Intersection, while I don't care for your condescension, I thank you for actually answering my question and not just riddling your argument with appeals to emotion and ad hominem attacks. I respectfully disagree with most of your points, however.
Quickly, to address Andr01d,
Clearly, EstebanT especially likes the LoS trilogy, and others don't
That's not quite the case. I'm a huge fan of older Castlevanias and have been for years (Particularly Bloodlines, Symphony of the Night and Order of Ecclesia), so my love for the series is pretty well established, contrary to what a lot of you seem to think. The fact that I will not circlejerk with everyone on how much we hate Cox and MercurySteam does not mean that I am their number one fan. I DO like the LoS series, but it took me playing MoF in conjunction with having played the first one to change my mind. I was on the LoS hate train for a while. For a lot of the same reasons. But after carefully considering these reasons and comparing/contrasting LoS with the other CV games, I found my hatred to be pretty unjustified.
Now, Intersection, I am well aware of many of the criticisms for LoS. I, in fact, used to agree with a lot of them.
MS took small, unrelated fragments of Castlevania lore and threw them about randomly into a reboot that ached set itself apart, all without caring to preserve any semblance of sense or form. What Cox might have liked to call "fan service" was instead an incomprehensible mess of aberrant name references and strange event pairings that did nothing to make a CV fan feel at home. It also showed the MS knew nothing about what Castlevania had meant in the past.
While I could agree that there were some references that seemed to be random (Brauner, for example. Though I know PoR certainly took its liberties making a surrealist painter a vampire with magical powers... Agharta as well) But I know that other CVs have taken things from other games and changed them. Alucard being a pretty key example. Carmilla has seen some bizarre changes from her original appearance in the series. Dracula has never been very consistent with Stoker's description, with I think CV 64 being the closest. Despite the fact that these have all seen some changes, they are still enjoyable (for the most part) inclusions in their respective games. I mean, why don't you accuse the Iga games of drastically changing the series beyond recognition and beyond a "semblance or sense of form"?
- Lords of Shadow's combat relied entirely on a heavy button-sequence whip combo system. Don't get me wrong, it worked very well, but it was a system no past Castlevania had ever come close to (no, not even LoI), and it looked far too similar to the combat seen in one massively popular franchise of its time.
Hmm... familiar to a popular franchise of its time... Does the term "Metroidvania" mean anything to you? CV games have historically had some pretty derivative gameplay, but it also frequently incorporated new and distinguishing elements. There's nothing wrong with taking inspiration from other franchises, that's how genres come to be. I'm curious to know why you don't think its combat is comparable to LoI? There were Light and Heavy attacks, reliance on relics to change gameplay, subweapons... I mean, Hack n Slash gameplay can only get so complicated and there are only so many ways you can translate a whip-wielder into 3D.
- Castlevania platforming has always been about seamlessly integrating platforming with combat. Lords of Shadow is so determined to separate the two that it has different musical scores for each. Combat sequences always occur in large, arena-like areas, where you're given ample room to dodge about and fight while sponge enemies swarm at you. Combat is always platforming-free, meaning everything around you that isn't an enemy or a wall will be completely flat -- you'll never even be asked to jump unless you're dodging shock waves. Platforming is always combat-free. The good news is that you'll be listening to a few melancholic melodies while trekking through breathtakingly gorgeous environments. The bad news is that LoS platforming is as shallow and linear as platforming can ever get -- every single movement you will ever perform is entirely scripted by the game. The most freedom you'll ever be given is the freedom of falling and dying because you weren't able to find the rigid path that LoS had set for you (and believe me, that's a difficult task). What else is there to say? Most platforming sequences don't even allow you to move backwards.
I don't recall Curse of Darkness and Lament of Innocence having seamless platforming with combat. In fact, I remember the ps2 games being pretty flat all around... Many of those "criticisms" of LoS's gameplay also apply to the other 3D games. Once again, you can't perfectly recreate the combat system of a 2D game into a 3D one. And if you have a problem with the way LoS did it, you should also have a problem with the other 3D CVs.
As far as linearity, well, the primary inspiration Lords of Shadow drew from is Super CV 4. As with most of the classicvanias, the games were typically pretty linear. Castlevania did not begin as a Metroidvania and as such that is not a requirement of the game in order to maintain the "spirit". Regardless, there was a lot more room for exploration in Mirror of Fate and in interviews, Cox himself has stated LoS2 will be a lot less linear.
