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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: djrunza on July 13, 2014, 12:43:31 PM

Title: Why not a Castlevania Musou game?
Post by: djrunza on July 13, 2014, 12:43:31 PM
You know, when everytime I play Castlevania Judgement, I thought to myself again that this game should've been more better than a fighting game because I heard many Castlevania fans despise the game for many reasons. Perhaps they should've made or making a new Castlevania Musou game in the future for the next-gen with the mixture of  Warriors Orochi and Sengoku Basara flavors with an amazingly crowd-combat gameplay instead. We all do want it, probably. I mean, just take a look at this picture.

(http://i.imgur.com/fe0Fx3g.jpg)

Don't you feel like wanna Beat Em' Up & Hacking and Slashing those enemies by using your favorite Castlevania characters with thousands and millions of combos you can perform? Imagine all Belmonts, Alucard, Shanoa, Hector, Jonathan Morris, Charlotte Aulin, Soma Cruz, Sylpha Belnades, Grant Dynasty, Nathan Graves, Maxim Kischine, Aeon, Saint Germain and other heroes/anti-heroes takes on Lord Dracula's horde of generals and armies of monsters/demons as many as you can throughout the series. We can also play as Lord Dracula to purge the whole world into flames and play as some of Lord Dracula's demonic deadly generals such as Death, Olrox, Shaft, Necromancer, Galamoth, Isaac, Walter Bernhard, Joachim Armster, Succubus, Carmilla, Golem, Medusa, Arkoden, Nuculais, The Creature, WereWolf and others against the heroes armies/holy orders sent to destroy him too. DLC characters available such as Kid Dracula and Pumpkin too. It would be SATISFACTION AT ITS BEST!


GAMEPLAY

- Attacks performed in conjunction with your partner will result in dealing bonus damage.

- Characters level up in the midst of battle, and can utilize newly learned skills on the spot.

- All three super moves are usable in battle, and can be cycled through as desired.

- If timed correctly, evading will result in the desertion mechanic, temporarily slowing enemies.

- Camps may have up to three levels, created by enemy strategist units. To take these the player must defeat commanders on every level. To assist in this, there is a single-button system, in which the player will have to press the attack button along with the timing on-screen.

- Weapons can be enhanced with stats of your choice such as attack, defense, Judgment gauge, fighting spirit, or hit points.

- Weapons can also be combined to increase their potency and create different effects.

- "Switch Combo", the action uses a portion of the Judgment Gauge as characters are quickly switched via L2 or R2 (PS4) or the left or right triggers (Xbox ONE).

- Items such as potion, hi-potion and other items can be collected and equipped by characters to augment their overall stats or provide them with various advantages.

- "Ultimate Castlevania" is the most powerful Musou attack in which both you and your partner's Judgment gauges are full, and they are standing close enough together (the gauges will glow red), pressing L2 + Circle will activate an Ultimate Castlevania attack. Different beautiful Ayami Kojima's traditional style of art with some unique Castlevania-ish designs and resembling the player’s character from the ground to attack all surrounding enemies with different stylish attack pattern for each characters, and every character has a unique conversation that will appear at the finish. All types of "Dual Crush" attacks are also include in the game by pressing R2 + Circle when the Judgement gauge glows red as well.

Note: This can be activated in co-op, if the players are close enough to one another.

Note 2: Judgment gauge means Musou gauge.

Note 3: This unique attack has similar to Giga BASARA attack from Sengoku BASARA 4.


MODES

Story Mode

Various of stages in Story Mode are now part of 4 cohesive storylines divided into several of chapters that has yet to be unlocks which depending on the player’s action. Each of the characters has their own storyline and storytelling.

Free Mode

Same as various Warriors titles.

Customization Mode

Every character has the ability to customize their own costumes with wide collection of costumes, weapons, accessories, and ability to create different skills, attributes and Musou style attack for battle. The more you customize, the more the player can create a well-balanced character or an all-powerful one.

Gallery Mode

Includes music, cutscenes, wallpapers, attack motions, voice samples, etc.

