN is the best game in the series.

I don't understand these people at all. It's easily my least favorite entry in the series from what I've played so far.

I got a lot of shit a few weeks ago on Facebook for suggesting Richter's "Die monster! You don't belong in this world!" line was actually in reference to SotN itself, and that Dracula's lines was metaphorical for the state of the Castlevania series. :p
Title: Re: Do the Metroidvania's Get Any Better?
Post by: beingthehero on January 18, 2012, 07:18:43 AM
guh-hyuck
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Charlotte-nyo:3 on January 18, 2012, 08:26:14 AM
It does drag towards the end, but my biggest problem is that Konami keeps porting it to every system they can think of, and therefore I've played it so many times it's not fresh in the slightest.

B...but you're not compelled to buy every release of the game =3 You haz de SotN purchasing addiction, yah? You muzt learn to wolk avay, no?

I don't understand these people at all. It's easily my least favorite entry in the series from what I've played so far.

I assure you that they do not understand you either. Your neural pathways are just wired differently than theirs in obscure ways and there is nothing that can be done.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 18, 2012, 08:37:08 AM
I suppose so.

It's funny though, because most of the time I can at least understand what other people like about games that I didn't enjoy, or why something I like may not appeal to them. I was really struggling though to see why anyone would enjoy SotN's gameplay, or even go as far as to put it on "Greatest Games of All Time" lists.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: crisis on January 18, 2012, 09:05:25 AM
Because it is one of the greatest games of all time, over 10 years later & it is still the best "metroidvania." Shame that you're in the minority that thinks otherwise :-\
Title: Re: Do the Metroidvania's Get Any Better?
Post by: SilentCircuit on January 18, 2012, 09:11:12 AM
I don't understand these people at all. It's easily my least favorite entry in the series from what I've played so far.

I got a lot of shit a few weeks ago on Facebook for suggesting Richter's "Die monster! You don't belong in this world!" line was actually in reference to SotN itself, and that Dracula's lines was metaphorical for the state of the Castlevania series. :p

I like Symphony of the Night a lot, but it is very easy compared to the other games.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Charlotte-nyo:3 on January 18, 2012, 09:21:55 AM
I suppose so.

It's funny though, because most of the time I can at least understand what other people like about games that I didn't enjoy, or why something I like may not appeal to them. I was really struggling though to see why anyone would enjoy SotN's gameplay, or even go as far as to put it on "Greatest Games of All Time" lists.

Do you enjoy any games with a lot of exploration? Metroid, anything like that? A lot of modern 3D games have an exploration element as well to save dev time and cost in creating tons of areas, so they make large interconnected areas which you have to sometimes backtrack through and such.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: thernz on January 18, 2012, 11:32:16 AM
I think it just doesn't connect to your tastes. SoTN's gameplay's best aspects aren't in the combat. Well, aspects of its best traits are in the combat, but they express a different meaning. You basically have a wealth of weapons to encourage exploration. It isn't so good from a combat point of view, because they're all the same, but the team was clearly aiming for an experience centered on exploration. Hell, Alucard's physics are more fine-tuned for gracefully exploring the environment than engaging in combat.

The later ones try to create more of a balance, but I think that actually hinders some of them instead. SoTN is more focused and succeeds compared to something like Dawn, which befuddles itself with a myriad of combat options at the cost of exploration, but the actual options are usually weightless.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Raxivace on January 18, 2012, 12:01:10 PM
Do you enjoy any games with a lot of exploration? Metroid, anything like that? A lot of modern 3D games have an exploration element as well to save dev time and cost in creating tons of areas, so they make large interconnected areas which you have to sometimes backtrack through and such.
As I said in the OP, not really. I find exploration just for the sake of filling in a map incredibly dull and tedious. It was especially bad in the Inverted Castle, which was filled with easy enemies and nothing really happening until you get to Shaft/Dracula.

I know people like that kind of stuff, but I just don't understand why.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Sumac on January 18, 2012, 12:18:56 PM
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It's funny though, because most of the time I can at least understand what other people like about games that I didn't enjoy, or why something I like may not appeal to them. I was really struggling though to see why anyone would enjoy SotN's gameplay, or even go as far as to put it on "Greatest Games of All Time" lists.
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I find exploration just for the sake of filling in a map incredibly dull and tedious.
Absolutely agree.

I have the same feelings about SOTN.
The first time when I played it, I even couldn't finish it, so boring it became to me.
Only on the second attempt I managed to comlete this game, but once again I need to force myself to play throught the second castle.

The problem with SOTN is its balance and lack of any difficulty. Usually games that have leveling system try to stay attuned to the player's level. But SOTN is like "OK, player is super strong now, but I don't give a fuck". It's real strength in its visual and audio appeal and sense of novelty after previous games in the series. However, it quickly wears off, once you are get to second castle - probably one of the most lazy locations I ever encountered in video games. I mean, if it would be the same castle, but different backgrounds and enemies it would be bad, but having castle upsidedown? That's just WTF.