With Lords of Shadow, MercurySteam chose to throw twenty-five years' worth of gaming excellence straight out of the window, all for the benefit of its "bold, new vision" of a series it didn't even understand. Instead of seeking to appreciate and learn from the vast heritage of the series whose mantle it was asked to bear, MercurySteam set foot in Castlevania believing that it should change everything it could lay its hands on, naively convinced, like an apprentice mechanic trying to operate a Ferrari, that it was "fixing" a broken series. And that's how Lords of Shadow came into being: Instead of bringing us the natural culmination of three decades of evolution, Lords of Shadow only yielded the first steps of a fledgling developer into a new genre -- first steps which, no matter how promising they might have been, would ultimately fall far short of what could, and should, have been expected from the franchise. Instead of organically combining past elements from the series with a new, imaginative set of ideas (something which every successful reboot to date has managed to achieve), Lords of Shadow ended up looking like a strange, distorted mirror-image of what Castlevania could have been.
I mean, what do you honestly propose is the "natural culmination" of the series? Who are you to dictate that? As I've stated before, what we've had in more recent years doesn't even come
close to meeting the standards you people have strictly laid out for Castlevania to adhere to. You can say that it hasn't successfully incorporated elements of past Castlevanias, but the numerous amounts of people who enjoy the game would disagree.
Also, if you haven't yet seen this, here is a list of some of the references I compiled which appeared in Lords of Shadow.
GABRIEL BELMONT/DRACULA
-David Cox has stated multiple times Gabriel Belmont wears armor which is reminiscent of Simon's artwork and sprite from Castlevania II: Simon's Quest.
-Gabriel Belmont's in game description states he might be the son of one of the nobles of the Cronqvist family, but it has not been proven (Lament of Innocence)
-Gabriel's last name is "Belmont", the last name of the family of vampire slayers since the first Castlevania.
-In Mirror of Fate, you fight Dracula at the end of the game like in most of the previous Castlevania games. His patterns are very similar to the classic Dracula fights including teleportation, flame pillars, and flames from inside his robe/cape.
-He is the master of the castle just like previous games in the franchise.
-In the battle versus the Siege titan seen in the demo of Lords of shadow 2 he quotes the classic line "What is a man... But a miserable pile of secrets!" (Symphony of the night)
-Before his fight with the Forgotten One, Gabriel says the classic line from Symphony of the Night: "Enough talk...! Have at you!"
-In the LOS2 Demo Dracula drinks from a goblet then throws is before doing battle (Symphony of the night)
-In the LOS2 Demo Dracula is waiting for his opponents in his throne room like previous games.
-His sons name is Alucard just like the older games.
-His Castle collapses with his defeat like other castlevanias.
-Subweapons: Holy water and silver daggers as Gabriel.
ENEMY/CHARACTER REMAKES
-Alucard/Trevor
Subweapons/Magic: Bat Form in secret cutscene, Mist Form, Wolf Form, Wings as a double jump mechanism)
(Boomerang/Cross as Trevor) Both Alucard and Trevor had a Stopwatch subweapon.
Both Alucards stories use their mothers as a motivating factor
Alucard is based on Ayami Kojimas design in Symphony of the Night
Notable Appearances: (Symphony of the Night, Draculas Curse)
-Zobek
David Cox has stated Zobek is the Shaft/Death of the LOS universe, In the LOS Epilogue he is seen wearing a purple robe like
the one Death wears. He is also the lord of the dead. Notable Appearances: (Almost every game)
-Carmilla,
Notable Appearances: Circle of the Moon, Simon's Quest
(In the Japanese version of Lords of shadow, Hōko Kuwashima also voiced Shanoa in Order of Ecclesia)
-Cornell
Notable Appearances: (Legacy of Darkness, Judgment)
-Victor Belmont
Notable Appearances: Resurrection (Cancelled)