Online Play

Lets players work together to play unlocked stages in either Story or Free Mode. Players need to have the selected stage unlocked in their personal saves before they can play it online. Additional points and stronger weapons can be earned by teaming up with other players.

VS. Mode

The old school battle style of Castlevania Judgment is back! But there are 2 types of battle within this mode, which are 1VS1 Old School Battle Style and 1VS1 Musou Battle Style (with your respective generals and armies). 

THEMES

Opening Theme- (Add your own idea because currently I've no idea which song is suitable for the Opening theme)

Ending Theme- (Add your own idea because currently I've no idea which song is suitable for the Ending theme)

Last but not least, I'd like to say thank you for reading my ideas for a new Castlevania Musou game in the future which has the possibilities. What says you?

P/S: Sorry for the long post.  ;D
Title: Re: Why not a Castlevania Musou game?
Post by: K.G. Morder on July 13, 2014, 01:08:17 PM
But dont you know? Hack n slash makes it a God of War clone and ruins the franchise forever!

Sarcasm aside, i liked Hpkuto musou, and hyrle warriors looks fun.

Id be down.

Though it would come at the expense of any actual level design outside of arenas
Title: Re: Why not a Castlevania Musou game?
Post by: Claimh Solais on July 13, 2014, 01:14:07 PM
I have wanted this for the longest time! And dude, your ideas are pretty damn nice for it. I'd be all over a game like this. (The perfect opening theme for the game would be a medley of Vampire Killer, Bloody Tears, and Beginning. And then the credits theme has gotta be a medley of Voyager, A Requiem, and Flashback.)

One thing I thought though, was keeping only Belmonts with enough to make them unique. For example, these were ideas I thought:
-Simon would be the basic whip-wielder, using purely the whip, utilizing a similar moveset to Judgment.
-Trevor would have a lot of attacks based on subweapons and his item crashes (particularly his Curse of Darkness ones)
-Richter would have heavy influence on martial arts, doing a lot of hand-to-hand mixed with his whip.
-Leon would have a lot of his orb powers combined into his moveset.
-Juste would have a lot of his spellbook powers combined into his moveset.
-Jonathan would be kinda like Trevor, but focus more on the PoR subweapons (ie wrecking ball).
-And then if Nathan were in he has a crap ton of variety with his DSS system.
-Desmond (I guess?) has his bizarre subweapons and a variety of swords.

So then characters without variety would be a bit iffy. Christopher only has a fireball separating him, which Simon later got in Harmony of Despair. Julius only has Omnia Vanitus keeping him apart. Reinhardt has... a sword? Putting these three in, their movesets would largely be original for the game. But even with the ones I listed, that's a LOT of whip wielders!

But yeah, I like your ideas. They seem to take the best ideas from the Warriors series, and combine it with a lot of the best ideas from Musou clones.

...lol, yeah, I just love Musou games.
Title: Re: Why not a Castlevania Musou game?
Post by: Nagumo on July 13, 2014, 02:36:01 PM
Good idea.

They won't do it.
Title: Re: Why not a Castlevania Musou game?
Post by: X on July 13, 2014, 08:24:58 PM
Quote
Don't you feel like wanna Beat Em' Up & Hacking and Slashing those enemies by using your favorite Castlevania characters with thousands and millions of combos you can perform?

Not really, no. I've already experienced that in LoS and as flame had mentioned, GoW, lol.
Title: Re: Why not a Castlevania Musou game?
Post by: GuyStarwind on July 14, 2014, 01:26:05 AM
Christopher would be with his son. It will be a Ice Climbers type deal where they rely on each other. Trust me it would work. You could make up anything for Julius since he doesn't have a game his own game.
Title: Re: Why not a Castlevania Musou game?
Post by: Shiroi Koumori on July 14, 2014, 02:31:09 AM
This could be a fan game or a mod.
Title: Re: Why not a Castlevania Musou game?
Post by: Intersection on July 14, 2014, 07:51:09 AM
The last time Castlevania went beat-em-up and mashed franchise characters together, we got Judgment. That isn't something I'm willing to let happen again.
Title: Re: Why not a Castlevania Musou game?
Post by: VladCT on July 14, 2014, 08:00:43 AM
To be honest with you, the only thing I thought to be horrid about Judgment was the art direction (WTF Obata?). The writing was just so-so, the gameplay was serviceable, and the music held up to the legacy. All that was needed to be fixed was the art and writing.

