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Offline Abnormal Freak

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Re: Egoraptor pit's CV1 against CV2
« Reply #45 on: March 19, 2011, 09:03:48 AM »
0
Got an unhealthy little overly-obsessive crush there, huh?

Unhealthy and obsessed because I like his output? Wha'? Now, if I were sneaking into his house and sniffing the skidmarks on his undies, that would be unhealthy and obsessive.

HOLY SHIT, YOU BUY AND PLAY CASTLEVANIA GAMES AND TALK ABOUT IT ON A MESSAGE BOARD AND YOUR USERNAME IS THAT OF A SONG FROM THE SERIES. LITTLE UNHEALTHY AND OBSESSED, AREN'TCHA?

;)

But to answer your question: yes.
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Offline JR

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Re: Egoraptor pit's CV1 against CV2
« Reply #46 on: March 19, 2011, 09:57:42 AM »
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I don't remember hearing many bad things about CVII up until the Nerd reviewed it, and now I never hear anything good about it. (Not to assume that the Nerd influenced everyone's perception about the game, but I just don't ever remember it being so unliked beforehand...same could be said for me discovering the infamy of Zelda II, I guess.) I've thought the game definitely had flaws, but that just adds to the charm, in a way.

What I mean is that like in the mansions, as an example: they just seem like these big open areas of space, with a few dozen creatures, right? They're so empty. But I always kind of liked that, because it just added to the mood of the game...they were these eerie, abandoned mansions that were in as much decay as the rest of the cursed land. And that's what made the castle ruins so awesome to go through at the end, too.

But that brings me to my big disagreement with this guy: the color palette. He sounded like he hated it, but I preferred the color palette of Simon's Quest over the first game. It was drearier and more drab, but wasn't that the point? It seemed to represent a cursed land pretty well. One of the later wooded parts of the game (can't remember its name) was one of my favorite areas: the red grass and trees, the lava pools, and the black sky made it look like hell on earth. And the caves, the mansions, the graveyard...just about everything seemed to kind of convey a feeling of dread. I thought the color palette did a better job of telling a story in this game than the first one did.
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Offline Thunderbrand

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Re: Egoraptor pit's CV1 against CV2
« Reply #47 on: March 19, 2011, 12:50:46 PM »
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CV2 had a fantastic overall atmosphere. It still holds up well today IMHO.

The locations, music, colors, story and just the FEEL of the game were pretty ahead of it's time. It's definately a classic.
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Offline Maedhros

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Re: Egoraptor pit's CV1 against CV2
« Reply #48 on: March 19, 2011, 03:51:38 PM »
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CV2 had a fantastic overall atmosphere. It still holds up well today IMHO.

The locations, music, colors, story and just the FEEL of the game were pretty ahead of it's time. It's definately a classic.

Being a classic doesn't make it any better. All the criticisms on the video were valid.

If people can get past that, yeah, it's a great game.

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Re: Egoraptor pit's CV1 against CV2
« Reply #49 on: March 19, 2011, 11:10:01 PM »
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Quote
Btw, Giz, is that you? O_o
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Offline Belmont Stakes

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Re: Egoraptor pit's CV1 against CV2
« Reply #50 on: March 19, 2011, 11:47:41 PM »
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I am a fan of all three of the NES games. Though Castlevania II was flawed in many respects I think it does get too much of a bad rap. If the game had been done like Zelda II (and the record is still broken) it would have been excellent. Also it could have had more of the elements of the first and the third game. I think the game is not a bad game but more like a bastard child that was unjustly neglected and the designers of the game should have had their testicles stuffed in the NES and slammed shut but who would want to do that job. In my opinion this is what is great about the three NES games.

