Castlevania Dungeon Forums

The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Johnny on September 19, 2013, 10:26:22 PM

Title: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 19, 2013, 10:26:22 PM
If it was released today in HD with better graphics, voices, and even some extra areas could this game be as good if not exceed the PS2 Castlevania games and/or the Lords of Shadow series. How do these 3D titles compare for the better and for the worst as compared to some of the other 3D titles? Some peoples opinions actually have been that Legacy of Darkness actually tops Lament of Innocence and Curse of Darkness. Seeing as how its non canonical to the series where would it take the series if it was released today?
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 20, 2013, 07:33:19 AM
They would need to make a better camera system for today standards, apart of that it would be very well received.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: X on September 20, 2013, 10:09:42 AM
If CV64/LoD were re released with upgrade graphics, sounds, voice actinggameplay, and most importantly the camera,  then I have no-doubt that it would top LoI and CoD. Oh hell I'll say it anyways; It'll be light years beyond LoS too.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 20, 2013, 12:32:09 PM
What kind of question is that?  :P
The way I see it, LoD and CoD are Castlevania games, and LoS is something else.
That said, LoD is already better than all 3, as it is today.
If it were released today with those conditions, provided they do everything allright, we don't have only an excellent CV game. We'd maybe have the best 3D game ever made, and one of those rare 10/10 games that are almost non extant.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: DoctaMario on September 20, 2013, 12:39:33 PM
The 64 games are near the top of my list of favorite CV games. But the atmosphere and level design of those games (especially the levels in CV64 which are far better than LoD's) is top notch and if they were to fix the camera and update the graphics, then it would make already fantastic games even better.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: uzo on September 20, 2013, 01:42:20 PM
The only thing that could save the N64 titles would be a complete remake, from the ground up.

When comes right down to it; the N64 games failed to have good gameplay, unable to transition itself properly into a 3D space.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: X on September 20, 2013, 05:50:44 PM
Quote
The only thing that could save the N64 titles would be a complete remake, from the ground up.

When comes right down to it; the N64 games failed to have good gameplay, unable to transition itself properly into a 3D space.

I do agree with this. The engine itself would need to be a built from the ground-up as it is very dated. I've gotten used to CV 64/LoD's physics over my many play-throughs, but but a remake would need a totally new engine for today's standards. But only so long as they keep it simple and not go the LoS route ie sponge enemies and ridiculous amounts of attack combos that waste my f**k'n time for no good reason. I'd be okay with it otherwise.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: darkwzrd4 on September 20, 2013, 06:15:57 PM
I do agree with this. The engine itself would need to be a built from the ground-up as it is very dated. I've gotten used to CV 64/LoD's physics over my many play-throughs, but but a remake would need a totally new engine for today's standards. But only so long as they keep it simple and not go the LoS route ie sponge enemies and ridiculous amounts of attack combos that waste my f**k'n time for no good reason. I'd be okay with it otherwise.
Exactly. No QTEs would also be nice. They suck!
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 20, 2013, 07:49:41 PM
The only thing that could save the N64 titles would be a complete remake, from the ground up.

When comes right down to it; the N64 games failed to have good gameplay, unable to transition itself properly into a 3D space.

Well that's what I mean. If the game were made today it likely wouldn't have the same engine that it had on the N64 but rather a more advanced engine. I'm talking storyline, plot, environments, etc etc. Would the game be marketable as a new game with extra features had we never known about or played Castlevania 64 or Castlevania LOD before.

Though you do propose an interesting idea with what you're saying. A reimagining of Castlevania LOD/64 is a great concept. If someone put some work into something like that and Mighty No 9'd the concept (making a Castlevania LOD-like game and calling it something else with new characters) I would certainly back it on Kickstarter.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 20, 2013, 07:54:22 PM
Well that's what I mean. If the game were made today it likely wouldn't have the same engine that it had on the N64 but rather a more advanced engine. I'm talking storyline, plot, environments, etc etc. Would the game be marketable as a new game with extra features had we never known about or played Castlevania 64 or Castlevania LOD before.

Though you do propose an interesting idea with what you're saying. A reimagining of Castlevania LOD/64 is a great concept. If someone put some work into something like that and Mighty No 9'd the concept (making a Castlevania LOD-like game and calling it something else with new characters) I would certainly back it on Kickstarter.

Call it Legacy of Shadows instead of Legacy of Darkness, then we can have a 3D game called LoS that erases what LoS really stands for from our minds :P   j/k
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Inccubus on September 20, 2013, 08:07:23 PM
If it was released today in HD with better graphics, voices, and even some extra areas could this game be as good if not exceed the PS2 Castlevania games and/or the Lords of Shadow series. How do these 3D titles compare for the better and for the worst as compared to some of the other 3D titles? Some peoples opinions actually have been that Legacy of Darkness actually tops Lament of Innocence and Curse of Darkness. Seeing as how its non canonical to the series where would it take the series if it was released today?