By the way, I kinda envisioned the Demon Castle War game to be sort of a combination between Musou for its scale and The Sword of Etheria/Over Zenith for its teamwork-based combat. Of course, Castlevania's good old platforming needs to be worked in somehow.
Title: Re: Why not a Castlevania Musou game?
Post by: Intersection on July 14, 2014, 08:37:14 AM
I'll be more specific.

First of all, the multi-character mentality of most musou games doesn't hash well with Castlevania's lone Belmont archetype. Keeping to a single hero gets old pretty quickly in musou's crowd-heavy subgenre, and doing a cross-franchise character mashup makes a well-conceived plot impossible. Hence Judgment's atrocious writing, and Harmony of Despair's conspicuous lack of anything story-related.

Next off, from what I've gathered, musou games are widely lacking in verticality. You'll find jump-related abilities, but combat invariably takes place in wide, flat, obstacle-light arenas, which make any platforming considerations moot. I've also never seen a dedicated platform sequence in a musou game. And it's not an anodyne choice, either: accidented or leveled areas are particularly ill-suited for heavy crowd-bashing. For a franchise that has always relied on precise platforming, that's a problem.
Title: Re: Why not a Castlevania Musou game?
Post by: beingthehero on July 14, 2014, 08:54:37 AM
Curse of Darkness was pretty much akumajo musou, with fewer enemies thrown at you.
Title: Re: Why not a Castlevania Musou game?
Post by: X on July 14, 2014, 09:45:08 AM
The only time I would expect a brawl like this in Castlevania would be in the Arena. Nowhere else as it just wouldn't work out at all as Intersection had just pointed out.
Title: Re: Why not a Castlevania Musou game?
Post by: uzo on July 14, 2014, 09:44:58 PM
I would most definitely have tons of fun with a Castlevania Musou, but I can see where the fan base as a whole might not appreciate it quite as much.
Title: Re: Why not a Castlevania Musou game?
Post by: Chernabogue on July 15, 2014, 12:42:49 AM
I would most definitely have tons of fun with a Castlevania Musou, but I can see where the fan base as a whole might not appreciate it quite as much.
If there are not 2D sprites, people will start crying. /trololo
Title: Re: Why not a Castlevania Musou game?
Post by: BLOOD MONKEY on July 15, 2014, 12:02:14 PM
It's a good idea, so that means Konami won't do anything like it.


I fixed the sentance for you, Nagumo.    ;D
Title: Re: Why not a Castlevania Musou game?
Post by: K.G. Morder on July 15, 2014, 01:11:45 PM
If there are not 2D sprites, people will start crying. /trololo
The sad thing is some people actually do complain about this.

In regards to Castlevania.
Title: Re: Why not a Castlevania Musou game?
Post by: uzo on July 16, 2014, 07:02:38 PM
If there are not 2D sprites, people will start crying. /trololo

I think it's more that the good games in the series have been in 2D. If we had a 3D entry in the series that was the true personification of Castlevania in 3D people would be OK with it. It's not that it can't be done, it's that it hasn't been done yet despite many attempts which has soured fans to the prospect of a 3D Castlevania game.

