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Offline KaZudra

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Perfect 3D Castlevania Formula
« on: August 06, 2011, 03:10:44 AM »
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Konami + Rocksteady

Castlevania Arkham Style with Jumping and better Platforming, Why?

The Combat of Arkham had simple controls making a fight from 1-10 people a fair challenge yet simply controlled. Just Replace the counter system with a combo system it'll be good to go.

Arkham had the grapling hook, but castlevania could have some good Platforming and far less climbing than LoS.

The Game would just feel right, not that I don't like LoS, I love LoS for it being LoS, I want IGA and his team to Collaberate with Rocksteady to make a Marvel.

Think LoS sold Konami? Imagine this will outsell that because of the combined fanbase.

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Offline Flame

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Re: Perfect 3D Castlevania Formula
« Reply #1 on: August 06, 2011, 03:22:20 AM »
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I always figured TBH, a dream team of IGA, Cox, Yamane, and Ayami Kojima.

IGA has the vision, Cox has the funding and well, his stage design and platforming is much more interesting than IGA's 3D attempts, especially when he gets the mood right, (the castle segments were amazing) And Id have to say his combat was a bit more fun than Lament's was. (I actually felt satisfaction upon hitting enemies) Yamane and Kojima give the atmosphere with their music and art respectively.

maybe throw in OScar Orujo (is that the name?) for good measure.

TL;DR, Combine the LOS Team and the IGAvania team, and you've got yourself a winner 3Dvania.
« Last Edit: August 06, 2011, 03:23:53 AM by Flame »
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Kale

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Re: Perfect 3D Castlevania Formula
« Reply #2 on: August 06, 2011, 03:36:36 AM »
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I always figured TBH, a dream team of IGA, Cox, Yamane, and Ayami Kojima.

IGA has the vision, Cox has the funding and well, his stage design and platforming is much more interesting than IGA's 3D attempts, especially when he gets the mood right, (the castle segments were amazing) And Id have to say his combat was a bit more fun than Lament's was. (I actually felt satisfaction upon hitting enemies) Yamane and Kojima give the atmosphere with their music and art respectively.

maybe throw in OScar Orujo (is that the name?) for good measure.

TL;DR, Combine the LOS Team and the IGAvania team, and you've got yourself a winner 3Dvania.

Eh... Cox doesn't have the funding... if he is to be believed... which after the QTE thing I don't know anymore. But didn't he say something about being under budget?

That said, add Kojima in Cox's stead to get a budget from Konami. Put those 2 together where one can overwrite the other til they get something down. Then the rest of the team. Cept the ones who does anime....

Offline thernz

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Re: Perfect 3D Castlevania Formula
« Reply #3 on: August 06, 2011, 04:05:35 AM »
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It's hard to imagine that Cox's team budget was equal or less to the budget IGA's team received for LoI and CoD. Mercurysteam had like two years of development. LoI and CoD just had one at most. Then there's how Oscar Araujo was able to utilize an orchestra and etc. Nano Breaker was even released the same year as CoD.

not that i think i'd like a curse of darkness that had a longer development time

Offline KaZudra

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Re: Perfect 3D Castlevania Formula
« Reply #4 on: August 06, 2011, 05:00:00 AM »
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the point of the topic is that rocksteady would be a more affective collaboration than that of mercurystream.

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Offline thernz

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Re: Perfect 3D Castlevania Formula
« Reply #5 on: August 06, 2011, 05:04:57 AM »
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I liked the calculation in Arkham Asylum and it blended combat and platforming pretty well. Much better than LoS or any 3D CV for that matter, besides maybe the 64 CVs. It felt like one cohesive thing. I'd like that sort of cohesiveness in a 3D CV. But for a 3D CV, I think it'd have to have a much more freer and uninterrupted flow. Something faster and rhythmic, I guess, like how a Mega Man level can be separated into beats.

Offline Abnormal Freak

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Re: Perfect 3D Castlevania Formula
« Reply #6 on: August 06, 2011, 05:57:11 AM »
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Maybe I'm crazy, but combo hits in a CV game are just plain retarded to me. Maybe there are some really awesome whip-wielders out there who can constantly twirl and pull off heavy lashing whip hits without getting tired or dizzy, but if someone says there is, I call bullshit. Not that realism determines whether something can or can't be done, but it still seems really stupid to me, and I'm tired of combo-hit, button-mashing hack 'n' slashers. They can all go to hell, especially in Castlevania where it certainly doesn't belong.

Can we just get a 3D game where a dude's got a whip and he whips shit and jumps on/climbs up platforms? The N64 games were headed in the right direction. Spruce that up with better play mechanics and I'd find that riveting. It would also feel like Castlevania, instead of feeling like "LET'S MAKE A 3D CASTLEVANIA GAME BUT FORSAKE EVERYTHING THAT MAKES CASTLEVANIA, CASTLEVANIA IN AN EFFORT TO MAKE THE GAMES SEEM UPDATED AND CURRENT."
« Last Edit: August 06, 2011, 05:59:24 AM by Abnormal Freak »
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Offline Kingshango

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Re: Perfect 3D Castlevania Formula
« Reply #7 on: August 06, 2011, 07:25:32 AM »
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Im probably in the minority here but I think a Castlevania Legacy of Darkness remake running on Mercurysteam's engine would be the 3D Castlevania that everyone would (probably)love.


