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Offline crisis

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Re: How do we make Konami *KNOW* how we feel?
« Reply #75 on: June 12, 2011, 08:24:04 PM »
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Quote
Talking outta my ass... I'd like to see that literally. Imagine that. ^.^

http://www.youtube.com/watch?v=iIVttyxPxnE

Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #76 on: June 12, 2011, 08:28:14 PM »
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HOLY (expletive) I FORGOT ALL ABOUT THAT! XD Yes, I've seen that movie.
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Offline whitedragon_nall

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Re: How do we make Konami *KNOW* how we feel?
« Reply #77 on: June 12, 2011, 08:52:35 PM »
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Saw this on Go Nintendo
http://www.gonintendo.com/viewstory.php?id=160539

Maybe there still is hope.

Offline Munchy

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Re: How do we make Konami *KNOW* how we feel?
« Reply #78 on: June 12, 2011, 08:54:27 PM »
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2.5D Simon's Quest style MercurySteam game plz.

With someone composing other than Araujo.

Offline DarkPrinceAlucard

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Re: How do we make Konami *KNOW* how we feel?
« Reply #79 on: June 12, 2011, 09:01:43 PM »
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definitely would want to see a 2.5d metroidvania Alucard game for the 3DS.

Afterall we already got a classic style gameplay 2.5d game with DXC and I would love a 2.5d metroidvania.

That would also eliminate 1 of the fans major complaints and that is sprite recycling.

Also Yamane and Kojima should return.


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Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #80 on: June 12, 2011, 09:03:24 PM »
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definitely would want to see a 2.5d metroidvania Alucard game for the 3DS.
This. Maybe that game that was canned by IGA? Whatever it was supposed to be. The graphics look like it would work well in a 3DS game.

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Also Yamane and Kojima should return.
I would like to see Masaki Hirooka's take on Alucard, but I overall prefer Kojima's style. ^.^
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Offline Munchy

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Re: How do we make Konami *KNOW* how we feel?
« Reply #81 on: June 12, 2011, 10:01:49 PM »
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Eh, I'd rather have a new guy/girl than Alucard again.

Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #82 on: June 12, 2011, 10:05:59 PM »
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Eh, I'd rather have a new guy/girl than Alucard again.

Preferably a girl. Like the one in my sig. That'd be sweeeeeet. ^.^

Of course, she's not even CV. I think a protagonist like Shanoa again would be great. The mature young woman. We don't need the memory/emotion loss thing. I'd like to see the Glyphs make a return, that'd be pretty interesting.
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Offline Renonsgoods

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Re: How do we make Konami *KNOW* how we feel?
« Reply #83 on: June 13, 2011, 01:32:31 AM »
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Can the same be said of IGA's involvement with the games he's produced?


Not even remotely the same thing.  Cox was not the producer or even the director of Lords of Shadow.  Again, he's just a spokesman for MS.  He does not equate with IGA. 

Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #84 on: June 13, 2011, 01:34:51 AM »
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Not even remotely the same thing.  Cox was not the producer or even the director of Lords of Shadow.  Again, he's just a spokesman for MS.  He does not equate with IGA. 

He's not? Wow, I know nothing about MercurySteam, do I? o.o
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Offline Renonsgoods

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Re: How do we make Konami *KNOW* how we feel?
« Reply #85 on: June 13, 2011, 01:47:14 AM »
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He's not? Wow, I know nothing about MercurySteam, do I? o.o
Ok, Google fails me.  Two sites I checked with didn't list him as a producer or writer, another 3 that I just checked did.  My bad.  It was always my impression from what I'd read about the team that Cox was more or less just a spokesman and consultant. 

Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #86 on: June 13, 2011, 01:48:16 AM »
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Well, from what I read, he pitched the whole idea of LoS to Konami in the first place, so I just assumed he was producer.
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Offline Lumas

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Re: How do we make Konami *KNOW* how we feel?
« Reply #87 on: June 13, 2011, 02:45:46 AM »
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Preferably a girl. Like the one in my sig. That'd be sweeeeeet. ^.^

Of course, she's not even CV. I think a protagonist like Shanoa again would be great. The mature young woman. We don't need the memory/emotion loss thing. I'd like to see the Glyphs make a return, that'd be pretty interesting.

Okay sorry I agree with most of what you say Claimh but they should never ever ever make another character like shanoa, no emotion is just as bad as too much emotion and that girl regardless of how hard I would bone her had about as much emotion as a brick wall.

Offline bucky

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Re: How do we make Konami *KNOW* how we feel?
« Reply #88 on: June 13, 2011, 02:45:59 AM »
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I'd say the main thing to do is remind Konami that WayForward is a great 2D developer and that they really love Castlevania.
This.

Trying to pitch an elaborate idea will never work. Fans don't get to design the next game in a series with such a level of control. Anything that's going to be at all complicated and difficult to communicate will never be taken seriously by Konami. If we can't tell them what we want in less than 3 sentences, we're fucked. But if people keep contacting Konami AND Wayforward, expressing interest that they make a Castlevania game, that's something that's actually possible. Instead of telling them what we want in detail, we should try and help 'steer' Konami to make cooler decisions for the series.
:)

I think this would be a great way to go. I want a Wayforward Castlevania. (Starting a thread for this, if anyone else is interested, let's continue the discussion there).

Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #89 on: June 13, 2011, 02:51:35 AM »
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Okay sorry I agree with most of what you say Claimh but they should never ever ever make another character like shanoa, no emotion is just as bad as too much emotion and that girl regardless of how hard I would bone her had about as much emotion as a brick wall.

I meant a mature young lady like Shanoa. I said I could do without the memory/emotion loss. I just wanted someone like her, like lookwise, sort of.
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