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Offline Marty Belmont

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Re: Leveling up systems in the extra modes
« Reply #15 on: December 25, 2007, 03:06:38 AM »
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In Reply To #15


Did PoR rape your baby or something?

It's fine if you don't like it, but don't act so suprised (or upset) that some people do.

I'm just stating which mode I felt had the best balance out of the leveling up extra modes so far, not trying to turn it into another tug-of-war.







« Last Edit: December 25, 2007, 03:10:14 AM by Marty Belmont »
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Offline Long John Silver

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Re: Leveling up systems in the extra modes
« Reply #16 on: December 25, 2007, 08:51:11 AM »
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It raped the baby called castlevania and turned it into a dirty crackwhore. :o

Offline Dark Nemesis

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Re: Leveling up systems in the extra modes
« Reply #17 on: December 25, 2007, 10:34:30 AM »
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Do we have to fight each other always about castlevania games? Also i'll agree with serios statement, that the leveling up system must be more balanced, not only at extra modes, but also at main mode.

    This way will have a more challenging castlevania game.
I know that some new castlevania players will get disappointed with the difficalty but the old school players, this is what we want. More challenging new games, with more difficalty.

     Konami and IGA, they must understand both old players and new ones and make a more balanced game for both players. Also for the 3d castlevanias, i think like IGA said at his recent review, they must be like GOD of WAR, or else they will always suck.

   I'm not saying that they must be a copy of GOW, but to have similar enviroments. That's all they need.

    I know that some of you will agree with me and some others will get mad with me, but everyone has the right to expose his opinion.
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Offline Cypress

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Re: Leveling up systems in the extra modes
« Reply #18 on: December 25, 2007, 12:40:42 PM »
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Yeah but that can take ages. To get where you can take death at lv 1 w/out getting hit in any mode but the sisters would take way too much time and I get bored after awhile cuz I'm one of these guys that even if I perfect a fight I get hit now and then from careless mistakes if the fight drags on too long.

I beat death on my first try in Richter mode. It was pretty tough but Richter is fast. Im stuck at Brauner though. I can't remember but I think I have to hit him around 600 times or something...so yea. Im not ready for that.


And Richter mode is an extra. There is no reason to call it shallow for an extra mode, and besides the whole castlevania universe is shallow and unless you haven't played any other game you would notice that. It is mindless play, not a great story so calm down everyone.
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Offline Long John Silver

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Re: Leveling up systems in the extra modes
« Reply #19 on: December 25, 2007, 04:16:36 PM »
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Richter in sotn was also an extra, but apart from the fact that you could beat it in 8 minutes due to being able to skip most bosses it was superior to por in every possible way.

Offline The Last Belmont

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Re: Leveling up systems in the extra modes
« Reply #20 on: December 26, 2007, 03:18:56 AM »
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It's hard to enjoy something so shallow, boring and easy. Artificial difficulty levels don't count, because they just drag out the fights needlessly to 10-30 minutes where 1-2 mistakes means repeating over.

Yeah once you've mastered how to dodge all the bosses moves and can straight up own it, it's boring to go at it at a lower level just to drag out the fight and lower your D.
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Offline knightmere

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Re: Leveling up systems in the extra modes
« Reply #21 on: December 26, 2007, 04:31:54 AM »
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Seems some of you people got nothing better to do than bash POR. BTW i thought Richter in POR was better then all three of the characters in Julius mode.

Offline Marty Belmont

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Re: Leveling up systems in the extra modes
« Reply #22 on: December 26, 2007, 02:43:46 PM »
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I agree. I said this on the Chapel of resonance boards as well:

obviously PoR did SOMETHING right if it's able to keep certain fans hooked on it for a solid year. it has barely left my DS since last december, and some of the times in which I took it out to play other games was in fear of wearing out the game card.

granted, it's not as fun as it once was, but it's been just as fun for longer than any other video game I have played to date.

« Last Edit: December 26, 2007, 04:30:50 PM by Marty Belmont »
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Offline Long John Silver

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Re: Leveling up systems in the extra modes
« Reply #23 on: December 26, 2007, 05:18:01 PM »
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It was especially geared towards newbies and more casual players so duh. They had to appeal to newbies and casual gamers more to get more funds. That was the reason they reintroduced the generic anime artwork, dumbed down the stories and changed the overall mood from 'castlevania' into a saturday morning cartoon, and turned characters into anime cliches.

More people will buy them since that type of thing appeals to them, and developers'll get more money. And the fact that they're running the franchise to the ground and milking it doesn't matter to them anymore. The newbies won't see the difference and the flaws since they weren't with the series long enough and this is how cv has always been for them, and the long-term fans will soon quit gaming due to life issues anyway, so the fact that they hate it won't matter to them.
« Last Edit: December 26, 2007, 05:22:50 PM by Serio »

Offline Marty Belmont

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Re: Leveling up systems in the extra modes
« Reply #24 on: December 26, 2007, 07:56:39 PM »
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DoS is even worse in terms of dumbing down the story,(Julius! I'm sensing a magical surge from the river!"
"something bad is behind this barrier. I can feel it in my gut, and it doesn't feel good.") yet it seems to be spared the acid that PoR gets thrown at it. go figure. ("but it had Julius Mode!", yes, the mode that also had no Item crashes or special moves and an incredibly cheap damage system that forced you to grind because their reflexes were shit)

despite what you may think, POR did not rape the castlevania "Baby" because Dracula X chronicles shows that IGA is not interested in keeping castlevania in that direction. he gave you your precious SotN richter mode and added a better Maria mode, AND he brought back Kojima.



