What do people want with combat?
how can you have whip fighting any other way. I mean, unless its like in Twilight princess where its third person over the shoulder and you aim where you whip, but that is lame. Name one game you would rather have the whip combat be like.
Relax. Theoretically, you could have more of a realistic, physics-based whip with recoil, more along the lines of LoI and CV64. Gabe's is more like a flying razor-blade/streamer, or the weapon from the 2009 movie, Ninja Assassin.
However, Dave Cox said they want the action to be snappy and Street Fighter-esque, so basically this was the right choice to get that goal done...(
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You're missing the point. There is a button to attack, a button to jump, off shoots of these buttons, and various ways to use those them. We aren't using a wii mote, we don't have playstation wiggle or whatever. Name five action fantasy games that have extremely uniquely different combat systems from each other. It's not as easy as it sounds.
The reason there is this cadre of fan resistance, I think, is because traditionally speaking, Castlevania's combat has been more about placement and limited power versus speed and super-power combos. (It's about feeling the hits, too). Gabe is essentially whirling that thing around like a runaway yo-yo. It's definitely kind of cool, but kind of out of control (you see villagers getting hit by his wide, lightning-fast swings and nothing happening to them). In a perfect world, the Castlevania franchise doesn't need the over-the-top combat of GoW/Ninja Gaiden/etc. Who decided that was a must-have action standard? The reason that combat came about was because designers placed people in a room with a gazillion enemies like the old Smash TV game. 3D Combat can be unique without a growing list of pre-set combos where enemies get smacked twenty-plus times. The combat's depth, if true to Castlevania's spirit, should come primarily from level design. (But then that would go against the popular, mainstream grain).
...I support the decision of a
map system ala Castlevania IV. The Metroidvania approach can be clunky--especially in 3D. When Mercury Steam/Cox talk about open areas, though, I wonder how they can be
too open and dimensionally deep without a 3D camera. The 2009 next-gen 3D Bionic Commando by Grin/Capcom had a beautifully-crafted 3D world with both linear direction and openness--you could latch onto and swing almost anywhere. That TRULY 3D landscape would have been impossible without player-based camera controls. In fact, 3D platforming with fixed cameras can be a pain. Also, I hope there won't be many boxed-in melee areas at all. They are the opposite of what Castlevania is, and are what hurt LoI. Linear is fine (and often best for dynamic gameplay) as long as it's not boxy.
In the end, I'm not fully pleased or blown away by this LoS interpretation of Castlevania thus far; it's a bit too aesthetically Elder Scrolls/Van Helsing-ish.
BUT I still will very likely purchase it. I can tell a lot of effort is going into it. Ultimately, we each have our own (in some cases decades-old) vision of a 3D Castlevania in our heads, and I'd say this effort is exceedingly closer to my vision than Curse of Darkness, though outside of the polished next-gen graphics, not necessarily closer than Castlevania 64. When LoS comes out, I'll be looking for a little less bombast, and a bit more meat-and-potatoes platforming gameplay.