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Offline djrunza

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Why not a Castlevania Musou game?
« on: July 13, 2014, 05:43:31 PM »
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You know, when everytime I play Castlevania Judgement, I thought to myself again that this game should've been more better than a fighting game because I heard many Castlevania fans despise the game for many reasons. Perhaps they should've made or making a new Castlevania Musou game in the future for the next-gen with the mixture of  Warriors Orochi and Sengoku Basara flavors with an amazingly crowd-combat gameplay instead. We all do want it, probably. I mean, just take a look at this picture.



Don't you feel like wanna Beat Em' Up & Hacking and Slashing those enemies by using your favorite Castlevania characters with thousands and millions of combos you can perform? Imagine all Belmonts, Alucard, Shanoa, Hector, Jonathan Morris, Charlotte Aulin, Soma Cruz, Sylpha Belnades, Grant Dynasty, Nathan Graves, Maxim Kischine, Aeon, Saint Germain and other heroes/anti-heroes takes on Lord Dracula's horde of generals and armies of monsters/demons as many as you can throughout the series. We can also play as Lord Dracula to purge the whole world into flames and play as some of Lord Dracula's demonic deadly generals such as Death, Olrox, Shaft, Necromancer, Galamoth, Isaac, Walter Bernhard, Joachim Armster, Succubus, Carmilla, Golem, Medusa, Arkoden, Nuculais, The Creature, WereWolf and others against the heroes armies/holy orders sent to destroy him too. DLC characters available such as Kid Dracula and Pumpkin too. It would be SATISFACTION AT ITS BEST!


GAMEPLAY

- Attacks performed in conjunction with your partner will result in dealing bonus damage.

- Characters level up in the midst of battle, and can utilize newly learned skills on the spot.

- All three super moves are usable in battle, and can be cycled through as desired.

- If timed correctly, evading will result in the desertion mechanic, temporarily slowing enemies.

- Camps may have up to three levels, created by enemy strategist units. To take these the player must defeat commanders on every level. To assist in this, there is a single-button system, in which the player will have to press the attack button along with the timing on-screen.

- Weapons can be enhanced with stats of your choice such as attack, defense, Judgment gauge, fighting spirit, or hit points.

- Weapons can also be combined to increase their potency and create different effects.

- "Switch Combo", the action uses a portion of the Judgment Gauge as characters are quickly switched via L2 or R2 (PS4) or the left or right triggers (Xbox ONE).

- Items such as potion, hi-potion and other items can be collected and equipped by characters to augment their overall stats or provide them with various advantages.

- "Ultimate Castlevania" is the most powerful Musou attack in which both you and your partner's Judgment gauges are full, and they are standing close enough together (the gauges will glow red), pressing L2 + Circle will activate an Ultimate Castlevania attack. Different beautiful Ayami Kojima's traditional style of art with some unique Castlevania-ish designs and resembling the player’s character from the ground to attack all surrounding enemies with different stylish attack pattern for each characters, and every character has a unique conversation that will appear at the finish. All types of "Dual Crush" attacks are also include in the game by pressing R2 + Circle when the Judgement gauge glows red as well.

Note: This can be activated in co-op, if the players are close enough to one another.

Note 2: Judgment gauge means Musou gauge.

Note 3: This unique attack has similar to Giga BASARA attack from Sengoku BASARA 4.


MODES

Story Mode

Various of stages in Story Mode are now part of 4 cohesive storylines divided into several of chapters that has yet to be unlocks which depending on the player’s action. Each of the characters has their own storyline and storytelling.

Free Mode

Same as various Warriors titles.

Customization Mode

Every character has the ability to customize their own costumes with wide collection of costumes, weapons, accessories, and ability to create different skills, attributes and Musou style attack for battle. The more you customize, the more the player can create a well-balanced character or an all-powerful one.

Gallery Mode

Includes music, cutscenes, wallpapers, attack motions, voice samples, etc.

Online Play

Lets players work together to play unlocked stages in either Story or Free Mode. Players need to have the selected stage unlocked in their personal saves before they can play it online. Additional points and stronger weapons can be earned by teaming up with other players.

VS. Mode

The old school battle style of Castlevania Judgment is back! But there are 2 types of battle within this mode, which are 1VS1 Old School Battle Style and 1VS1 Musou Battle Style (with your respective generals and armies). 

THEMES

Opening Theme- (Add your own idea because currently I've no idea which song is suitable for the Opening theme)

Ending Theme- (Add your own idea because currently I've no idea which song is suitable for the Ending theme)

Last but not least, I'd like to say thank you for reading my ideas for a new Castlevania Musou game in the future which has the possibilities. What says you?

P/S: Sorry for the long post.  ;D

Offline Flame

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Re: Why not a Castlevania Musou game?
« Reply #1 on: July 13, 2014, 06:08:17 PM »
-1
But dont you know? Hack n slash makes it a God of War clone and ruins the franchise forever!

Sarcasm aside, i liked Hpkuto musou, and hyrle warriors looks fun.

Id be down.

Though it would come at the expense of any actual level design outside of arenas
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Offline Claimh Solais

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Re: Why not a Castlevania Musou game?
« Reply #2 on: July 13, 2014, 06:14:07 PM »
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I have wanted this for the longest time! And dude, your ideas are pretty damn nice for it. I'd be all over a game like this. (The perfect opening theme for the game would be a medley of Vampire Killer, Bloody Tears, and Beginning. And then the credits theme has gotta be a medley of Voyager, A Requiem, and Flashback.)