The worst part of it, that it seems developers stopped think about any balance at this point. You can quickly gain several levels RIGHT IN THE START OF THE 2nd Castle and practically nothing that you're about to encounter will be a serious threat to you. Bosses in the SOTN is another major failure. They look beautiful in the graphical terms, but tottaly fails as any serious obstacle. Magical subsystem is just another falw. Considering that the game is already disbalanced, thanks who whoever forgot that enemies should be leveled up or replaced for more powerful ones to accomodate to players experience, magical system just throws another thorn into already shhaky balance of the game.

Myriad of weapons and equipment does nothing. Why do you need all this different equipment, why do you need all this different weapons, if the game could be easily completed with simple "Alucard..." equipment and different enemy stats is just a "stats" in their entries, that realy doesn't affect anything that much? I know some people will say "but you can use different weapons to kill different enemies more easily". Maybe in actually balanced game, that could have been the case. But in SOTN it loses any meaning as soon as you gained sufficient level up - there is no actual need to change equipment / weapons if you could easily kill enemies with what you already have. Besides given akward menu design it easier not to change anything at all.
My design phylosophy is like this - if you put something in the game - it should be used. If you put two weapons in the game, than at some point player must use both of them. If you put dozen weapons in the game and there is no neccestity to use eleven, than, sorry, but your design sucks.

Exploration in this game...is flawed in a sense that exploration should be interesting, rewarding, give player new stuff to do, new objectives. But in SOTN as you get to the second castle...well...no objectives, since story doesn't reappear until the end, no reward - since you already powerful and have practically everything that you need to "progress" forward, no new stuff - since second castle is just upsidedown copy of the first one and since you already have everything by that point, there is simply nothing new to do. Just keep going forward because of...well story doesn't tell why you should be going forward. It also somehow forget to tell you where the castle came form and what the hell your objective is.

I think, it's quite too much flaws for supposedly one of "the greatest games of all times".

If anything other "metroidvanias" - particularly COTM, OOE and AOS improved on many flwas of the orginal, but sadly all of them were limited by the handheld hardware and "glorious" shadow of their source.

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guh-hyuck
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I assure you that they do not understand you either. Your neural pathways are just wired differently than theirs in obscure ways and there is nothing that can be done.
LOL. And they call LOS fans overly zealous.

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Because it is one of the greatest games of all time, over 10 years later & it is still the best "metroidvania." Shame that you're in the minority that thinks otherwise
You should ashamed for telling someone, that he should be ashamed for having different opinion (from yours).  :rollseyes:
SOTN is the greatest only because of its scope, being on the "big" console and being first "metroidvania" that set the pattern. I bet, if AOS was realised on the PS1 or PS2 with the same gameplay, but improved graphics and music, than it would overshadow SOTN on every account.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: beingthehero on January 18, 2012, 02:09:53 PM
owned hard
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Successor The Cruel on January 18, 2012, 02:54:29 PM
Reasons stated are why Symphony of the Night was never my favorite Metroidvania game. I thought people were pretty strange when they'd give me the equivalent of weird looks when I would tell them I like Aria of Sorrow and Harmony of Dissonance more. The second castle has its charms, but it's ultimately a failure to me, and quite a big one. I recently said in a topic that I like loose exploration like Metroid 1's, but Symphony's Inverted Castle goes beyond loose and becomes directionless. THERE ARE NO OBSTACLES ANYWHERE! So, basically, we go wherever we want and fight bad guys who can't do much to fight back. We also have no idea why we're there, or what we're trying to do there.

I really prefer the Harmony of Dissonance approach. People sometimes complain about that because they get confused, but I think that's part of playing a real exploration game. Both castles stay relevant together because we play the whole game going through both of them. Both have obstacles that impede our progress. I like how doing something in one castle affects the other castle and opens up new areas to explore in the other castle. I like how both castles are connected and work together. This is more captivating to me.

Some people like the level design in the Inverted Castle, but I think doing things like - super jump, then immediately turn into bat, then quickly turn into Alucard- over and over again are just frustrating and boring. Don't get me wrong, I have a ton of respect for Symphony of the Night. I've only been talking about the stuff I don't like about it (I actually recently made a post on my own forum about the stuff I do like about it). However, the design is exceedingly poor (if something can even be that) in too many areas for me to excuse.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: crisis on January 18, 2012, 03:49:17 PM
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You should ashamed for telling someone, that he should be ashamed for having different opinion (from yours).

This is coming from someone that gets butthurt when anyone here badmouths his precious LoS. Hypocrite much? :rollseyes:
I didn't say he should be ashamed for not liking Symphony, I said it's a shame he doesn't enjoy it as much as everyone else, which puts him in the minority.

yeah, you're still on ignore Sumac, but unfortunately I can still see your inane posts when I'm not logged in. You really need to stop taking shots at me already.


Quote from: Raxivace
I know people like that kind of stuff, but I just don't understand why.

