Only Metal Gear and DDR get the big marketing dollars from Konami.
Gave the team behind the N64 games a little more time to fix those mistakesMore like give them some time to finish game in the first place.
While I know a lot of people really love it I felt OoE could have used more in the area of travel. What do I mean you ask? I originally thought OoE was going to be like Simon's Quest with multiple towns to visit and walking everywhere by foot. Like if you wanted to get to town c but you were in town x you would have to walk back to those locations rather than touch your screen and warp to them. It's not a huge problem but I wish they would've done it this was. I felt the one town and merely warping to locations was poorly done.
Curse of Darkness had so much more potential for a more interesting story. For starters, there's the parallel between Drac and Hector. That dialogue before the final battle could have had so much more depth. Two men who lost their wives because of the ignorance of humans. Instead, it boils down to a brief mention of Hector as a traitor. You could chalk it up to Drac's inconsistent personality resulting from his deaths messing with his head, but he has a clear memory whenever he meets someone personally significant to him (like Al).
And the game itself wouldn't have needed much to be at least "ok". But things like the slouching speed of Hector drag it down.
- OoE: Should've went more in depth with WHAT happened to the Belmont clan(and I mean, give us the effing story, not just some "Oh, we are all descendants!" thing.
- CV2: Make villagers less useless and hints less vague. Also, feature a different boss in each mansion.All great points. I agree with them all. And, here's my two cents to add to them:
- LoI: Story was fine, but level design could've been less flat.
- CoD: Story could've been deeper, and Alucard, Sypha and Grant should've at least appeared(or made some sort of cameo, like the speculation that we were going to see Alucard asleep in coffin in his catacombs). Areas were too big. Mostly each area should've been cut into two smaller areas, and each of those areas should've had their own bosses(or a mini-boss at the end of each first area). Dracula's Castle should've been broken up into multiple areas, each with their own boss. All areas should've had better level design with good platforming(ESPECIALLY Enemaos Machine Tower).
- DoS: Cut out the bullshit "cute" crap(She's got me under her finger). Nix the anime designs(and I'm awayre RoB was anime too, but it was GOOD anime, from a time when anime WAS good, call me biased or what, I don't care ;)). Should've been a dark story where Soma comes to the conclusion that he can't escape his dark fate(no happy endings). Either that, or they should've just made Julius the main character(Julius encountering a cult of Dracula sympathizers or Olrox allies).
- PoR: Last 4 painting should've been original levels, not the first 4 paintings tweaked. Similar thing regarding the anime look(should've gotten Kojima to do the designs). Also, the characters and story should've been better(Brauner should've look like something completely original instead of Graf Orlok with a monocle). Jonathan was your typical "Yankee" Japanese stereotype, and Charlotte the "cute childhood friend" who's always scolding him. Urgh! And yes, John Morris and Eric Lecarde would've been WAY more fitting secret characters than Richter and Maria.
- OoE: Should've went more in depth with WHAT happened to the Belmont clan(and I mean, give us the effing story, not just some "Oh, we are all descendants!" thing.
- LoS: Where to start? More CV-feel other than the Bernhard Castle. More traditional platforming, less shimming, climbing and teetering. In the Titan battles, no SotC enemie climbing, just a more traditional boss battle, but of a difference scale. Little to no QTEs. More classic enemies returning, and more classic songs returning. Less ambience and epic score, more a mixture of different styles.
Kind of a small thing, but it makes me scratch my head when DXC plays the track Former Room instead of Poison Mind when the player battles the CV1 bosses in a gauntlet before Shaft. That is just incredibly dumb, especially since Rondo of Blood -- which gets it right -- is there to use as a template. It's like the devs didn't know the significance behind playing Poison Mind at that part.
Also, somehow manage a boss fight against Josef while he's within a German Tiger tank.
*Chuckle* I believe you mean Panther Tank as in the Nazi Panzer division.