Magic 8 Ball says; "It is certainly so".
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: chainsawmidget on September 20, 2013, 08:14:39 PM
Quote
How do these 3D titles compare for the better and for the worst as compared to some of the other 3D titles?
Well, they have worse graphics and play control, but they have better characters, story, level design, and atmosphere.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 20, 2013, 08:53:43 PM
Call it Legacy of Shadows instead of Legacy of Darkness, then we can have a 3D game called LoS that erases what LoS really stands for from our minds :P   j/k

A tribute to the Castlevania 64/LoD title may be cool and calling the game 64 Hours of Darkness. Basically still having a plot similar to Castlevania 64/LoD basically still having to find the hidden evil and defeat it in 64 Hours. If you don't beat the game within 64 Hours of playing time, you will have a different final boss and the hidden evil will still exist a.k.a you will never get to fight the true final boss.

Anyways I suppose anything is possible. Yuji Shibata, Takeo Yakushiji and Hiroshi Shibata seemed to be most involved in making Castlevania: Legacy of Darkness. Yuji Shibata also made Kirby's Epic Yarn apparently. So I suppose he must do work with different companies and he is not just exclusive to Konami.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Beaumont_Belmont on September 21, 2013, 12:04:18 AM
Improve the camera, add a save-anywhere-not-in-combat feature (or reconfigure the infamous Nitro puzzle) and give it a few shiny graphical touches, and I bet it would sell a fair few units.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: X on September 21, 2013, 12:17:56 PM
Quote
Exactly. No QTEs would also be nice. They suck!

Thanks for adding that, I knew I'd forgotten to mention something. Yeah QTE's are bad for CV. They can go sit and spin.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: DoctaMario on September 21, 2013, 02:53:06 PM
The only thing that could save the N64 titles would be a complete remake, from the ground up.

When comes right down to it; the N64 games failed to have good gameplay, unable to transition itself properly into a 3D space.

The 64 games were a 3D representation of the 2D combat system which is what they were intended to be. 3D gaming was really in its infancy back when those games were released. They were a bit raw in places but I think they ultimately were a good representation of the classicvania formula but in 3D
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Beaumont_Belmont on September 21, 2013, 03:46:04 PM
I would agree with that. It doesn't need to be rebuilt, it just needs a few tweaks.  The combat system isn't bad, it just feels a little clunky due to the limitations of the technology available and the amount of time the team had to get the finished product out.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: RichterB on September 21, 2013, 08:04:43 PM
The 64 games were a 3D representation of the 2D combat system which is what they were intended to be. 3D gaming was really in its infancy back when those games were released. They were a bit raw in places but I think they ultimately were a good representation of the classicvania formula but in 3D

Exactly. I mean, you can tweak the combat, but it doesn't need to be totally redone. Tacking on all these modern combos is a flawed notion, as that means you're taking away emphasis from level/game design to make it an elaborate beat-em-up, which isn't a part of Castlevania's definition. 
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Maedhros on September 21, 2013, 10:04:16 PM
It's not that combos are really bad... just limit them a bit, instead of what we see in LoS.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 22, 2013, 12:07:02 AM
I don't think if it were made today that it would need that "Press X to finish off your enemy" or "Press these buttons to grab your enemy and have a series of other things you'll do over and over". I liked the simplicity of fighting a boss and just getting his energy levels down to nothing and then if he had a second form you'd get a brief cutscene and get the energy meter again down to nothing. Why complicate something when its unnecessary? A Boss doesn't need to have 18 cutscenes and attack pattern changes after each one. I dunno just my thoughts.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: DoctaMario on September 22, 2013, 12:39:10 AM
Exactly. I mean, you can tweak the combat, but it doesn't need to be totally redone. Tacking on all these modern combos is a flawed notion, as that means you're taking away emphasis from level/game design to make it an elaborate beat-em-up, which isn't a part of Castlevania's definition.

Well to be fair, LoI was the same type of game as LoS in terms of combat. So LoS wasn't exactly out of the blue with its combat system. I wouldn't mind seeing them do something like CoD's combat but a little more interesting.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: uzo on September 22, 2013, 11:23:01 AM
@most replies:

Of course the engine wouldn't be the same. That's a given. But I mean literally from the ground up. Redesigned movement and combat, redesigned levels to fit that new combat.

Basically start over using the same plot and characters, but everything else has to change.

@DoctaMario:

The combat was inherently flawed by trying to be a 3D implementation of the 2D combat system. It was just broken by default. It doesn't get bonus points for being the first attempt, if it utterly fails at what it's doing.

Look at the difference between Zelda's first 3D outing and 64/LoD. 64/LoD just looks like utter shit in comparison. They even had a re-release to get it right and still failed.

Good designers rethink with new technologies. Poor designers take the old as they knew it, and try to shoehorn it into the new when it doesn't fit.



In conclusion; The game is just broken. It needs a straight up re-imagining. And by re-imagining I don't mean Lords of Shadow.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: RichterB on September 22, 2013, 12:43:39 PM

The combat was inherently flawed by trying to be a 3D implementation of the 2D combat system. It was just broken by default. It doesn't get bonus points for being the first attempt, if it utterly fails at what it's doing.

Look at the difference between Zelda's first 3D outing and 64/LoD. 64/LoD just looks like utter shit in comparison. They even had a re-release to get it right and still failed.

Good designers rethink with new technologies. Poor designers take the old as they knew it, and try to shoehorn it into the new when it doesn't fit.