One thing I thought though, was keeping only Belmonts with enough to make them unique. For example, these were ideas I thought:
-Simon would be the basic whip-wielder, using purely the whip, utilizing a similar moveset to Judgment.
-Trevor would have a lot of attacks based on subweapons and his item crashes (particularly his Curse of Darkness ones)
-Richter would have heavy influence on martial arts, doing a lot of hand-to-hand mixed with his whip.
-Leon would have a lot of his orb powers combined into his moveset.
-Juste would have a lot of his spellbook powers combined into his moveset.
-Jonathan would be kinda like Trevor, but focus more on the PoR subweapons (ie wrecking ball).
-And then if Nathan were in he has a crap ton of variety with his DSS system.
-Desmond (I guess?) has his bizarre subweapons and a variety of swords.

So then characters without variety would be a bit iffy. Christopher only has a fireball separating him, which Simon later got in Harmony of Despair. Julius only has Omnia Vanitus keeping him apart. Reinhardt has... a sword? Putting these three in, their movesets would largely be original for the game. But even with the ones I listed, that's a LOT of whip wielders!

But yeah, I like your ideas. They seem to take the best ideas from the Warriors series, and combine it with a lot of the best ideas from Musou clones.

...lol, yeah, I just love Musou games.
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Offline Nagumo

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Re: Why not a Castlevania Musou game?
« Reply #3 on: July 13, 2014, 07:36:01 PM »
+2
Good idea.

They won't do it.

Offline X

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Re: Why not a Castlevania Musou game?
« Reply #4 on: July 14, 2014, 01:24:58 AM »
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Quote
Don't you feel like wanna Beat Em' Up & Hacking and Slashing those enemies by using your favorite Castlevania characters with thousands and millions of combos you can perform?

Not really, no. I've already experienced that in LoS and as flame had mentioned, GoW, lol.
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Offline GuyStarwind

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Re: Why not a Castlevania Musou game?
« Reply #5 on: July 14, 2014, 06:26:05 AM »
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Christopher would be with his son. It will be a Ice Climbers type deal where they rely on each other. Trust me it would work. You could make up anything for Julius since he doesn't have a game his own game.

Offline Shiroi Koumori

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Re: Why not a Castlevania Musou game?
« Reply #6 on: July 14, 2014, 07:31:09 AM »
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This could be a fan game or a mod.

Offline Intersection

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Re: Why not a Castlevania Musou game?
« Reply #7 on: July 14, 2014, 12:51:09 PM »
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The last time Castlevania went beat-em-up and mashed franchise characters together, we got Judgment. That isn't something I'm willing to let happen again.
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Offline VladCT

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Re: Why not a Castlevania Musou game?
« Reply #8 on: July 14, 2014, 01:00:43 PM »
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To be honest with you, the only thing I thought to be horrid about Judgment was the art direction (WTF Obata?). The writing was just so-so, the gameplay was serviceable, and the music held up to the legacy. All that was needed to be fixed was the art and writing.

By the way, I kinda envisioned the Demon Castle War game to be sort of a combination between Musou for its scale and The Sword of Etheria/Over Zenith for its teamwork-based combat. Of course, Castlevania's good old platforming needs to be worked in somehow.
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Offline Intersection

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Re: Why not a Castlevania Musou game?
« Reply #9 on: July 14, 2014, 01:37:14 PM »
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I'll be more specific.

First of all, the multi-character mentality of most musou games doesn't hash well with Castlevania's lone Belmont archetype. Keeping to a single hero gets old pretty quickly in musou's crowd-heavy subgenre, and doing a cross-franchise character mashup makes a well-conceived plot impossible. Hence Judgment's atrocious writing, and Harmony of Despair's conspicuous lack of anything story-related.

Next off, from what I've gathered, musou games are widely lacking in verticality. You'll find jump-related abilities, but combat invariably takes place in wide, flat, obstacle-light arenas, which make any platforming considerations moot. I've also never seen a dedicated platform sequence in a musou game. And it's not an anodyne choice, either: accidented or leveled areas are particularly ill-suited for heavy crowd-bashing. For a franchise that has always relied on precise platforming, that's a problem.
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Offline beingthehero

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Re: Why not a Castlevania Musou game?
« Reply #10 on: July 14, 2014, 01:54:37 PM »
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Curse of Darkness was pretty much akumajo musou, with fewer enemies thrown at you.

Offline X

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Re: Why not a Castlevania Musou game?
« Reply #11 on: July 14, 2014, 02:45:08 PM »
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The only time I would expect a brawl like this in Castlevania would be in the Arena. Nowhere else as it just wouldn't work out at all as Intersection had just pointed out.
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Offline uzo

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Re: Why not a Castlevania Musou game?
« Reply #12 on: July 15, 2014, 02:44:58 AM »
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I would most definitely have tons of fun with a Castlevania Musou, but I can see where the fan base as a whole might not appreciate it quite as much.

Offline Chernabogue

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Re: Why not a Castlevania Musou game?
« Reply #13 on: July 15, 2014, 05:42:49 AM »
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I would most definitely have tons of fun with a Castlevania Musou, but I can see where the fan base as a whole might not appreciate it quite as much.
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Offline BLOOD MONKEY

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Re: Why not a Castlevania Musou game?
« Reply #14 on: July 15, 2014, 05:02:14 PM »
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It's a good idea, so that means Konami won't do anything like it.


I fixed the sentance for you, Nagumo.    ;D
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