Just look at Super Mario 64. No one shits on that game. It was a brilliant transformation from 2D to 3D for Mario. You'll see hate for Sunshine though.
Title: Re: Why not a Castlevania Musou game?
Post by: crisis on July 16, 2014, 08:05:01 PM
Quote
If we had a 3D entry in the series that was the true personification of Castlevania in 3D people would be OK with it.

which is why i feel los2 was soo close yet they fumbled the ball. if you focus strictly on the castle segments & ignore all the other parts, it truly is castlevania in glorious 3D. first time i was playing thru the castle, it was truly breathtaking, especially the part where you enter the balcony & you have a clear view of the moon in the distance, with the violent winds blowing & the sections of the castle in the distance bathed in moonlight. now THAT was awesome. had they just replaced all the wall-climbing with actual platforming, more unique enemies, and cut out the warehouse factory parts & just added more of the castle, then they wouldve nailed it
Title: Re: Why not a Castlevania Musou game?
Post by: darkwzrd4 on July 17, 2014, 12:31:12 PM
I like the idea, but as Nagumo said, Konami would never do it. It does sound fun though. And, while platforming wouldn't work, there could be stage hazards like what you would find in CV games such as spike, bottomless pits, perhaps in a forest area there could be evil demon trees that eat you for an instant death if you get to close, etc. Hell, there could be status effects like what were in CV64/LoD. For example, VAMP, poison, petrification, curse (SotN), etc. Keep in mind that if you don't cure vamp fast enough, you turn into a vampire which is that same as a death (Alucard being a dhampir would be immune to VAMP status).

As far as story goes, I have no idea. Maybe such a CV game shouldn't have a story. Just make it pure gameplay and allow co-op via the internet.
Title: Re: Why not a Castlevania Musou game?
Post by: Claimh Solais on July 17, 2014, 01:45:46 PM
instant death

Yeah, no. Instant-deaths are pretty damn stupid, and especially so in a Musou-type game. Things like that should work in the way LoS handled it. You're sent back a little bit, but you lose a chunk of health. Or even they could deliver quite a bit of damage, and then throw you aside.

Bottomless pits should be handled the same way. When it's REALLY easy to misjudge a jump, bottomless pits shouldn't be an instant death. If they did, it's more of a frustrating challenge rather than just being... well, challenging.

The status effects are good ideas, but they should only reduce health to 1, so you actually have a chance should you not be around healing items (since if this would be anything like an actual Musou game, health items would be scarce). One differing thing VAMP could do besides just gradually taking health away is to also affect how you perform in battle. For example, you could attack slower as a result of your body being damaged. And then, it could even do the opposite in night-time stages, and instead you attack faster, or your attacks are stronger.

As for story, even an "eh" crossover story would be better than no story at all. Stories help create a goal in a player's mind. Hell, a crossover story could be good if, for once, the story writers start writing the characters in with the mindset of them being in the same time/world to begin with, rather than there being a rip in the time/space continuum or some bullshit that pulls them all into the same era/world.

Co-op is a must in Musou games (I was livid that Warriors: Legends of Troy didn't have co-op). Co-op should also be both local and online.

But yeah, like said twice already. Konami wouldn't be up to it. Which is a shame, since these crossovers (Musou with another franchise) always bring in some pretty cool ideas. Like Ken's Rage's skill tree, or Gundam Musou's ranged combat. Oh well. Tecmo Koei said they're interested in doing more crossovers with Nintendo, so let's hope after Hyrule Warriors, they do a game for Fire Emblem.

I think it's more that the good games in the series have been in 2D. If we had a 3D entry in the series that was the true personification of Castlevania in 3D people would be OK with it. It's not that it can't be done, it's that it hasn't been done yet despite many attempts which has soured fans to the prospect of a 3D Castlevania game.

Castlevania 64 could have potentially been this, if they didn't rush it out, and then rush the "sequel". If they spent more time refining the controls and gameplay, it coulda been wonderful.
Title: Re: Why not a Castlevania Musou game?
Post by: X on July 17, 2014, 11:00:07 PM
Quote
Castlevania 64 could have potentially been this, if they didn't rush it out, and then rush the "sequel". If they spent more time refining the controls and gameplay, it coulda been wonderful.