In conclusion; The game is just broken. It needs a straight up re-imagining. And by re-imagining I don't mean Lords of Shadow.

Two notes:

1.) Unfortunately, looking at the modern history of video games, a re-imagining of design ultimately means something "like" Lords of Shadow. That's just where designers mind sets are for 3rd Person Action. I honestly believe that the core of action platforming was captured on N64. Are you saying that implementing an idea like Level 2, where you have to run, jump, and whip through flipping platforms, falling guillotines and medusa heads in tandem is inherently flawed because it was an idea from 2D that's rarely if ever attempted in 3D? By that definition, and what you said previously in that vein about designers, Mario 64 is an awful, amateurish game. Now, combos can be implemented to a limited degree, so long as they don't mess up the flow of character animation for placement (you have to be able to fight on narrow areas without moving and falling off), but I don't want it to become a scientific slugfest where I have to remember every button combination. I agree with Johnny about the sense of personal skill and execution when fighting a boss in N64 versus relying on a long, preset series of moves and embellishments that slow down the immediacy of the fight. It's clunky, but is a lot more satisfying in the sense that you feel you're in control, and not the computer's programming of move sets. Now, a refined version of Castlevania 64's combat and platforming can perhaps be seen in something like Capcom's Maximo series, but that's already ancient by today's standards. However, everything from Devil May Cry to Uncharted to God of War to Bayonetta are terrible examples of the brand of consequential, dynamic action platforming at the heart of Castlevania. The basic sense of movement and level design in CV64 feels a lot more open and free--that I'm in control--versus so many of the modern action ilk, where it feels like I'm moving from pre-arranged set piece to set piece.

2.) I think the the Ocarina of Time comparison is a fallacy. Castlevania is VERY different in nature than Zelda. On the surface you can cite Zelda: Ocarina of Time as proof of CV64's ineptness, but OOT was in development at the same time as Castlevania 64 from a team that had already worked on several 3D games and had internal company insight on the N64 hardware. There’s no way CV64’s team could have looked at Zelda: OoT in-depth before releasing CV64, and Legacy of Darkness was developed just several short months later as a way to get some closure on CV64's many unused elements and thus  already had certain framework elements in it that could not be changed, only slightly polished or finished. Most importantly, again, Zelda and Castlevania are fundamentally different games. Castlevania leaned more toward a realistic style with realistic proportions, and was based in split-second action and platforming far more complex than Zelda’s more leisurely auto-jumping and largely puzzle/target-based bosses. The fact that Zelda uses auto-jumping to this day shows a lack of daring in 3D design.

EDIT: I don't know if anyone will see this at this point (I'll repost later in the thread if need be), but one brilliant thing that CV64/LoD did that I only notice in retrospect is how versatile the whip's striking is. A whip is an imperfectly accurate weapon in real life, but the way it tracks airborne enemies and the character animation follows suit, is very fluid all things considered. When you're whipping an enemy on the ground or in the air, even when jumping, it tracks in its physics accordingly, which is something LoI and LoS both fail to do in their whip mechanics. Those whips always move the same way, whether you or the enemy are grounded or airborne. It's a slave to its starting combo strike. The way CV64 did it felt aesthetically like you were controlling the whip like SCIV, because it was striking in all directions of where the enemy appeared. Jump whip the spider-women enemies in the cave to see a clear example.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Beaumont_Belmont on September 22, 2013, 12:50:58 PM
One of the big things I think a modern "re-imagining" would lose is the adventure elements of the game. I enjoyed exploring the castle grounds and just taking in the atmosphere when I wasn't fighting. A new version would probably fill it with setpieces, which would ruin the castle's ambience.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 22, 2013, 01:05:06 PM
I think that Uzo was talking about more precise controls and not so repetitive attacks, then rework the existing stages to work with this revamped idea in mind. If I understood it right the stages are okay, but they would need some changes or otherwise it would be very easy for a character that you can control so well.

Imagine what Super Castlevania 4 did in 2D, he wants a game that achieves that feel of control in 3D.

I've understood it right?
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: uzo on September 22, 2013, 04:55:43 PM
@Lelygax

For the most part, yes, you got the idea. Though I haven't detailed any attack system, I wouldn't say 'less repetitive' is what it needs. Just more adapt to a 3D environment. See below for more thoughts on this.

@RichterB

Re: '1.)' You didn't read my previous post correctly. The key phrase you seemed to have skipped over was "when it doesn't fit."

Secondly, I never truly felt in control of the character in CV64. I felt more like i was fighting the game to try and get it to do simple tasks. This is simply bad control, and just doesn't work right.

Re: '2.)' Mario 64 was Nintendo's first shot at a 3D platformer on the N64. Even if you calculate for first party resources, it came out so many leagues better than CV64/LoD that it's basically an embarrassment to Konami.

Its clear that the technical side of things was not the issue. It all comes down to the core design. And in the case of CV64/LoD the core design was simply not thought out well. It failed to really take the 3rd dimension into account, resulting in a clunky, hard to control, mess.

Also, realistic proportions have absolutely nothing to do with it. The game could have looked like The Wind Waker and still held the same core design. That is all on the art side of things. Besides, Zelda OoT did in fact have a realistically proportioned playable character, with Adult Link in the second half of the game. But did you notice a major shift in gameplay? Not at all. This is because the core design was solid, and regardless of the character's proportions it all felt just as smooth.

