Okay, I lied about giving you this one. So sorry.
Konami's a multibillion global corporate conglomerate. They don't have to.
And what exactly was the cohesion that made Castlevania in the first place? What other than the music has mercurysteam changed to make Lords of Shadow not Castlevania enough for you? Please answer me that.
Are you actually implying that, three years after the game is released,
you don't know why the general Castlevania fandom doesn't like Lords of Shadow? Please tell me you're not actually suggesting that.
Shit, man, you don't walk into Crip territory and flash a Blood gang sign. Walking into a Castlevania board in 2013 and seriously asking why people don't like Lords of Shadow is pretty much the same principle.
As many people so...ahem, kindly...told me months ago, you can go Google that for yourself. We're tired of having to explain it all the damn time.
Now, I'd explain why most of them don't like it, but since I don't share most of those opinions, I won't speak on their behalf and risk getting the wrong point across. If they want to that's on them. I don't want to get caught in that cross-fire again.
But yeah. Asking questions like that give a very bad impression. In this case, it makes you look like you don't know very much about the supposed subject you're arguing, and makes it look like you may just be a really bad troll. Neither of those are pleasant if you're being serious.
The base of Castlevania was composed of 2 different styles that had been done to death.
And those would be...what, exactly? Platforming? Adventure? Action? Gothic? Be specific. I don't really know how to go about rebutting this if I don't know what context you're referring to. All of the ones I mentioned, by the way, are still around in nearly every genre of the arts, and thriving. Don't know if those were in the ballpark of what you meant.
"Spirit" is subjective, but.... LoS is part of a trilogy. If you don't think LoS2 feels like Castlevania I suggest you play the demo.
"Mechanics"? Are you saying LoI's combo based 3D hack and slash platformer isn't compatible with LoS combo based 3D hack and slash platformer?
Actually, it felt more like Legacy of Kain: Defiance during the Kain sections, if you ask me.
And yes, I would imagine that's what he was saying.
You know, you got on me a while back for generalizing heavily on those old game series...and yet here you are doing the same thing. How about that.
And another yes, because they're very different. Lament doesn't play similarly to Lords any more than Devil May Cry plays like God of War. Of course games done in similar play styles will be similar. But Lords' grappling and climbing system far exceeds that of Lament as far as usage in-game goes (because you're
such a fan of numbers, after all), its Abilities system makes it easier to gain more advanced combos (because having to CHOOSE how the experience points you've earned get used, and what they go towards, gives you more room as a player to ease into a play style best suited to you, rather than having to just up and learn a new combo when you hit a certain level), and the amount of ways the environment is incorporated into battles and gameplay is quite enjoyable (at least for me, and especially during battle with Cornell's Dark Lord form). Just to name a few things. I know there's opposition on those opinions, and some of them are the reasons people don't like Lords. Hint hint.
And, "spirit is subjective?" Really? That's what you're going with?
That point is never valid in any argument involving anything remotely artistic, simply because of that fact. Game design is no exception. Concept artists have to catch on to the "spirit" of the textual character pitches in order to capture the "spirit" of that character in an artwork. Level designers and texture mappers have to capture the "spirit" and essence of a given environment in order to make it feel as believable as possible (if you even think about debating this one, go look at anything in the God of War games, particularly II, III, and Ascension). Plot and script writers have to bust their asses to make sure they write everything to convey the emotions and gestures they need to get a point across.
"Spirit" is hardly subjective, Esteban. Not by itself. Now, I will warrant you that defining "spirit" by means of the shape or feeling of the game is subjective, but that's only because each game/series/genre/scene is quite varied and too much so to pinpoint. And for fans as passionate as those found in Castlevania (though that isn't to say every fandom is without such people), the "spirit" of the games is what helped and helps to define them.
That's why you're not grasping what we're saying to you. I don't think you
can look past the numbers on this one, or at least, you don't appear to be willing to. For a great deal of people, Lords of Shadow largely lacked a lot of that "spirit,"(in addition to plot and gameplay things, but those are another matter) which you claim is too subjective to acknowledge.
Disputing that "spirit" is irrelevant in any context of game design an egregious mistake and I highly suggest you think on that before you post again. nstead, they take the bulk of what contributed the original game's success, making sure that they understand it fully, and then try to look at it from new angles and new perspectives that hadn't been seen before.
Right again. Mercurysteam did just that.
