Castlevania Dungeon Forums
The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Saner on January 07, 2008, 07:36:53 PM
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SOTN is great but it's kinda routine now traveling all over it. its like, wow, I been here before again. the
element of surprise is gone. :P
I can only imagine what it would have been like if the
Inverted Castle was a completely new castle, or if there
was a hidden 3rd Castle within an alternate dimension,
but the same size as the other castles.
that's why I think a castle editor would be nice. if
adding objects would be too complex, maybe we can rearrange
all the rooms and colors a bit. and place enemies and
bosses anywhere.
oh yeah and it should become mandatory for new Castlevania
games to include at least 3 playable characters. so people
won't get bored just using one character and playstyle.
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Just 3 playables?
No...
I'd like 3 playable characters each with a 'what if' story. It would make no sense if Richter Belmont appeared in Aria of Sorrow, but I would appreciate a "What if" story with Richter's take on the events of the game.
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meh, I never enjoyed these games for the story, it's
really the gameplay and extra content that makes it worth
playing and replaying.
like I'm glad Richter and Maria
don't have a story in their SOTN modes, cause it would
just break up the action.
ya can't get so story packed with these kinda games
otherwise they end up like The Bouncer.
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In Reply To #1
My idea! Well, sort of. I just wanted an entire "Make-your-own Castlevania" type thing. And there should be at least 5 playable characters, not 3.
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Dawn was supposed to have a map editor, but it turned out to be the infinitely lame "Enemy Set Mode" instead.
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In Reply To #5
Was it really?! Wow, that would have been so much better than anything that DoS had.
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"What if" story with Richter's take on the events of the game.
TIME PARADOX
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In Reply To #2
If they do Make extra Modes with "What If" Scenerios, especially when they make them frustratingly hard, they'd better give them meaningful conclusions, otherwise there's no point.
I was really pissed off with Julius Mode's "Ending", all that hard work for nothing. to this day I have not found it worth it to play that mode all the way through again.
Even Sisters mode in PoR had a better ending.
hell, even Richter Mode.
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Hey, does anybody know what device (Gameshark maybe?)I could possibly be remembering when I say that I have a memory of something that allowed you to pull up a sort of matrix screen from the game you were playing on your PS?
I remember trying desperately to edit the on-screen backdrop of Sotn by fooling with the numbers on the matrix...maybe it was Bleem?
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PoR had a better ending.
hell, even Richter Mode.
News to me.
Richter's ending was even worse than J's. Once drac dies he just runs out, then bam. Ending credits.
At least J's mode had them standing and observing (well ok they would be observing but they were looking in another direction :o) the castle crumbling into dust after they left it. Then you see the ending credits.
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In Reply To #10
well, Richter mode was much more fun and not frusterating, (obviously IMHO) so I didn't feel like i was getting shafted with it's non existant ending (as is the same with every OTHER non-story mode prior to PoR that doesn't get flamed). And I liked the classic belmont sprites scrolling on screen.
Sisters mode, the last thing Stella and Loretta know is their father dying right before them before they are ambushed, that's pretty emotional.
Julius Mode DoS had an even MORE tragic storyline: The main protagonist you have followed for two games has succumbed to the dark side and his three friends are forced to kill him, not to mention that he also had a girlfriend who begged him to come home unharmed. That aspect SHOULD have been followed through on.
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In Reply To #11
That's right, in your opinion.
In mine J mode was far more rewarding and interesting.
It wasn't following por's theme of "one overpowered character you'll be using 99% of the time with all abilities, and another one with nothing at all, so it should be only used ocassionally with R button" but made you use all 3 in a more less balanced way which was good.
Julius was the team's main attacker with insane range and good set of subweapons but little mobility, Alucard the only guy who could get into inaccessible or too high to reach places but his attack ways were limited a lot, and Yoko the healer, mp restorer and heavy artillery but also weakest and slow, though with good overhead range. :o
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In Reply To #11
That's right, in your opinion.
In mine J mode was far more rewarding and interesting.
It wasn't following por's theme of "one overpowered character you'll be using 99% of the time with all abilities, and another one with nothing at all, so it should be only used ocassionally with R button" but made you use all 3 in a more less balanced way which was good.
Julius was the team's main attacker with insane range and good set of subweapons but little mobility, Alucard the only guy who could get into inaccessible or too high to reach places but his attack ways were limited a lot, and Yoko the healer, mp restorer and heavy artillery but also weakest and slow, though with good overhead range. :o
The only thing that was missing was a Grant like character.
But yeah, the Julius mode in DoS was great. What they should have done for PoR was have a John Morris and Eric LeCarde mode. That would have been worth it. Ricter/Maria, Sisters, and Axe Armor mode were all pretty lame.
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Now that you put it that way, Marty, I see DoS a bit more as a tragic story. Seem a bit nicer to me before, but now....oh and about the J mode ending, it could have had some dialogue, like the rest of that mode, but still, what do any of you expect from an extra character mode? They are storyless, and no story would even make sense so how else do you end that but with the classic Belmont ending?
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In Reply To #14
J mode in DoS had a big story, a tragic what if. but it might as well not have been a "What if" for all the payoff you got on it.