Re: 'EDIT:'

"A whip is an imperfectly accurate weapon in real life" Are you saying that a whip is not an accurate weapon? Have you ever used one? I have. I can say this completely false.

As far as it's use in CV64/LoD, the way it tracks enemies is actually the best aspect of the combat.

If the re-imagining were up to me, my first thought on the combat would be to rethink about the use of a whip in 3D space. Whips have multiple uses, especially for controlling 3D space. The basic philosophy behind Lords of Shadow's desing is actually very good. They have two main attack methods. One controls direct target situations, while the other controls situations where you're surrounded. This was not very well executed in lords of Shadow int he end, but the basic concept is very solid.

I would go with a multiple whip action, via different buttons, system for combat. One button would act primarily how it does already in CV64 ("Direct Attack"). It targets an enemy within your viewing range, and makes a locked on direct and aimed strike to the enemy. The key difference I would implement into this system is the reduction of cool down. Not by too much, but just enough to get the following effect.

When you see someone actually use a whip in real life, often strikes with the whip can cause the whip to swing back around and come back to the other side of the person, to which you can repeat that move, but mirrored, and it brings the whip back to it's starting position. You can attack with a whip continuously like this in a cycle.

Have this type of animation playing, where the strikes are physically identical, and do the same precision aiming. Just reduce the cool down so it cycles in a fluid animation. Since you can attack a little more rapidly, reduce the damage by a degree.

The second kind of attack would be 3D space control ("Area Attack"). Much like the later 3D titles, a circular strike around the character. This would be effectively a "get off my back" move. Itll send any enemy around you into hit stun, but this attack cannot be spammed as it has a larger cool down. It is meant to get out of being surrounded, with the next feature...

A dodge roll, to get out of sticky situations. It can cancel a Direct Attack, but not an Area Attack. While you cannot directly attack out of a dodge roll, perhaps some sub weapons have a special condition. What if you could drop Holy Water as you dodge out of the way? Would be a nice way to trick enemies into extra damage.

Lastly, off the top of my head, I would add in the ability to grab enemies, and maybe environment objects, with the whip. Especially for the use of whip swinging. This is something that SCVIV started to do, but was dropped from just about any other game. And yes I am aware that the CV64 prototype was trying to implement this having a whip swing, but it ultimately did not make it in.

Instead of adding a button for this, perhaps when you hold down the button when doing a Direct Attack, instead of tapping it, it'll trigger you to attempt to grab the the enemy and reel them in or something. This also works for swinging hooks. So you don't accidentally grab one when you mean to attack, you must hold the button down.

This is just my initial thoughts for 5 minutes. Think of what a talented development team could do with more time to fully bring the idea to life.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Inccubus on September 22, 2013, 06:20:18 PM
The way it tracks enemies is actually the best aspect of the combat.

If the re-imagining were up to me, my first thought on the combat would be to rethink about the use of a whip in 3D space. Whips have multiple uses, especially for controlling 3D space. The basic philosophy behind Lords of Shadow's desing is actually very good. They have two main attack methods. One controls direct target situations, while the other controls situations where you're surrounded. This was not very well executed in lords of Shadow int he end, but the basic concept is very solid.

I would go with a multiple whip action, via different buttons, system for combat. One button would act primarily how it does already in CV64 ("Direct Attack"). It targets an enemy within your viewing range, and makes a locked on direct and aimed strike to the enemy. The key difference I would implement into this system is the reduction of cool down. Not by too much, but just enough to get the following effect.

When you see someone actually use a whip in real life, often strikes with the whip can cause the whip to swing back around and come back to the other side of the person, to which you can repeat that move, but mirrored, and it brings the whip back to it's starting position. You can attack with a whip continuously like this in a cycle.

Have this type of animation playing, where the strikes are physically identical, and do the same precision aiming. Just reduce the cool down so it cycles in a fluid animation. Since you can attack a little more rapidly, reduce the damage by a degree.

The second kind of attack would be 3D space control ("Area Attack"). Much like the later 3D titles, a circular strike around the character. This would be effectively a "get off my back" move. Itll send any enemy around you into hit stun, but this attack cannot be spammed as it has a larger cool down. It is meant to get out of being surrounded, with the next feature...

A dodge roll, to get out of sticky situations. It can cancel a Direct Attack, but not an Area Attack. While you cannot directly attack out of a dodge roll, perhaps some sub weapons have a special condition. What if you could drop Holy Water as you dodge out of the way? Would be a nice way to trick enemies into extra damage.

Lastly, off the top of my head, I would add in the ability to grab enemies, and maybe environment objects, with the whip. Especially for the use of whip swinging. This is something that SCVIV started to do, but was dropped from just about any other game. And yes I am aware that the CV64 prototype was trying to implement this having a whip swing, but it ultimately did not make it in.

Instead of adding a button for this, perhaps when you hold down the button when doing a Direct Attack, instead of tapping it, it'll trigger you to attempt to grab the the enemy and reel them in or something. This also works for swinging hooks. So you don't accidentally grab one when you mean to attack, you must hold the button down.