Castlevania I

epic atmosphere
great color palette
subtle and creepy music
well placed dramatic effects (i.e, music placement for levels, enemies popping out of nowhere, music fading out as you encounter boss)
excellent climax (Dracula is a bitch of a challenge)
pitfalls and platforming
timer
enemy movement
player animation
player control (I like the control, it's not too free so it is a challenge)

Castlevania II
epic opening
music
RPG and leveling up elements
day and night transition (FYI, Ninja Gaiden for the NES had a similar transition from level to level for rendering backgrounds and sprites).
great atmosphere
puzzle elements
epic final boss encounter (albeit not much of a fight)
cool ending
new enemies
open world

Castlevania III
color palette
new bosses
level scrolling
new comrades
multiple paths
great music (Japanese version)
boss fights

I hope someone someday somehow does a hack with the elements from all three of these games. It would be fan fucking tastic.
« Last Edit: March 22, 2011, 02:46:46 AM by Da Repp Resents »

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Offline Vampire Killer

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Re: Egoraptor pit's CV1 against CV2
« Reply #51 on: March 20, 2011, 12:13:26 AM »
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Unhealthy and obsessed because I like his output? Wha'? Now, if I were sneaking into his house and sniffing the skidmarks on his undies, that would be unhealthy and obsessive.

HOLY SHIT, YOU BUY AND PLAY CASTLEVANIA GAMES AND TALK ABOUT IT ON A MESSAGE BOARD AND YOUR USERNAME IS THAT OF A SONG FROM THE SERIES. LITTLE UNHEALTHY AND OBSESSED, AREN'TCHA?

;)

But to answer your question: yes.


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Offline DoctaMario

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Re: Egoraptor pit's CV1 against CV2
« Reply #52 on: March 23, 2011, 02:40:23 AM »
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I am a fan of all three of the NES games. Though Castlevania II was flawed in many respects I think it does get too much of a bad rap. If the game had been done like Zelda II (and the record is still broken) it would have been excellent. Also it could have had more of the elements of the first and the third game. I think the game is not a bad game but more like a bastard child that was unjustly neglected and the designers of the game should have had their testicles stuffed in the NES and slammed shut but who would want to do that job. In my opinion this is what is great about the three NES games.

I hope someone someday somehow does a hack with the elements from all three of these games. It would be fan fucking tastic.

Why does EVERY CV game have to be the same? Why can't Simon's Quest just be enjoyed for what it is? If you don't like it, then just don't play it. Simon's Quest is fine the way it is.

Offline Abnormal Freak

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Re: Egoraptor pit's CV1 against CV2
« Reply #53 on: March 23, 2011, 03:20:30 AM »
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A lot of early NES sequels were done to be different from the first game because developers thought people wouldn't want to play the same game over and over. They turned out wrong, but games like Zelda II, Castlevania II, the American Super Mario Bros. 2, and so on are interesting experiments. There's a reason why they're so different and not just rehashes of the first game in their respective series, and gosh darn it, I love 'em for that reason. Even Mega Man 2 changed a number of things, though not as drastically, and more improved upon the formula, which became the staple for all following games.
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Offline darkjak951

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Re: Egoraptor pit's CV1 against CV2
« Reply #54 on: March 31, 2011, 02:07:59 AM »
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A lot of early NES sequels were done to be different from the first game because developers thought people wouldn't want to play the same game over and over. They turned out wrong, but games like Zelda II, Castlevania II, the American Super Mario Bros. 2, and so on are interesting experiments. There's a reason why they're so different and not just rehashes of the first game in their respective series, and gosh darn it, I love 'em for that reason. Even Mega Man 2 changed a number of things, though not as drastically, and more improved upon the formula, which became the staple for all following games.
I loved Zelda II since it was the first time and only time the series ever delved into a more RPGish experience with leveling up and such. Can't say i like Megaman 2 that much, sure it's a great game with an amazing soundtrack but personally I loved 3 the most out of all of them. Either way I believe Simon's Quest was certainly a unique experience that made the players think of what they had to do. I feel that it isn't too different from Metroid, that game didn't tell you what to do either and there wasn't too many indications on where to use items. You could just bump into a wall that SEEMS like a dead end but little did you know that using a bomb might reveal a hidden path, one that seemed to blend with all the other wall tiles making it hard to find. Same idea with simons quest and....dammit I love games that do that for some reason XD. I suppose it's because I just like games that make you explore and experiment to beat it.
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