Portrait of Ruin could have utilized the World War 2 backdrop much better. Have a cold, methodical, reserved, and all-business SS character named Josef investigating the castle, who is at odds with an impassioned, and rugged American agent with a five o'clock shadow named Jim Campbell who has somewhat of a footloose demeanor even though he takes his duties seriously, The dynamic could be somewhat like how Graham and Yoko and St. Germain and Zead were enemies.While I would've loved a more WWII/Hitler occult connection, the idea I did do a rough draft of in my own story(I don't know if you guys remember my origin story regarding Graf Orlok being a knight who goes against his king after his family is left to die of the plague, I called the story "Mitternacht"). There was various entries in it(pretty much modeled after CV, as you have various lineages battling Orlok and his minions throughout history). My WWII entry(which was written as a response to PoR's falling short) featured, oddly enough, a character by the name of Jesse Campbell, a pilot flying a group of soldiers to Romania after word that one of Hitler's occult divisions, Dämmerung, is in the area. He discovers that Dämmerung(a team that consists of Friedrich Ganz, the cold ruthless leader; Lillian Mueller, hailing from a lineage of mystics that once had ties to Orlok centuries ago; Hans Schiller, unholy scientist nicknamed the "Totenkopf" and said to be one of Mengele's mentors; and Kurt Hauser, a young sociopath who is also a brilliant strategist), is setting their sights on Mitternacht, castle of Graf Orlok, in hopes of tapping into his dark power to aid the Third Reich's cause. In that little story, Jesse teams up with a female companion, Elise Bertrand(a young, swordwielding French mystic sent by the church to stop Dämmerung and a potential resurrection of Graf Orlok).
EDIT:
Also, somehow manage a boss fight against Josef while he's within a German Tiger tank. He should also have some secret highly advanced Nazi weapons for fighting on foot.
Nah dude. I know my war stuff:
Almana no Kiseki
To play with sonia belmont on castlevania legends later games ...
I was told that konami does not like this character.
I've always been really disappointed in the complete lack of dialogue between Death and Soma in both AoS and DoS.I agree.
Especially given the relationship between Death and Dracula, there should have been something.
I mentioned this in another topic but I think it works here too. I think LoI would have been better if they played vampire killer as the background music while the vampire killer is being made. It would start off slow and then build up he says "I will not let any more suffer your fate" or whatever he says. I also think developing more character development between Leon and Mathias would have really helped... especially in the end of the game.
I am (as with lots of other bands and genres) a Beatles fan.
http://www.videoman.gr/10818 (http://www.videoman.gr/10818)Hahahaha!!!!
I say, after the Super castlevania 4 release, every castlevania games in series are miss opportunities because they lack of eight directions whip. I know some of you will say we don't need it
Hey there and welcome to the forums! For your personal safety after a statement like that I'm giving you a free
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In all honesty the 8-way whipping has always been an interesting and debated topic over the years. Some people find the increased control is an illuminating experience while others feel it devalues many of the sub-weapon ("I can whip diiagonally why would I need an axe now...").
I'm personally okay with 8-way whipping...as long as the whip's reach isn't too far. :PI recently replayed SCV4 and I've noticed something: even with the second upgrade to the whip, the axe still has a longer reach diagonally and the cross/boomerang still has the farthest reach horizontally. So, even though the whip gets very long after the second upgrade, there are still thinks that it can't reach that some of the subweapons can. The axe is still the best "anti-aircraft" weapon.
That's how I've always seen it too. Plus the Cross and Holy Water still function well within the confines of 8-way.Sometimes there's just something the whip cannot achieve, esepcially regarding "strength". Maybe have it where even at it's strongest, an overhead or upper diagonal whip strike just isn't as STRONG as, say, using an axe. And there's also those occassions where, maybe, an enemy's coming at you from above AND ahead, so you wanna get the two for one hit by tossing an axe above WHILE you are whipping ahead of you. Now, I don't know if there will be any more case like that in the series again, but DAMMIT, there SHOULD BE! ;D
Back on topic of missed opportunities, the sub-weapons in MoF were really lackluster. Especially the axe. It had no range and didn't have the iconic arching path. When Simon uses it, it reminds me of some weak, geeky boy in high school gym class trying to do a basketball free-throw. It doesn't get any distance and is useless. Makes you wonder why they even put in the game.
Yeah at least the bats and hourglasses were useful.
Well, personally, I did not find the subweapons in MoF useful except for further exploration (hourglass). I just whipped my way through the game.
Hey there and welcome to the forums! For your personal safety after a statement like that I'm giving you a free
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no.1 missed opportunity - adding realistic whip tactics in any modern Castlevania game, using the handle as a club, Dis-arming your enemies, and my favorite one, whipping a skeleton and flinging it's head at another enemyMore means of whip actions is always better. I always wanted to see more disarming enemies, whipping and snaring an enemy's foot and pulling it forward to trip them. Using the whip to tangle an enemy(like a skeleton or fleaman) and then flail them around at other enemies.