This is just my initial thoughts for 5 minutes. Think of what a talented development team could do with more time to fully bring the idea to life.

I like all of this. These are all great ideas.

The one thing I would also add is to keep the secondary main weapons. IE- Reinhardt's sword.
They were a good addition to the main form of combat and if they were expanded to have a number of alternative and varying uses besides straight up combat that would make things much more interesting.

Just off the top of my head, I can imagine a scenario where Reinhardt is fighting a lizard-man, for example. You can fight him normally with the whip alone, or use the crowd control move to stun him, circle around back pinning his tail to the ground with the sword, then finish him off with direct attacks from a safe distance.
Having lots of situational uses like that for the secondary weapon without any of the intrusive QTE's would make combat more interesting. And by not showing the player where to use them and only hinting that there are a variety of special uses will encourage the player to experiment in combat instead of just doing the dame things over and over.

Oh, here's another one. Since you mentioned being able to grab and reel in enemies how about a situation where you have an armored boss? The boss's weak point can be covered in armor necessitating a grapple move with the whip that would then allow the player to move in close and pry the armor off with the sword to expose said weak point making the boss much easier to beat. All done in fluid, uninterrupted animations.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: RichterB on September 22, 2013, 06:37:32 PM
@uzo:

Everything you said sounds reasonable. I've suggested some of those concepts myself in the past as far as the grabbing (which LoI toyed with) and the circular attack (I used Circle of the Moon as an example). But for some reason, before, it sounded like you wanted to tear down everything that the game established aside from characters and plot. But with what you're saying, while the levels would have to be tweaked and rebuilt, the fundamentals of them would remain unchanged. This would simply embellish and refine the negative space. (Of conceptual note, interviews suggest a standing whip wiggle move like SCVIV was originally in the game to deal with being surrounded, or being attacked at odd angles. IIRC, you'd hold down the attack button, and move the analog stick to manually move the whip where you want it in twisting and slash-like motions).

I still feel a bit uncomfortable with your statement that "It failed to really take the 3rd dimension into account, resulting in a clunky, hard to control, mess." I agree it could go further, but compared to how IGA and Mercury Steam utilized 3D space and navigating that space, I have to say it was a lot more ambitious and far-sighted than you're giving it credit for, even if very unrefined/rough. The usable vertical and horizontal spatial depth alone is something one can only dream of in 3D Castlevania outside of these N64 titles.

One pro of its combat was the self-made combos through sliding. You can slide and drop your holy water, or slash and then come up from that slide with a whip attack. The R Button helps a lot with the game we got for turning and dodging by holding it down--just speaking of what we got.

Whatever the case is, rhythm is of more concern than repetition. When you have attack rhythm, you don't mind taking out enemies the same way, as the 2D games show. (Mercury Steam takes all the rhythm out of it with the excess hit points and super-powered combos in isolated, flat arena battles). And with the N64 games, while I sometimes would clunk-ily over- or undershoot, the fluidity in which I could combine jumping attacks with primary and secondary weapons and sub-weapons or sliding meant a lot of uncomplicated variety and ingenuity if you play it creatively.

And no, I have not used an actual whip. I was simply suggesting that a whip swing at a moving enemy at a distance might not always connect, as sometimes the enemies dart out of your lock in the N64 games. (assuming they're still in range, perhaps your recoil return could catch them).

Anyway, if it's well thought out, I don't care how it's done. So long as Castlevania gets back to the base line of these N64 games in 3D and doesn't keep trying to refine or tweak LoI, which is essentially what LoS has been attempting, succeeding in some areas while stumbling in others.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 22, 2013, 08:38:30 PM
These ideas sounds good, what about bringing that stakes back from 64 prototype? They could be used like in Resident Evil Remake, if a Vampire tries to grab and bite you, you can counter attack using it if you have one. :)
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 22, 2013, 10:04:27 PM
This is pretty awesome. You guys have some really great ideas. Reading through this thread I already feel like it has exceeded just talks about what could make a great game better but rather an actual blueprint which could make for an awesome reimagining of the N64 titles. I really have to commend you guys on your ideas.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: X on September 23, 2013, 10:10:28 AM
Sadly we're all overlooked by Konami  :'(
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 23, 2013, 10:17:33 AM
Konami, please! Shut up and take my hearts!
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 23, 2013, 10:37:47 AM
Sadly we're all overlooked by Konami  :'(

Ah its ok man. Again with all these Kickstarters coming up, Indie games, etc its ok for Konami to ignore and overlook us. All it takes is for a team motivated enough to change the IP (Title, Characters, etc) and to make something very similar to a concept like this. As I said before, nobody needs the Megaman IP nor was Capcom needed to make a great Megamanish game thanks to Mighty No 9. So if Konami won't listen anyone could take to Facebook first with all the concepts, story, etc. and see how popular it is. Then if there's programmers out there and people who are considering working on it, a kickstarter could come into play to pay these people to make it. If the blueprints and ideas are popular enough than Legacy of Darkness and Castlevania 64 could be reborn as a great new IP and game still holding the spirit of those games. No doubt anything like this would get funded. As I said before I'd def pledge money to see something like this made.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 23, 2013, 10:44:15 AM
Oh, but companies always usually ignored fans, it's not Kickstarter and current market state's fault.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 23, 2013, 10:54:05 AM
Oh, but companies always usually ignored fans, it's not Kickstarter and current market state's fault.