A lot of people would disagree with you. I'm not typically one of the ones to rail on Lords, but this one I do agree with most on. I don't think Cox understood it fully. In all honesty, I think the fact that the first thing out of his mouth at E3 was "forget everything you know about Castlevania" speaks volumes about how little he understood it. Or worse, he didn't care. In either case, a lot of the dark mythology the original series ran on (in particular, SotN, for the instances I'm about to use) was largely made into a series of sob stories. Malphas, for one (who in actual mythology is typically one of the Princes of Hell, a crow-man who is a bricklayer and builder demon for those who call on him) went from the long-feared Japanese Karasu-Tengu to the appropriately-named Malphas to...a witch who turned into a house-sized bird-demon because she tried to kill herself over a killed lover. I'm not disregarding the message there, but still. She's got a sob story; Gabe's got a sob story with Marie; Claudia and the Black Knight's fate are a sob story; Baba Yaga went crazy due to losing beauty; the Lords of Shadow have a divine sob story; hell, even the fucking TITANS get a sob story when Stone Idol plays the "last-of-her-kind" card. Cox went and gave everything a tragic backstory, because apparently the only thing that's allowed to be inherently evil anymore is Satan. Cox went and played the God card (Yu-gi-oh, snicker), and played it badly. It's one thing to get [the Christian] God involved - as Lament did it quite well by keeping him uninvolved with the events of the game and keeping it a battle of one's faith being tested by the cruelties of the world - and doing it isn't a bad thing. But going the easy route and making the whole game an implied prelude the war of Revelation with the main cast as little more than pawns in a grand and barely-explained scheme is a cop-out. I'm not going to contest the power that love grants humankind, but I think being able to defeat one of the oldest beings in existence and the supposed rudimentary presence of absolute Evil with nothing more than the same moves you've used everywhere else and a few semi-divine powerups is a little ridiculous. It isn't like God himself intervened on Gabriel's behalf to give him Micheal's Sword or anything. He used the same techniques he'd had every other fight in the game. Call me a pessimist, but if simple faith in morality and God is the key to overcoming Satan (as the Bible frequently notes), then that entire fight (as well as most of its implications) was fucking pointless.
Yeah. Cox pulled a cop-out and failed at it. That's another big thing the older CV fans don't much like.
And I actually laughed out loud a bit when you
seriously brought Call of Duty sales figures in as a defense. Another example of your argument beginning to fall apart at the seams and giving way to hypocritical points.
As many as the Internet jokes about it are, Call of Duty really does rely on the same basic formula just about every single game. And I'd be willing to bet that in another twenty years it will still be selling, which goes against your "25+ years is dead and dying" argument. Tsk, tsk, Esteban. Call of Duty has its merits, yes, but its popularity largely has to do with, well, the 'Murica attitude. We like shooting terrorists in the desert. We like blowing shit up. We like being the John Wayne movie-star grade-A Captain Badass with a bunch of guns. It's simply what our society has produced. It's unfortunate, but hey, if it sells, right? Sales figures are the only thing that define quality, after all, so I guess Call of Duty's success in the States means we're super awesome, right?
See, that's pretty faulty reasoning when taken ever-so-slightly out of this carefully taped-together context you've made for yourself.
I agree again. But you cant just pretend videogames aren't a business. Videogames are meant to sell. Sales matter, and not only for the people making them. LoS made more money than previous Castlevanias, which means more people are likely to buy the next Castlevania installment. The series were going downhill. WHY WOULD KONAMI KEEP MAKING GAMES THAT DONT SELL?
Nobody's pretending gaming isn't a business. If anything, you're the one pretending, pretending that sales figures are all that matters and actual quality and fan appeal don't mean a fucking thing.
I mean, seriously, Esteban. How fucking ignorant are you? I don't really even care about the Castlevania part of the discussion as much as I do your blatant and willful disregard for the copious amounts of work that are required and go into game production. Have you no respect for the developers, the artists, the builders, the modelers, the voice and motion capture actors, the writers, the producers, or even the companies that fund them all?
Can you even fucking comprehend how insulting your entire argument is those people?You are, either willingly or by proxy (and it doesn't excuse it either way), throwing every minute of every hour worked by the teams who are responsible for the sales numbers you love relying on. The sleepless nights many have worked to ensure a quality product would have a certain feature, or be free of a troublesome bug, or to make sure that that one boss was just the right amount of awesome are the only reason you have those figures in the first place. Yes, I know that these people take orders from the corporate heads, but at the end of the day,
they're the ones who make the game.
They're the ones who toil day and night to make sure ungrateful assholes like you have a game to play.
And yet here you are insinuating that all their hard work means nothing by comparison to the sales figures which they are directly responsible for helping to generate.
Disgusting. You have no argument worth pursuing.
At the end of the day, it doesn't mean a fucking thing how
well you can argue (because I will give you credit, you have a fairly good set of lingual skills when it comes to debating), if you don't have any real point in
which to argue. And since you would rather cling to the ever-failing point of sales than acknowledge other aspects of production, or other points and opinions than your own, you don't have much of a point left to argue.
It might do you well to put down the shovel and stop digging.