When I first played Symphony, I instantly fell in love with it, just like every other Castlevania that came before (well, except for The Adventure). It's one of those rare games that I can excuse it's faults because it was very exciting to play at the time of it's release, and it contains elements that have still yet to be surpassed in modern metroidvanias. On the flip side, I can't understand how anyone can not like it, but as the old saying goes, to each his/her own..
Title: Re: Do the Metroidvania's Get Any Better?
Post by: thernz on January 18, 2012, 09:25:36 PM
I'm not sure what you mean by the exploration just being filling out a map. There are a handful of secret walls, lite puzzles, secret abilities (not relics), and etc. There are also a handful of small touches and unique rooms. The game path of progression also tends to branch out so there's a sense of replay value of tackling different areas in different order (not really). Inverted castle is way too loose though. I still prefer it to other end areas for its novelty. It just feels the most different, even though I don't like it that much. Most of the metrovanias have weak end-games. I rather have something that subverts conventional design, with the strange navigation. I also had problems with the inverted castle but not the other metrovania end-games so idk what you guys are talking about difficulty. There's a lot more tense claustrophobic and dense enemy placement imo (not in all areas). ;____;

Beyond that, I found the other end games, Portrait, Dawn, Aria pretty boring. Order was great though. Except its final final area really sucked, but it's more like a minor blemish.

What I am really asking is for examples of the type of exploration you like because I am just curious, Raxivace.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: TheouAegis on January 18, 2012, 09:42:28 PM
For me, it lost its fun when I stopped playing it for a bit and then, when I went back to playing it, couldn't figure out where the fuck I was supposed to go because I forgot what the hell it was I was doing up till that point.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Puwexil on January 19, 2012, 09:59:53 AM
Symphony and Harmony are still the only Castlevanias where I've truly and honestly gotten lost the first time going through them. At the time, it was frustrating, but in retrospect it's a quality I find endearing and would like to see more of in the design of these games.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: uzo on January 19, 2012, 11:21:18 AM
SotN has yet to be surpassed in visual quality and level design. Some may argue OST quality as well. Since level design and exploration go hand in hand, this sets it apart from the rest by far.

It is still king.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: beingthehero on January 19, 2012, 11:40:25 AM
I agree that the tedium of the Inverted Castle weighs on me as well, but I do appreciate just how different the atmosphere feels for each area compared to the equivalent in Dracula's Castle. Some, like the Inverted Coliseum and the Inverted Library are completely and utterly different in terms of atmosphere from their original versions, and the respective music goes a long way in helping that.

Also yeah, the music is still king in this game. Yamane actually got a little worse later on when she focused on more pop-ish songs and I believe she said that now she wouldn't put music like Dance of Pales in the game because it's not suitable for an action game. I thought the contrast between the music and the fast-paced nature of the game itself was a great compliment.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Sumac on January 19, 2012, 12:51:18 PM
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There are a handful of secret walls, lite puzzles, secret abilities (not relics), and etc. There are also a handful of small touches and unique rooms. The game path of progression also tends to branch out so there's a sense of replay value of tackling different areas in different order (not really).
It's only unique on the first playthrough sadly.

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SotN has yet to be surpassed in visual quality and level design.
If we talk about level design as in "how much details were put into the background", than yes it unsurpassed. If we talk about actual level design, than I'd say that AOS was on par with SOTN.

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Also yeah, the music is still king in this game. Yamane actually got a little worse later on when she focused on more pop-ish songs and I believe she said that now she wouldn't put music like Dance of Pales in the game because it's not suitable for an action game.
I think her absolute best soundtrack was LOI's one. SOTN was good, but there were too much of everything and ultimately it created a strange combination. It doesn't give that unified picture feeling, IMO.

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yeah, you're still on ignore Sumac, but unfortunately I can still see your inane posts when I'm not logged in. You really need to stop taking shots at me already.
Oh my!! You missed me so much that decided to read my "inane" posts?  ;D
And about "inane" - that comes from someone who mostly just posts "LOS is BAD, durrr". Hypocrite much?  :rollseyes:
And don't worry - I don't have personal agenda against you. I rarely have agendas against  bothersome flies.
Title: Re: Do the Metroidvania's Get Any Better?
Post by: Successor The Cruel on January 19, 2012, 02:36:04 PM
I agree that the tedium of the Inverted Castle weighs on me as well, but I do appreciate just how different the atmosphere feels for each area compared to the equivalent in Dracula's Castle. Some, like the Inverted Coliseum and the Inverted Library are completely and utterly different in terms of atmosphere from their original versions, and the respective music goes a long way in helping that.

This is very true. I really like how different the atmospheres of the areas feel, even if all the devs usually did to them was change the music themes and the coloring. I like the differences in the areas more in Symphony than I do Harmony. There was stronger differentiation from one castle to the other in terms of feelings and moods, despite Harmony actually having more stuff done to its backgrounds between castles, but I like the progression considerably more in Harmony.