Yeah of course not. Not what I was saying at all. I was saying actually Kickstarter is a positive thing because it means that when these big companies ignore fans, people could take to Kickstarter and have the means to make their own games which are inspired by great IPs. :)
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 23, 2013, 11:13:11 AM
The sad thing is that Konami owns CV so we can't rely on Kickstarter for that.
We can for other great games, though. Just not CV. Not for now.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 23, 2013, 11:23:02 AM
The sad thing is that Konami owns CV so we can't rely on Kickstarter for that.
We can for other great games, though. Just not CV. Not for now.

Konami owns Castlevania in and of itself so yes anything that is a Konami IP can't be used. However, anyone could make a Castlevania game without calling it "Castlevania" or using the character names. The same way Steel Wool Soap Pads go by different names Brillo, SOS, etc. Yet people still use use them the same way. I wouldn't say someone needs to make a blatant clone to Castlevania: Legacy of Darkness/Castlevania 64, but stay as close to the spirit of the titles as possible.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 23, 2013, 11:33:03 AM
They couldnt do anything about a Casltevania-like game, since a lot of them already exists from small and big companies; If they say something about a hero using a whip they will fail instantly because of La Mulana and Indiana Jones.


Want a example?
(click to show/hide)
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 23, 2013, 11:37:50 AM
They couldnt do anything about a Casltevania-like game, since a lot of them already exists from small and big companies; If they say something about a hero using a whip they will fail instantly because of La Mulana and Indiana Jones.


Want a example?
(click to show/hide)

Yet Devil May Cry, Legacy of Kain, and other games similar have seemed to do ok when they were in their prime (course now you don't hear about Legacy of Kain anymore). Still it depends on who makes the game and how its made.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Intersection on September 23, 2013, 11:39:37 AM
Ah, I would love to see another Legacy of Kain game...
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 23, 2013, 12:07:17 PM
Ah, I would love to see another Legacy of Kain game...

I used to own the Dreamcast Legacy of Kain: Soul Reaver. I thought it was pretty awesome tbh.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 23, 2013, 03:35:16 PM
Want a example? Look at this game that a random company called Lords of Shadow, they did a game very similar to Castlevania and are selling it without problem.
Do you it's very similar? Really?
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Neobelmont on September 23, 2013, 03:46:41 PM
Ah, I would love to see another Legacy of Kain game...

That would wreck 3dvanias.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 23, 2013, 03:57:43 PM
What if they made a new Bloodrayne Betrayal but with an all-new name?
Would that be CV without the name?
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 23, 2013, 04:04:51 PM
Do you it's very similar? Really?

No, this sentence is entirely a joke xD
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 23, 2013, 05:08:36 PM
What if they made a new Bloodrayne Betrayal but with an all-new name?
Would that be CV without the name?

Well not sure what the game is like but if you take most games with the same horror element to them many are similar. It just all depends on the execution as to whether or not it will actually be unique, amusing to play, and at the same time just have that feel. Legacy of Kain: Soul Reaver IMO captured the feeling of Castlevania and yet was unique in its own right. Raziel could be described as the Alucard of the game.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 23, 2013, 10:07:26 PM
No, this sentence is entirely a joke xD
Really? What do you here?

Well not sure what the game is like but if you take most games with the same horror element to them many are similar. It just all depends on the execution as to whether or not it will actually be unique, amusing to play, and at the same time just have that feel. Legacy of Kain: Soul Reaver IMO captured the feeling of Castlevania and yet was unique in its own right. Raziel could be described as the Alucard of the game.
I'll have to check that game, I only know the cover, I never actually saw gameplay.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Super Waffle on September 24, 2013, 03:46:27 AM
Considering it's the only good 3D Castlevania game to date it would probably do pretty well.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 24, 2013, 09:15:15 AM
The music was even great in Castlevania LOD/64. Could you imagine orchestrated updated music? That would be pretty awesome.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: X on September 24, 2013, 10:42:11 AM
Quote
The music was even great in Castlevania LOD/64. Could you imagine orchestrated updated music? That would be pretty awesome.

I can. But at the same time I wouldn't want it to be overly complex in sound as the simplicity of CV64/LoD's tracks are what helped give the game its unmistakable atmosphere. They could update the synth with current, realistic instrumentation, but I wouldn't want them to go beyond that. I had noticed that there were a couple of tracks from CV64 that had been made over just for LoD and I still feel that they are inferior when compared to their CV64 counterparts. They added an extra instrumentation when it was not needed and I feel strongly that this has detracted from the feeling that CV64 had captured.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Pfil on September 24, 2013, 10:48:31 AM
The music was even great in Castlevania LOD/64. Could you imagine orchestrated updated music? That would be pretty awesome.
I like it the way it is, I believe I wouldn't want it orchestrated. It would lose part of its charm and mystic.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 24, 2013, 09:28:58 PM
I can. But at the same time I wouldn't want it to be overly complex in sound as the simplicity of CV64/LoD's tracks are what helped give the game its unmistakable atmosphere. They could update the synth with current, realistic instrumentation, but I wouldn't want them to go beyond that. I had noticed that there were a couple of tracks from CV64 that had been made over just for LoD and I still feel that they are inferior when compared to their CV64 counterparts. They added an extra instrumentation when it was not needed and I feel strongly that this has detracted from the feeling that CV64 had captured.