-Simon Belmont
Based on Ayami Kojimas design in Chronicles for the PS1
Subweapons: Axe and Firebomb like the NES Castevania
Notable Appearances: Castlevania NES, Simon's Quest,Chronicles
-Crow Witch Malphas, (Malphas/Karasuman)Notable Appearances: Symphony of the Night, Dawn of Sorrow
-The Evil Butcher, Notable Appearances: Aria of Sorrow
-Slogra (Background only), Notable Appearances: Super Castlevania 4, Symphony of the Night
-Daemon Lord, Notable Appearances: Aria of Sorrow, Order of Ecclesia
(Might be a Manticore? Notable Appearances: Aria of Sorrow, Dawn of Sorrow)
-Zombie, Notable Appearances: (Almost every game)
-Skeleton Warrior/Armored Skeleton, Notable Appearances: (Almost every game)
-Merman, Notable Appearances: (Almost every game)
-Gargoyle, Notable Appearances: (Bloodlines, Lament of Innocence)
-Giant Bat, Notable Appearances: (Giant Bat, Rondo of Blood)
-Hunchback/Fleaman, Notable Appearances: (Almost every game)
-Harpy, Notable Appearances: (Almost every game)
-Witches, Notable Appearances: (Almost every game)
-Succubus, Notable Appearances: (Symphony of the Night, Lament of Innocence)
-Possessed Armor/Animated Armor ,Notable Appearances: (Almost every game)
-Warg, Notable Appearances: (Symphony of the Night, Dawn of Sorrow)
-Giant Spider, Notable Appearances: (Dracula's Curse, Super Castlevania IV)
-Naiad
(Might be Dead Man's Hand? Notable Appearances: Rondo of blood)
-Cave Troll, Notable Appearances: (Symphony of the Night, Order of Ecclesia)
-Swordmaster
(Might be Vassago? Notable Appearances: Lament of Innocence, Curse of Darkness)
-Mandragora, Notable Appearances: (Aria of Sorrow, Dawn of Sorrow)
-Scarecrow, Notable Appearances: (Symphony of the Night, Harmony of Dissonance)
-Gravedigger, Notable Appearances: (Order of Ecclesia)
-Dracolich Titan
(Might be Death Dragon, Dragon Zombie or, Skull Dragon? Notable Appearances: Legends, Portrait of Ruin, Chronicles)
-Bone Pillar [Immortal,Not on bestiary] Notable Appearances: (Almost every game)
-Puppet/Marionette, Notable Appearances: (Symphony of the Night, Circle of the Moon)
-Magic Tome/Magic Book, Notable Appearances: (Symphony of the Night, Super Castlevania IV)
-Giant
(Might be Balore? Notable Appearances: Aria of Sorrow, Dawn of Sorrow)
-Golem, Notable Appearances: (Almost every game)
-Executioner, Notable Appearances: (Legends, Lament of Innocence)
-Celia (Scroll), Notable Appearances: (Dawn of Sorrow)
-Laura, Notable Appearances: (Rondo of Blood, Portrait of Ruin)
-Olrox, Notable Appearances: (Symphony of the Night)
-Brauner, Notable Appearances: (Portrait of Ruin, Harmony of Despair)
-Medusa/Medusa Heads, Notable Appearances: (Almost every game)
-Walter Bernhard (Scroll), Notable Appearances: (Lament of Innocence)
-Rinaldo Gandolfi, Notable Appearances: (Lament of Innocence)
-The Abbot Dorin, Notable Appearances: (Portrait of Ruin)
-The Forgotten One, Notable Appearances: (Lament of Innocence)
-Sypha Belmont, Notable Appearances: (Dracula's Curse, Symphony of the Night)
-Michael Gelhart Schneider, Notable Appearances: (Castlevania 64)
-Necromancer, Notable Appearances: (Circle of the Moon, Order of Ecclesia)
The heads on the carousel wheel in the Toy Makers Funfair are all references to previous bosses
Medusa, Manticore (According to the Castlevania Wiki), Behemoth, and Maneater
-Grant Danasty (Scroll) His body is found in the Clock Tower same place where he joins Trevor on Draculas Curse.
-Flaming skeleton, Notable Appearances: (Almost every game)
-Iris (Scroll), Notable Appearances: (Rondo of Blood, The Dracula X Chronicles)
RANDOM REFERENCES
The Gloden Paladin in the LOS demo quotes Richter from Symphony of the Night. "Die Monster, You don't belong in this world."
The Music box in chapter 9 plays the theme Vampire Killer.
Veros Woods, and Carmilla Cementary are locations In Simon's Quest.
Wygol is also the name of a village in Order of Ecclesia.
Agharta is the name of Albus's Gun in Order of Ecclesia.
In simons story the entrance cutscene is similar to the entrance in the NES Castlevania. Draculas castle in Lords of Shadow also crumbles when Dracula is Defeated.