« Last Edit: December 26, 2007, 08:08:30 PM by Marty Belmont »
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Offline Cypress

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Re: Leveling up systems in the extra modes
« Reply #25 on: December 26, 2007, 08:36:51 PM »
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In Reply To #24

I don't think they "dumbed down the story." Castlevania isn't really that deep to begin with (whoops *falls in a plot hole*). And as for it being geared towards noobs, it isn't any different than any of the recent ones. The very first games are the only ones with hard difficulties since that was the norm back then. They did add the level 1 hard mode cap to please all the hardcore players. I doubt there are many people who beat them because they themselves aren't good enough or dedicated enough to do it. It is much easier to complain about it. Some people at least say "That isn't my thing, but it is still a cool feature" instead of complaining because there wasn't some type of storyline or new castle in the extra modes.
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Nowadays you are either a graphics whore or a fanboy. BR is Shank not CV. It is ridiculous to think that it is better than CV. If it was CV then it would be what RE4 is to Resi, a series killer. Dumb it down and make it look pretty. Enough idiots will buy it.

Offline Long John Silver

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Re: Leveling up systems in the extra modes
« Reply #26 on: December 26, 2007, 10:55:37 PM »
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The part about towards noobs was because aos's reception was pretty poor since gba's demographics was too young to appreciate a more mature feel of the game. The ds one's demographics is similar since the ds is a next step in gba's evolution. Hence dos and por were made with childish protagonists and very simple designs that'll appeal to kids and teenagers.

And I didn't say dos's story was good. Both games have stupid stories.

Dos's reddeeming point in extra modes was that it made J's gameplay more balanced and toned down from his previous overpowered incarnation while keeping it almost the same (missed the avoid move though, even if it was really cheap and unfair. :(), while por like its name implies ruined the returning characters along with the newcomers. Was it that hard to make Richter not feel like jonafag on crack with julius's subweapons?

Offline DoctaMario

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Re: Leveling up systems in the extra modes
« Reply #27 on: December 30, 2007, 03:46:47 AM »
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Richter in sotn was also an extra, but apart from the fact that you could beat it in 8 minutes due to being able to skip most bosses it was superior to por in every possible way.

O_o They're basically the same thing really.

Offline The Last Belmont

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Re: Leveling up systems in the extra modes
« Reply #28 on: December 30, 2007, 06:53:09 AM »
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In Reply To #24

DoS is even worse in terms of dumbing down the story,(Julius! I'm sensing a magical surge from the river!"
"something bad is behind this barrier. I can feel it in my gut, and it doesn't feel good.") yet it seems to be spared the acid that PoR gets thrown at it. go figure. ("but it had Julius Mode!", yes, the mode that also had no Item crashes or special moves and an incredibly cheap damage system that forced you to grind because their reflexes were shit)


I agree, PoR had way more of an oldschool feel than DoS. PoR feels like a castlevania game, DoS doesn't. They should have left it at AoS, adding an extra game just to get more cash was stupid at least PoR furthered the overall CV story and gave us an explanation as to why John has the whip in VK/Bloodlines/New Generation.

In Reply To #24

I don't think they "dumbed down the story." Castlevania isn't really that deep to begin with (whoops *falls in a plot hole*). And as for it being geared towards noobs, it isn't any different than any of the recent ones.

Agreed, if anything PoR felt closer to the 8-bit games than any castlevania has in a long time especially with the  lv 1 cap and everything.
« Last Edit: December 30, 2007, 06:58:16 AM by The Last Belmont »
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Offline Long John Silver

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Re: Leveling up systems in the extra modes
« Reply #29 on: December 30, 2007, 12:35:06 PM »
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Quote
PoR furthered the overall CV story and gave us an explanation as to why John has the whip in VK/Bloodlines/New Generation.
Which would have been fixed much easier with retconning, since bloodlines was as much or even more of a sidestory than cv64. I mean, they even didn't use the akumajo dracula title for it like they did with all other games.

If they could retcon cv64/lod which had much more in common with the overall cv storyline why not bloodlines which was pretty detached from it and felt like a sidestory way more than 64? Except the obvious thing about the time they were made in.

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Agreed, if anything PoR felt closer to the 8-bit games than any castlevania has in a long time especially with the  lv 1 cap and everything.
The artificial level caps don't count. If they really wanted to make it feel more old school they shouldn't have just crippled the heroes. Taking 30 minutes of repetitive pattern to kill a boss and dying in 1 hit is not what old school games were like you know. >_>

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O_o They're basically the same thing really.

Have you even played them? Richter's controls are way different in both games. In sotn he feels powerful, though heavy. He can item crash each of his subweapons, and his controls are pretty stiff, almost oldschool. In por he's a deformed Julius+jonafag on crack with a sonic syndrome. He can't item crash his subweapons, but for some reason he learned Julius's magical cross of light attack, which was Julius's trademark.

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