Exactly what I had in mind. just minor updating on the synth a bit like you're saying.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: DoctaMario on September 25, 2013, 09:34:06 PM
I LOVED the OST to the 64 games, but especially thr Villa, Tower Of Sorcery and tower of Execution.  I loved how sparse and lonely it was sometimes tooooo in the Forest of Silence. It really made you feel how the characters must feel and captures the mood of the stages perfectly!
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: The Silverlord on September 26, 2013, 04:57:22 AM
Ah, I would love to see another Legacy of Kain game...

The Legacy of Kain series was outstanding.  Have to make do with upcoming free-to-play game, Nosgoth:

http://www.eurogamer.net/articles/2013-09-25-this-is-what-nosgoth-the-f2p-multiplayer-legacy-of-kain-game-looks-like (http://www.eurogamer.net/articles/2013-09-25-this-is-what-nosgoth-the-f2p-multiplayer-legacy-of-kain-game-looks-like)
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: RichterB on September 26, 2013, 01:34:37 PM
One thing's for sure, there's really only one way to title this proposed relaunch/reimagining of Castlevania 64/LoD, and that is...

Castlevania: Dracula 3D

:) See: Nintendo 64: Castlevania 64 - Dracula 3D (Prototype) Trailer (http://www.youtube.com/watch?v=TzMZhKOJqeg#) (and notice how if you slow down older tunes, they could work for the N64 era in combination with what was already done).
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Ratty on September 27, 2013, 05:53:46 AM
I don't think you could really make a game like CV64/LoD today, at least not outside of the Indie market. It's got a beautiful unique artstyle and pace you just don't see anymore. As someone else mentioned earlier in the thread one of the best things about these games was just looking at the environments after the enemies have been killed, listening to the wonderful music. Really soaking in the atmosphere and story.

That's something we'd already lost by the time LoI came out, while that is a good game it's much less about atmosphere and feeling like you're really experiencing a haunted Castle, and more about hallways connecting set pieces. Today, when you strip out the platforming and signature Castlevania elements and throw in needlessly long combos and QTEs... it's much much worse.

HOWEVER if we got an upscaled re-release of these games, perhaps with some control tweaks for CV64, I would be very happy. Though it would be tricky to adapt the unique N64 controls to a modern gamepad. Sadly given the negativity that unfairly surrounds these games today I don't think we're likely to see anything like that for a long time if at all.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: X on September 27, 2013, 09:51:10 AM
Quote
Though it would be tricky to adapt the unique N64 controls to a modern gamepad.

I did it through an N64 emulator. It was a bit of a hassle getting the buttons I wanted for my gamepad, but in the end it works well. It's also not quite as awkward as if I were using an N64 controller (control stick in the center of the pad).
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Intersection on September 27, 2013, 01:27:57 PM
The Legacy of Kain series was outstanding.  Have to make do with upcoming free-to-play game, Nosgoth:

http://www.eurogamer.net/articles/2013-09-25-this-is-what-nosgoth-the-f2p-multiplayer-legacy-of-kain-game-looks-like (http://www.eurogamer.net/articles/2013-09-25-this-is-what-nosgoth-the-f2p-multiplayer-legacy-of-kain-game-looks-like)
This doesn't bode too well. Legacy of Kain isn't the type of franchise you'd consider adapting for a free-to-play PC game. This is essentially a business choice, and not much else; my warning bells are sounding.
I've given up on f2p's long ago. It doesn't matter how much these games will stress that they don't follow the Pay to Win model -- because that's fundamentally how they work. It's essentially a business method, and it's proven itself very profitable: after all, you wouldn't pay for game if it doesn't help you... win, right?
So, even if the game's under Square Enix's supervision, I'm still worried here... "Nosgoth" sounds far too close for comfort to the masses of "World of" games that swarm the market today.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Johnny on September 28, 2013, 05:58:52 AM
I don't think you could really make a game like CV64/LoD today, at least not outside of the Indie market. It's got a beautiful unique artstyle and pace you just don't see anymore. As someone else mentioned earlier in the thread one of the best things about these games was just looking at the environments after the enemies have been killed, listening to the wonderful music. Really soaking in the atmosphere and story.

That's something we'd already lost by the time LoI came out, while that is a good game it's much less about atmosphere and feeling like you're really experiencing a haunted Castle, and more about hallways connecting set pieces. Today, when you strip out the platforming and signature Castlevania elements and throw in needlessly long combos and QTEs... it's much much worse.

HOWEVER if we got an upscaled re-release of these games, perhaps with some control tweaks for CV64, I would be very happy. Though it would be tricky to adapt the unique N64 controls to a modern gamepad. Sadly given the negativity that unfairly surrounds these games today I don't think we're likely to see anything like that for a long time if at all.

