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Offline Gimph

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Re: Castlevania Judgement (Official Thread)
« Reply #630 on: July 29, 2008, 11:28:05 AM »
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In Reply To #630

Simon is the only one that actually bothers me. The other characters are fine. I'm just anxious about the remaining characters we haven't seen yet.

Offline DoctaMario

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Re: Castlevania Judgement (Official Thread)
« Reply #631 on: July 29, 2008, 01:55:16 PM »
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You know what though? I don't mind there not being 1000 moves per character. That's one of the thing that annoys me about some fighting games is that it takes forever to memorize all their stupid combos. That's one thing the street fighter games had right. Each character had a lot of moves but never so many you had to memorize that it got ridiculous.

Besides, if this is gonna play like Power Stone, then the moves probably ARE gonna be limited.  :P

Offline Alexc2808

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Re: Castlevania Judgement (Official Thread)
« Reply #632 on: July 29, 2008, 03:15:30 PM »
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Apparently antrax forgot that different button combinations while waggling the wii-mote makes different combos.

Also forgot that the cutscene moves are different based on who you are fighting.

Also forgot this is a very eary un-finished build.

Also forgot to watch IGA at the press conference where he showed a lot more attacks than anyone was using on the show room floor.

Also forgot that every character has a ton of moves that would hit someone on the ground...

Now you're just making things up, you seem to be getting desperate.  :-\
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Offline Gimph

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Re: Castlevania Judgement (Official Thread)
« Reply #633 on: July 29, 2008, 03:16:01 PM »
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I agree. Soul Calibur II had too many moves, and NO ONE could memorize them all! Each character had a few crazy up, left, down, A, X, B, Y, Y, B, up, up, down, left, right combos that were impossible to get right! Ivy had the two craziest moves in the game. I believe it was like Dance of Agony or something along those lines.
« Last Edit: July 29, 2008, 03:18:36 PM by Gimph »

Offline A n t r a x x

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Re: Castlevania Judgement (Official Thread)
« Reply #634 on: July 29, 2008, 08:14:31 PM »
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I agree. Soul Calibur II had too many moves, and NO ONE could memorize them all!

You're not really supposed to use every move. You create a custom moveset from the master list -- whatever works for you. In this way you can create a sub-fighting style within the main one, all your own. In this way too, you won't hesitate as much during the match.

For instance, I can usually get away with just a few of Lei Fang's leg sweeps in the DOA series; with maybe a couple of her holds on the side and one smash attack. But it's awesome that I could still mix it up further if I saw the need to by incorporating a few more from the master list. The freedom of these newer fighters is what makes the fights feel more realistic with each new one.

And yeah, Street Fighter 2 is still one of my all time faves because it doens't bog us down with movesets. But it also has some of the most balanced, entertaining gameplay in the history of the genre, and few have touched it. Because of its excellent paper-rock-scissors design and character variation, it can get away with smaller movesets and still offer freedom. I mean, and even E. Honda's slap attack feels different from Chun-Li's bullet kicks. It's just really, really good fighting design.

But there's a huge difference when you take the genre to 3D. You have to compensate for characters moving through depth. So the movesets have to include things that can both take advantage of and halt 3-dimensional dodges and sweeps; otherwise the fighting won't come off as palpable at all. Virtua Fighter is the absolute worst offender with length of movesets, but if two players really know what they're doing, witnessing the resulting match is just short of witnessing a real fight; more than any other game (Soul Calibur would come in second due to its more fantasy approach). It's been said that martial arts are like a dance, well such movesets allow for such flair during a match and when a fight teeters on the edge between belivability and merely playing a game, it's the greatest thrill you can feel with these games. Whether you win or not, a good match is a good match. You're recreating the amazing feats you see in kung-fu flicks, (the stuff you've probably dreamed of while watching them), and it's awesome.

Even IGA has claimed that Judgment is going to be a more simple fighter than the current competition. Judgment's moves look BORING; especially considering it's the Castlevania characters here. All I see the characters do is run around eachother in circles and slash at eachother with a couple of variations. They toss their subs from afar and maybe teleport to dodge any thrown at them, and they build up their meter for the finisher. I see very little variation, and only Maria seems to have any sort of defining fighting style (other than that Drac can't move really and Al has spirit summon). I am interested to see how Shanoa, Cornell or Sypha plays though.