CV64: LoD is not a sequel per se as it is revised version of CV64, plus a prequel as Cornell's quest is 8 years before Reinhardt and Carries' mission to Castlevania. But yes the controls and camera were the bane of those games. But despite all those flaws I still hold CV64/LoD as the best that a 3D CV has ever offered.
Title: Re: Why not a Castlevania Musou game?
Post by: Claimh Solais on July 18, 2014, 01:45:29 AM
CV64: LoD is not a sequel per se as it is revised version of CV64, plus a prequel as Cornell's quest is 8 years before Reinhardt and Carries' mission to Castlevania. But yes the controls and camera were the bane of those games. But despite all those flaws I still hold CV64/LoD as the best that a 3D CV has ever offered.

I know it's not actually a sequel, hence the quotation marks. Even then, though, I like those two games. Just wish there was something that could be done about those controls. Honestly, I think one problem was it being on the N64 to begin with. That thing's got one of the weirdest controllers of all time. I'd imagine if it were on PS1, the DualShock could've been implemented for camera rotation, but not really likely.
Title: Re: Why not a Castlevania Musou game?
Post by: Jorge D. Fuentes on July 18, 2014, 05:00:08 AM
I think it's more that the good games in the series have been in 2D. If we had a 3D entry in the series that was the true personification of Castlevania in 3D people would be OK with it. It's not that it can't be done, it's that it hasn't been done yet despite many attempts which has soured fans to the prospect of a 3D Castlevania game.

Just look at Super Mario 64. No one shits on that game. It was a brilliant transformation from 2D to 3D for Mario. You'll see hate for Sunshine though.

I was pretty goshdarrrrned content with The DraculaX Chronicles, as were most people. :)
Title: Re: Why not a Castlevania Musou game?
Post by: uzo on July 18, 2014, 09:40:51 AM
That's 3D in graphics only. If the gameplay is 2D it's still "2D" in that way. I'm talking about 3D gameplay entries in the series.

Personally I think DXC was one of the most amazing remakes in the series. The graphics were pretty great, even played on a big screen. They did well with the limitations of the PSP. It played great, looked great, sounded great. Even came with the original and SotN to top it off.
Title: Re: Why not a Castlevania Musou game?
Post by: X on July 18, 2014, 09:43:16 AM
Quote
I know it's not actually a sequel, hence the quotation marks. Even then, though, I like those two games. Just wish there was something that could be done about those controls. Honestly, I think one problem was it being on the N64 to begin with. That thing's got one of the weirdest controllers of all time. I'd imagine if it were on PS1, the DualShock could've been implemented for camera rotation, but not really likely.

Yeah the N64 controller was a strange beast. They toned it down with the gamecube controller though, but not by much. And quite honestly I was expecting another CV game to appear on the PSX since SotN was a huge success. Having a dual stick controller to help with camera control would have been a BIG help rather then changing camera views (which in my opinion didn't really do anything).
Title: Re: Why not a Castlevania Musou game?
Post by: Reinhart77 on July 18, 2014, 03:37:33 PM
interesting idea.  now might be the right time to do something like this while Konami figures out what it "really" wants to do with this franchise.

EDIT:  hmm, i'm almost in the mood to break out Judgment again to see how well it's aged.  too bad my shoulder hurts and i wouldn't be able to use the motion controls.
Title: Re: Why not a Castlevania Musou game?
Post by: Claimh Solais on July 18, 2014, 04:26:13 PM
hmm, i'm almost in the mood to break out Judgment again to see how well it's aged.  too bad my shoulder hurts and i wouldn't be able to use the motion controls.

Weren't the motion controls really shoddy, anyway? I hardly used them, but I do remember them being super wonky. I personally preferred using the Gamecube controller, but I have to use the classic controller now since my Wii is one of the new ones with no Gamecube support stuff.

...Now I wanna bust out Judgment. lol
Title: Re: Why not a Castlevania Musou game?
Post by: Jorge D. Fuentes on July 19, 2014, 09:08:28 AM
I've never waggle-controlled Judgment.  Classic Controller all the way.  Played great that way.
Too bad since NintendoWifiConnection is no longer in service, it can no longer be normally played online.