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Offline zangetsu468

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Re: CV graphic style
« Reply #15 on: January 13, 2016, 05:29:25 AM »
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Actually Belmontoya, when you learn/buy a move in LOS there's a shortpencil drawn animation of Gabriel performing the move in 2d.
There's an idea for an entirely new style which could still carry gothic influence if executed correctly. (without MoF gameplay and general shitiness)

https://www.google.com.au/imgres?imgurl=http://vignette2.wikia.nocookie.net/castlevania/images/6/6e/Dark_Crystal_Gabriel.gif/revision/latest%253Fcb%253D20150102184137&imgrefurl=http://castlevania.wikia.com/wiki/Power_Crystal_Demon&h=250&w=400&tbnid=1y8CJWX1NQuE9M:&docid=jccoToj4nZix6M&ei=RvyVVve_D8PgjwORpIfICw&tbm=isch&ved=0ahUKEwj3-pvFoabKAhVD8GMKHRHSAbkQMwhsKEkwSQ

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Offline Claimh Solais

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Re: CV graphic style
« Reply #16 on: January 13, 2016, 01:56:13 PM »
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I would rather have a game half the length of Portrait of Ruin that is refreshing to look at over Portrait of Ruin. As a fan I remember starting to get really pissed off about it when Portrait of Ruin came out.

Considering Portrait of Ruin was only about a 4-5 hour game, I'd rather have that than a prettier 2 1/2 hour game. Mind you, despite the weird clunky partner system, I rather enjoyed the game. I've played enough JRPGs to not mind the art, despite not really liking it (though they got the freakin' SWORD OF ETHERIA ARTIST to do artwork for Dawn of Sorrow. Couldn't they have used that artist to do the in-game art, too?).

That being said, there are plenty of games that employ nicer graphics that Castlevania could have looked to. But I think the issue was that they COULDN'T do a radical graphics change. After all, IGA had to release one of these every year, and as far as I know, his budget wasn't very high (at least not as high as SotN's budget).

Back to the main matter, I'm not sure about 2.5D. If DXC wasn't as good as RoB (from reviews which I've read, it isn't) and MoF didn't work maybe 3d was not supposed to be the next step. Maybe the next step was an 8/ 16 bit SOTN with contemporary CV moves and spells and actual pitfalls, or an LOI style stage-by-stage classic with 8/ 16 bit sound effects. I don't know, but trying would be a good start.

2.5D could work, assuming it's done properly. After all, Nintendo does a pretty damn good job with their 2.5D Mario games. If Konami was willing to just apply a bit more money and a longer timeframe to CV development, I'm sure the 2.5D could work out.

For the record, I preferred DXC to the original Rondo. Game felt more smooth to me, and Stage 5' was overall better.

The only game that specifically springs to mind that specifically has reinvented itself evolving graphically and so distinctively so over the years is The Legend of Zelda. Interestingly enough with the release of TPHD, it's supposed to be a "graphical evolution" from TP, yet they've removed much of the bloom lighting and ambience that gave the game its atmosphere in the first place. It's new "clean" appearance just leave it looking slightly more textured but a bit more dull imo.

I'd say Wind Waker -> Wind Waker HD was a graphical evolution, of sorts. Or rather, it evolved the style that Wind Waker employed. The lighting, for example, was top-notch, and the game felt alive. Kind of like a picture-book. Twilight Princess -> Twilight Princess HD just looks like someone playing the game on a Dolphin emulator.
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Offline zangetsu468

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Re: CV graphic style
« Reply #17 on: January 13, 2016, 08:51:49 PM »
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@Claimh

Regarding DXC that's interesting you say that.
Several review I read at the time stated that there were pacing issues with Richter's walk, and it looked very awkward compared to the original RoB but was also slightly slower. Not that it couldn't be liked more or anything but I wouldn't call the graphics an evolution. Imo the original RoB (for its tile especially) was a much more beautiful game, anime cutscenes aside.

Stage 5' is the one with no boss, is there a difference to RoB's?

WW HD does look better to me than WW. I'm more expressing that Zelda over the years has continued to "reinvent" itself graphically. This subsequently has influenced the next release and caused a graphical evolution. Particularly with WW and TP's styles being synthesised into SS.
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Offline theplottwist

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Re: CV graphic style
« Reply #18 on: January 14, 2016, 12:32:04 AM »
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Stage 5' is the one with no boss, is there a difference to RoB's?

Yes. In DXC's Stage 5' there is a boss (Hydra), and the whole level in itself is completelly different. There are some returning elements, but ultimatelly its a new level.
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Offline TheTextGuy

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Re: CV graphic style
« Reply #19 on: January 14, 2016, 06:04:28 PM »
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Yes. In DXC's Stage 5' there is a boss (Hydra), and the whole level in itself is completelly different. There are some returning elements, but ultimatelly its a new level.

You can also fight Vampire Annete in Stage 5' if you take a certain alternate path.  I like that they included her there so that you aren't locked out of a boss fight for getting the good ending.

For the record, I preferred DXC to the original Rondo. Game felt more smooth to me, and Stage 5' was overall better.

I think RoB feels a bit smoother due to its higher framerate.  But then again, DXC gives Richter's backflip more height.  Personally, I'm not sure which one to choose.

Offline darkmanx_429

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Re: CV graphic style
« Reply #20 on: January 14, 2016, 06:12:53 PM »
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Yup, totally agree. I know I've said this before recently and am sure I'll say it again countless times, but Hard Corps: Uprising gave me an awesome glimpse into what a next gen 2D castlevania could look like...

That's a terrible analogy. If anything it resembled more of the Guilty Gear series of games since the artist's were the same. It actually reminded me of Gunstar Heroes than Contra.

I would think Bloodrayne Betrayal would be a better analogy.

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Offline Belmontoya

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Re: CV graphic style
« Reply #21 on: January 14, 2016, 06:53:48 PM »
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The point is that it was a radically different art style, but still stayed true to the original mechanics of contra and felt authentic through and through.

CV only broke that mold with 2.5 D which was not that great IMO.

X Chronicles and MOF.

They should have hired Ayame Kojima to lead a team of artists for hand drawn art in the game. They should have made her awesome artwork come to life.

Budget smudget. If vanillaware can do it with less popular IP's then why couldn't Konami?



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Offline Dracula9

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Re: CV graphic style
« Reply #22 on: January 14, 2016, 07:13:27 PM »
+1
Because Konami isn't very good at making smart decisions.


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Offline Belmontoya

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Re: CV graphic style
« Reply #23 on: January 14, 2016, 07:27:18 PM »
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I really want to see more of Bloodstained now...

I wonder how progress is really going or if they bit off more than they could chew with the stretch goals.

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Offline Jazz Paladin Productions

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Re: CV graphic style
« Reply #24 on: January 14, 2016, 08:11:37 PM »
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Yeah, those were some pretty intense goals that they probably never realistically stood a snowball's chance in hell being achieved...
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