Now before you destroy me about that Mercurysteam suggestion, all I meant was just use the graphics engine and layer it to the original game to make it look up to date but plays exactly the same as the original (maybe throw in a better camera but that's it.)

For example, look how 343 is doing the Halo anniversary game (Yeah Im using a Halo game as an example, big whoop wanna fight about it? :P)

Halo Anniversary: Developer Commentary

Same game, just on a new graphics engine, just do the same with LoD and It would be all gravy.
« Last Edit: August 06, 2011, 07:28:40 AM by Kingshango »

Offline Flame

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Re: Perfect 3D Castlevania Formula
« Reply #8 on: August 06, 2011, 10:54:49 AM »
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HOW DARE YOU COMPARE CASTLEVANIA TO HALO MADNESS BLASPHEMY SACRILEGE ETC
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Offline DragonSlayr81

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Re: Perfect 3D Castlevania Formula
« Reply #9 on: August 06, 2011, 04:01:44 PM »
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The perfect 3D CV would take a bit from all the 3D outings. All three ventures did SOME things right, but they also did some wrong. For me, when leveling the layout of areas, I think they should focus on one area first, a vetical tower. If they can pull of the vertical tower in 3D, then all other platforming will be easy. It should be a priority. If they CAN'T pull it off, just quit it entirely.

Offline Inccubus

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Re: Perfect 3D Castlevania Formula
« Reply #10 on: August 06, 2011, 06:39:33 PM »
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Maybe I'm crazy, but combo hits in a CV game are just plain retarded to me. Maybe there are some really awesome whip-wielders out there who can constantly twirl and pull off heavy lashing whip hits without getting tired or dizzy, but if someone says there is, I call bullshit. Not that realism determines whether something can or can't be done, but it still seems really stupid to me, and I'm tired of combo-hit, button-mashing hack 'n' slashers. They can all go to hell, especially in Castlevania where it certainly doesn't belong.

Can we just get a 3D game where a dude's got a whip and he whips shit and jumps on/climbs up platforms? The N64 games were headed in the right direction. Spruce that up with better play mechanics and I'd find that riveting. It would also feel like Castlevania, instead of feeling like "LET'S MAKE A 3D CASTLEVANIA GAME BUT FORSAKE EVERYTHING THAT MAKES CASTLEVANIA, CASTLEVANIA IN AN EFFORT TO MAKE THE GAMES SEEM UPDATED AND CURRENT."

100% agree. I was just thinking how the 64 games didn't have enough good platforming, but were still leagues ahead of the PS2 games.
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Offline X

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Re: Perfect 3D Castlevania Formula
« Reply #11 on: August 06, 2011, 07:04:55 PM »
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I already have this up on another thread but it would seem to be more relevant here:

CoD's levels were needlessly long and their length made them repetitive. I agree the levels should have been much shorter. This would've freed up more room on the disc and would allow for much smoother and sharper graphics which in turn, would make the game an even better delight to play. I also think the two coliseum towers were a waste of space too. They did not add anything to the story and are not even necessary or integral to the game overall either. The only real reason I sometimes go back and play CoD is for the music. The soundtrack was the only real success in that game for me.

LoI had the right idea for it's levels. They were short and made it a breeze to pass through without really feeling bored. But both those games suffered from lack of platforming which only CV64/LoD had been able to provide. While LoS has platforming it just has too much whereas Cv64/LoD had just the right amount. For a future 3D CV game. Go the way of CV64/LoD. But with the type of Graphics from LoS and the tight controls of the two PS2 CV titles.
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Offline Munchy

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Re: Perfect 3D Castlevania Formula
« Reply #12 on: August 06, 2011, 09:29:52 PM »
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I already have this up on another thread but it would seem to be more relevant here:

CoD's levels were needlessly long and their length made them repetitive. I agree the levels should have been much shorter. This would've freed up more room on the disc and would allow for much smoother and sharper graphics which in turn, would make the game an even better delight to play. I also think the two coliseum towers were a waste of space too. They did not add anything to the story and are not even necessary or integral to the game overall either. The only real reason I sometimes go back and play CoD is for the music. The soundtrack was the only real success in that game for me.

LoI had the right idea for it's levels. They were short and made it a breeze to pass through without really feeling bored. But both those games suffered from lack of platforming which only CV64/LoD had been able to provide. While LoS has platforming it just has too much whereas Cv64/LoD had just the right amount. For a future 3D CV game. Go the way of CV64/LoD. But with the type of Graphics from LoS and the tight controls of the two PS2 CV titles.

For LoS, my problem was that the platforming was mostly incredibly slow wall-shimmying rather than jumping onto shit.

Offline KaZudra

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Re: Perfect 3D Castlevania Formula
« Reply #13 on: August 06, 2011, 10:15:58 PM »
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Am I the only one who thinks Castlevania would be perfect on a Batman AA engine with Platforming?

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Offline crisis

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Re: Perfect 3D Castlevania Formula
« Reply #14 on: August 06, 2011, 10:31:10 PM »
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munchkins your hatred for wall-shimmying is well documented by now, we get it lol

i still wish Hideki Kamiya would have a shot at a Castlevania game one day, it'd be spectacular right thernz?

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