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In Reply To #2
If they do Make extra Modes with "What If" Scenerios, especially when they make them frustratingly hard, they'd better give them meaningful conclusions, otherwise there's no point.
I was really pissed off with Julius Mode's "Ending", all that hard work for nothing. to this day I have not found it worth it to play that mode all the way through again.
The problem is that the original idea behind these modes, beginning with Richter in Symphony, was to allow you to play the game as if it were old-school Castlevania--no leveling, no equipment, and an ending limited to the hero watching the castle crumble from a distance.
But with Julius Mode, they incorporated just enough modern elements that the old-school purpose was diluted, without adding enough to make up for that loss. So, while it tries to be both, it's neither a convincing throwback to classic Castlevania, nor a worthy companion mode to Soma's game.
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To me it never was though. The only worthy throwback extra mode was the simon mode in hod. Others felt nothing like classicvania.
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In Reply To #12
the female characters in PoR greatly increased your mind power, so I found them to be very useful,
and it was nice to play as Maria Renard for the first time, regardless of the fact that she "Throws her doves at a stupid upwards angle"
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In Reply To #18
Maria kicks ass in that game, as she does everywhere else she appears.
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In Reply To #18
I never noticed the doves to go at any "stupid" angle. Hell, never even paid attention to that, because I never found any need to use her. She was always in the back row.
I don't even remember anyone saying that part. :-X
Also you should have emulated Rondo then. Maria's way cooler there. She's got item crashes and her guardian knuckle is awesome. :o
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Sometimes I think a nonlinear castle just isn't suited for an old-school Vania game. It doesn't feel like an older CV unless the game is divided up into levels, no backtracking, etc. etc. etc. Sometimes I even wish they'd bring back passwords...now THAT would be a nostalgia bomb. :o
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In Reply To #20
Maria was only "useless" to you because you wanted her to be.
she regenerates mind power super fast, two of her mystic weapons can go through any enemy (not richochet and dissapear), and her doves can score multiple hits at once
and using Maria and Richter in tandem, with proper timing can criple enemies even better than any item crash would.
speaking of which,
Julius Mode needed item crashes,
Richter mode PoR didn't. why? because the main mode had item crashes, and if Richter mode did have the crashes, it
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Yeah, Serio, I saw almost no use for Richter. I only used him on the Dracula battle. I used Maria almost all the time cause she is so much more powerful.
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two of her mystic weapons can go through any enemy (not richochet and dissapear)
Press R. :D
and her doves can score multiple hits at once
Press the summon key to summon her for a second, then send back before she starts acting like a retard and walking into enemies. ;)
Julius Mode needed item crashes,
Richter mode PoRk didn't. why?
Because J mode was more balanced and challenging even on normal mode, something richter mode even on cheap mode with level caps didn't do right. :o
and if Richter mode did have the crashes, it
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In Reply To #23
and using Maria for the dracula battle was intense when I did it, but it was fun. (I had to use her fire bird subweapon intirely to score major hits, and squeeze in her projection attack to heal myself when possible)
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I'd much rather see a castlevania construction set made than an editor for each game. The set should probably have a starter example game to show you the "how-to's" in making your version of a castlevania game. A complete character and monster bestiary from all the castlevanias could be accessed. Since I haven't played all the Castlevanias I'm hard pressed to guess which graphical scheme should be used (probably fan input could help narrow that down). The graphics library would have to be immense to simulate any of the previous games assuming you wanted to make a "clone" of them (ie. Say you wanted to make a Castlevania II clone using the enhanced graphics of say SOTN). Definitely the option of making it either classic arcade or using the rp elements of the metroid-like versions would be nice.
Each and every creature, character, and environmental hazard could be customized. Naturally new ones could be used as well. This would probably be more suited to the PC community as modding is much more easily done there than on consoles (Actually, I have no idea about the current console units as I don't own any).
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Just in case some people didn't know but esco's project is making one and it's already partialy done. He can even add new tilesets if he wants.
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Any links to his project page? I suppose I can just google. Another thing I have noticed about some of the metroidvania games is that while they are very big they aren't "IMMENSE." Take a look at Castlevania 2 where you could enter a church, shops, or building by pushing the up direction while in front of the door way. If this was implemented in the same manner in the metroidvania games you'd be taken to another level of castle depth. Not only could you go up, down, left, right, to various stages but the castle would essentially have "depth" layering. A game you might want to take a look at that played with this a bit is the old Barbarian II (Axe of Rage Game). Many many times I got lost even with a map (albeit, it was an overhead map in a booklet and not an automapping system).
You put something like that in a game and you can move to secret rooms, parallel zones (think Deadly Towers for nes but without the 3/4 view & movement). Now for a set of RPG games that used a similar like engine check out Heroes of the Lance and its sequel Dragons of Flame (I think that's the sequels name). It used AD&D stats and consisted of a party of adventurers that you could switch at a moments notice. That game had a crummy game interface IMHO though.
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I just took a look at Super Castlevania IV as I tried it before and now I remember the metal gates that split the courtyard up. Pushing up would put you either behind or infront of the fence depending on your position. I rather like the ability to swing across areas and the ability to attack in virtually any direction. Switching from it to Dracula X for the SNES is a mixed bag IMHO. I think I'd like to try the original Rondo of Blood.