The indie market still does give it a chance though. So I dunno seeing it done and done well by an indie dev would be just as good if not better than Konami could do it. Just my opinion. Of course just like a big dev an indie dev could also screw it up.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Ratty on September 29, 2013, 06:54:12 AM
The indie market still does give it a chance though. So I dunno seeing it done and done well by an indie dev would be just as good if not better than Konami could do it.

A good spiritual sequel would be great, you never know I suppose.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: xscientist5000 on September 29, 2013, 11:42:10 AM
Improve the camera, add a save-anywhere-not-in-combat feature (or reconfigure the infamous Nitro puzzle) and give it a few shiny graphical touches, and I bet it would sell a fair few units.

How far away is a save anywhere except in battle feature from playing a rom where you can save state, or using a game genie/ game shark? These games today with their infinite health/save constantly features take away more than they give, IMO. What they take away is strategy, skill, and most importantly the feeling of accomplishment. Goes perfectly with today's instant results generation.

A save crystal here and there is good enough and players should be thankful they even get that.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: RichterB on September 29, 2013, 01:44:49 PM
How far away is a save anywhere except in battle feature from playing a rom where you can save state, or using a game genie/ game shark? These games today with their infinite health/save constantly features take away more than they give, IMO. What they take away is strategy, skill, and most importantly the feeling of accomplishment. Goes perfectly with today's instant results generation.

A save crystal here and there is good enough and players should be thankful they even get that.

Yeah, saving is not a problem. I've been playing the game on and off in recent times as if it were an old-school Castlevania, and I've gotten from Stage 1 to Stage 5 without any saving, and then from Stage 5 to the Room of Clocks without any saving (I could have gone further with both, but I had already proved the point to myself).

I realized that, once you know the route and the dangers, the Nitro puzzle is actually very easy with saves. It's only without saves that it becomes a bit nerve-racking; but even then, it's challenge level is middling with practice. The hardest part (and the only part that can be unfair at times) is the transition between those two gears, honestly. So, I always do that nitro run first, then set the second nitro to get into the library, then mandragora for the library, break observatory room seal, and finally mandragora for the now unsealed spot where I dropped the first nitro for safe keeping.

Anyway, having played without saving for a while now, I think that the save spots they put in were well placed and make the game a lot less frustrating than it can be without saves.

The thing that bugs me is you can't save more than four quests at a time. I'd like to save some areas to play over and over for fun, like a stage select. So, a stage select in a redux would be great. A redux called...wait for it...Castlevania: Dracula 3D
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: DoctaMario on September 29, 2013, 02:00:00 PM
Walking through the nitro puzzle is easier than running. It takes a little longer but it means you'll probably only have to walk through it once if you do it right.

And I'm glad I'm not the only one who spent stupid amounts of time using the first person camera to look at the levels in detail. xD
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on September 30, 2013, 07:39:59 PM
How far away is a save anywhere except in battle feature from playing a rom where you can save state, or using a game genie/ game shark? These games today with their infinite health/save constantly features take away more than they give, IMO. What they take away is strategy, skill, and most importantly the feeling of accomplishment. Goes perfectly with today's instant results generation.

A save crystal here and there is good enough and players should be thankful they even get that.

Have played Tomb Raider for PSX? It work very well, but costs a item to save. This shows how to do it right.

The problem is that even right it can backfire on the player, since you can save with low health and no items, meaning that sometimes you will need to restart the game from 0 (its rare, but happened at least 1 or 2 times with us here).
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Intersection on October 01, 2013, 01:49:17 PM
Have played Tomb Raider for PSX? It work very well, but costs a item to save. This shows how to do it right.
Are you sure? This kind of a system would be far too arbitrary to work well with a game like LoD.
It actually ties in with your next concern:

The problem is that even right it can backfire on the player, since you can save with low health and no items, meaning that sometimes you will need to restart the game from 0 (its rare, but happened at least 1 or 2 times with us here).
Exactly. And it'll probably happen more often than you might think. If you're low on health, or find yourself in a difficult situation, it might be a critical mistake to save your game -- you'll often be forced to start over entirely. And yet, when we're given that option, that's precisely what many of us do; it's compulsive, a survival reflex. So implementing this "free" save system isn't the best of ideas.

Now, of course, there are ways to circumvent that; think of what HoD did: you could make a "quick save" in any room, but only save rooms allowed you to regain health and magic. And when returning from the title screen, you could choose to return either to your quick-save point or to the last save room you'd encountered -- so that you won't be forced to bend to that hasty bit of checkpointing after all...
But this, of course, could really come to the detriment of a decent level of difficulty. For LoD in particular, I don't think it would be a good solution.

So here's a last possibility: along with the traditional save feature, a "sleep" mode that will essentially save your game at any point during gameplay, but that will forget your progress until you choose to put the game to sleep again. This wouldn't allow cheating, since you can't quick-save, continue your game, then revert back to the save if you aren't satisfied -- the save would simply no longer exist. I think AoS had something similar; it's simply a way to avoid losing progress if you have to leave without having yet reached a save point -- essentially a mechanism to facilitate coming back, and nothing more. And I think an auto-save feature would work well with this too.
Title: Re: If Castlevania Legacy of Darkness/Castlevania 64 was released today
Post by: Lelygax on October 01, 2013, 04:20:42 PM
Yes, that would be good, they did it in DS titles too.