You can akin these sort of movelists to Smash Bros., but the difference there is there is WAY more things to interact with in a match, and so the moves themselves are just one way to take down your opponent. Sure, you can throw barrels or knock your opponent into a zombie in Judgment -- it's something. But when the fighting itself doesn't look all that fun.... it probably won't be all that fun. The engine looks very limited when compared to the more popular franchises and it lacks the rush and speed of Power Stone.
« Last Edit: July 30, 2008, 08:04:13 AM by A N T R A X X »

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Offline erimocard

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Re: Castlevania Judgement (Official Thread)
« Reply #635 on: July 30, 2008, 12:14:38 AM »
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Great, guys. Now I really want this game. ...i mean Power Stone.
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Offline CVfan13

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Re: Castlevania Judgement (Official Thread)
« Reply #636 on: July 30, 2008, 01:06:07 AM »
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Quote
Also forgot this is a very early unfinished build.

If it's still early then how is coming out in a few months?  :P
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Offline Omegasigma

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Re: Castlevania Judgement (Official Thread)
« Reply #637 on: July 30, 2008, 08:00:49 AM »
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depending on the site of your development team a few mouths can mean alot, likely most of the game is done, and its going threw a balancing and debugging, and possible other content, more like last minute stuff.

and i still say do not bash a game till you played it, taking risks is what true game making should be about, sure the nes had a pile of shitty games it also had gems amoung some fans, but back then the interenet didn;t ruine the gaming industry, everyone makes their opinions now and most people not saying anyone here, read about it and make their decision absed on someone elses
« Last Edit: July 30, 2008, 08:03:35 AM by Omegasigma »
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Offline A n t r a x x

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Re: Castlevania Judgement (Official Thread)
« Reply #638 on: July 30, 2008, 08:01:49 AM »
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I wonder what the other modes are on that list of ?????s

Also, why does Alucard have to go through a ridiculous animation where he throws his sword in the ground just to break a candle? O_O
« Last Edit: July 30, 2008, 08:05:19 AM by A N T R A X X »

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Offline Omegasigma

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Re: Castlevania Judgement (Official Thread)
« Reply #639 on: July 30, 2008, 08:05:05 AM »
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hmm we'll have to wait and see i guess
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Offline A n t r a x x

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Re: Castlevania Judgement (Official Thread)
« Reply #640 on: July 30, 2008, 08:14:27 AM »
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Also, what're those 4 colored flames under the "armor & accessories" thing that comes up when you select a character?

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Offline Omegasigma

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Re: Castlevania Judgement (Official Thread)
« Reply #641 on: July 30, 2008, 09:41:15 AM »
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alignment colors, peronsally i think they'll be alternate colors or possibly costumes, like in soul calibur and smash brothers, or have another effect all together
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Offline A n t r a x x

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Re: Castlevania Judgement (Official Thread)
« Reply #642 on: July 30, 2008, 09:51:49 AM »
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In Reply To #643

Oh I bet you're right: they are sort of palette swaps.

Cuz I saw Simon in both 1p and 2p colors, and there's prolly 2 more colors other than those.

Also, this seems to be AL's moveset (not counting finisher):

- Jump/Double jump
- Block
- Teleport-dash with wings
- Sword Brothers critical attack
- Spirit Summon projectile
- Normal slash (comboable)
- Strong attack with extended sword (comboable)(and btw this looks cheap)
- Small pirouette

... and that's about it... :(

Simon's isn't much better and he steals alot from Leon:

- Jump/Double Jump
- Jump and down slash (for air juggles)
- Block
- Quick Dash
- Weak slashes (comboable)
- Wide pirouette (can be countered)
- Lasso-in and strike (Leon's signature move)
- Spinning torpedo (Trevor's CoD move where he spins horizontally through the air)

These are the moves I've noticed from videos :P
« Last Edit: July 30, 2008, 10:15:03 AM by A N T R A X X »

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Offline Alexc2808

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Re: Castlevania Judgement (Official Thread)
« Reply #643 on: July 30, 2008, 01:01:19 PM »
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Are you really silly enough to think that they use the most up to date version of the game for demos? 
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Offline erimocard

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Re: Castlevania Judgement (Official Thread)
« Reply #644 on: July 30, 2008, 03:09:33 PM »
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In Reply To #645

You, sir, are all aggressive, ignorant, insulting... if you can't be factual, then how 'bout a nice cup of shut the fuck up?
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