The Combat Cross can be used to swing in specific areas like in Super Castlevania 4. The Combos from the combat cross are also similar to the combos in Lament of Innocence as well as the buttons for area and direct attacks.
Due to Rinaldos stake attachment being made specifically for destroying vampires, it gave the Combat Cross the nickname of "Vampire Killer"
If you beat Simons story 100% you get a trophy called "Simons Quest" In Mirror of Fate HD.
You can get a "Tower Key" in Dawn of Sorrow by killing Gergoth.
"Poor, beautiful Carmilla... you will cry bloody tears before this night has ended." - Zobek
Hearts for subweapons, Pot Roast, teleporters, and a map make a comeback in Mirror of Fate
Two toys ressembling old "Death" from previous Castlevania games attack Alucard and he discovers his "Wolf Form"
Using chests to give you more subweapon space and health were also used in Order of Ecclesia.
"Waterfalls of Agharta" is a Remaster of "The Waterfalls" From Super Castlevania 4
You can hear "Ghostly Theatre" in Mirror of Fates "Theatre" if you really listen.
I'd argue that they're quite familiar with the source material.
No. When I look at how big a franchise is, I look at how significant it is. I look at what kind of a mark it has left on the gaming world. I look at how recognizable it is. I look at how well it was received. And then, yes, I look at commercial success. But I don't copy a list of sales figures and whine: "but it isn't big compared to others..."
Because, you see, if I was someone like you, and cared only about sales figures that I didn't even understand correctly, then I would look at those figures, and think: wow, Call of Duty is as big as Halo, Resident Evil, and Metroid combined. Gosh, it must be so good....
Just think about what you're saying.
How big of a mark have LoI and CoD left on the gaming world? What about PoR or Rebirth? Why is impact a pre-requisite for LoS but not many of the other games in the franchise? (This does not mean these are bad games... but who's still talking about them, other than the people in the relatively small, dedicated fanbase, compared to SotN?)
Whining? I wouldn't say I was whining. I NEVER said sales are the only important factor in a game's quality. If you'd have paid attention to my argument at all, I brought numbers because they
do matter when it comes to keeping a series relevant and alive. I think I understand that pretty clear. Believe it or not, CoD DID gain its status as a shooter through innovation of the genre as well as continuously making it accessible on multiple platforms - its sales are high for a reason. I am by no means a fan of the game, but you can't discount it just because you automatically associate it with fratboys. As for the rest of those, there are some great games in the franchises and some not-so-great ones. Have I blasphemed them by pointing out the sales of a mass-appeal game have outnumbered theirs?
BUT WE'RE NOT KONAMI, AREN'T WE? WE CAN CARE ABOUT GAMES THAT DON'T SELL, TOO, CAN'T WE? For God's sake, I know that we're not in a utopia where no one cares about money, but we're not in a society where money is the only thing anyone cares about. Just because Konami can't see past its own wallet doesn't mean that we have to do the same.
Money is important, and no one wants to create something that doesn't sell, but there's a point where we all need to see art for what it is, and not for what it's worth. If I had any power over Konami, I'd infinitely prefer to bankrupt myself on a commercially unsuccessful but groundbreaking game than to fatten myself on the royalties afforded by a money magnet that does nothing but to drive the gaming market deeper into its own hole. Just like any developer out there, we can hope for good games to be popular and commercially successful BUT THAT'S NOT ALWAYS THE CASE AND YOU HAVE TO UNDERSTAND THAT. THERE ARE OTHER FACTORS IN GAMING THAN MONEY, and it's for that very reason that I discourage people from using the sales argument -- it can disfigure even good minds like yours. Understood?
No we aren't. And we certainly can care. But how can we expect to demand them to make a game that fits JUST what WE want without considering whether or not it will turn a profit? I'm glad you're aware that we don't live in a utopia where no one cares about money (as we're talking about a popular consumer product in a growing industry), however, your statement about driving a multi-billion dollar, multi-national corporation into the ground SOLELY for ONE of its precious and most valuable franchises comes off as a tad bit naive, or perhaps ill-thought out.
Whether or not YOU like LoS, it is incredibly pompous to say that the creators weren't well familiar with previous games (you do know that David Cox has been with Konami for quite a few years and has played Casltevania pretty much since it first came out, right?) as well as selfish to expect Konami to cater to your idea of a perfect Castlevania without considering other factors. It's one thing not to like the game, but the statements you make are rather insulting to the continuation of the series that we were lucky enough to get.