Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jul 6, 2015 7:49:04 GMT -6
There should definitely be a ghostly theater type location too. Lots of potential there...theater stage with creepy stuff appearing On it in the by niceandfun"> background. Areas with ball rooms... Using balconies as platforms...etc! That sounds like a great idea!
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 6, 2015 11:43:22 GMT -6
So replaying Order of Ecclesia and some notes.
I like it a lot more than I originally did when I first play it but my main issue with later Igavania's is very prevalent here.
The layouts are awful. Visually it's one of the better games, especially the castle. It's artistically very cool. Unfortunately, the way they layout these locations is very dull and repetitive. It's a game full of copy and paste backgrounds into hallways and big square rooms. You play SOTN and the way they layout the locations isn't in a repetitive way and it's more often than not has some geometry that isn't repeated over and over. You have the entrance area----> into hallway--->room with merman and a stone structure with water at the bottom---> repeating hallway----> into room where death sees you.
There's variety there right?
Order is.... Entrance ----> hallway---Big room staircase thing---->big room staircase thing---> repetitive hallway---> Big room staircase.
There's just too much repetition and too much simple layouts.
I REALLY, REALLY hope they strive to correct this and I always hoped that was a budgetary/time constraint issue. It always bugged me how much more copy and pasted the games got as it went along. Aria of Sorrow and SOTN were the two games that really strived to have a well designed castle imo.
|
|
inherit
Worm Demon
219
0
Mar 12, 2021 6:12:17 GMT -6
175
spideryfingers
194
Jun 30, 2015 16:27:05 GMT -6
June 2015
spideryfingers
|
Post by spideryfingers on Jul 6, 2015 16:58:15 GMT -6
One thing I've never been keen on in Castlevania is the percentage of the map explored. When it reaches 100% ... it kinda gets disappointing because you know there's nothing left to explore. It's as though the mystery of the castle is over. It needs to go in my opinion because I like to think that even after you've completed the adventure, some mysteries may still lurk inside. Just imagine, you've conquered the game and then, weeks later, you find and crack a hidden code that leads to a mysterious room/portal that doesn't show up on the map.
Talking of rooms, how about an inner sanctum that lies deep within the castle walls where the character may perform a difficult astral/etheric projection ultimately leading to a discovery of new secrets? Maybe such a precious room would require a herculean task to locate.
|
|
Arcueid Brunestud
True Ancestor
Ancient Legion
[TI1] Just your friendly neighborhood True Ancestor!
Posts: 1,667
inherit
True Ancestor
27
0
1
Aug 19, 2021 15:35:24 GMT -6
1,421
Arcueid Brunestud
[TI1] Just your friendly neighborhood True Ancestor!
1,667
Jun 3, 2015 13:07:04 GMT -6
June 2015
arcueid
|
Post by Arcueid Brunestud on Jul 6, 2015 17:48:59 GMT -6
One thing I've never been keen on in Castlevania is the percentage of the map explored. When it reaches 100% ... it kinda gets disappointing because you know there's nothing left to explore. It's as though the mystery of the castle is over. It needs to go in my opinion because I like to think that even after you've completed the adventure, some mysteries may still lurk inside. Just imagine, you've conquered the game and then, weeks later, you find and crack a hidden code that leads to a mysterious room/portal that doesn't show up on the map. Talking of rooms, how about an inner sanctum that lies deep within the castle walls where the character may perform a difficult astral/etheric projection ultimately leading to a discovery of new secrets? Maybe such a precious room would require a herculean task to locate. It doesn't have to stop at 100%. In SOTN, the max % you could get was 200.6%. Who's to say that won't happen to Bloodstained as well?
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jul 6, 2015 19:27:21 GMT -6
One thing I've never been keen on in Castlevania is the percentage of the map explored. When it reaches 100% ... it kinda gets disappointing because you know there's nothing left to explore. It's as though the mystery of the castle is over. It needs to go in my opinion because I like to think that even after you've completed the adventure, some mysteries may still lurk inside. Just imagine, you've conquered the game and then, weeks later, you find and crack a hidden code that leads to a mysterious room/portal that doesn't show up on the map. Talking of rooms, how about an inner sanctum that lies deep within the castle walls where the character may perform a difficult astral/etheric projection ultimately leading to a discovery of new secrets? Maybe such a precious room would require a herculean task to locate. It doesn't have to stop at 100%. In SOTN, the max % you could get was 200.6%. Who's to say that won't happen to Bloodstained as well? It most likely won't be a ridiculously high percentage, such as "1,000%" (ala Portrait of Ruin & Order of Ecclesia, for all of the explorable areas in the games combined) I'd definitely agree that a weird maximum percentage closer to 200.6% would feel most appropriate.
|
|
H
Watermelon Overlord
Ancient Legion
.
Posts: 485
inherit
Watermelon Overlord
168
0
Aug 30, 2017 6:25:08 GMT -6
386
H
.
485
Jun 17, 2015 7:50:22 GMT -6
June 2015
han
|
Post by H on Jul 6, 2015 21:56:55 GMT -6
The percentage could be 183.7% through 190.1%, to give homage to it being in the Victorian era (Since it takes place roughly between 1837 and 1901). That'd be a subtle way to tell us the year of where the game takes place. (Unless they've already stated a date).
Either way, I hope the percentage also ends in any odd number, to keep us on our toes. 8gif
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Mar 24, 2024 21:32:23 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jul 6, 2015 23:34:27 GMT -6
Wouldn't it be...interesting if the game were to be patched at later intervals with tough to find secrets hidden throughout the castle? Could be a neat little way to throw in significant replay value/keep folks playing and engaged. Just a thought
|
|
inherit
22
0
Aug 10, 2019 9:52:39 GMT -6
308
ghaleon
611
May 29, 2015 8:48:14 GMT -6
May 2015
ghaleon
|
Post by ghaleon on Jul 6, 2015 23:37:44 GMT -6
I dunno, I find 'tough secrets' to be little more than content that is unavailable until a guide writes them or whatever...Very very few people really discover most secrets on their own, but actually read/hear about them instead... Even when someone does discover them, I don't see why one should feel proud or accomplished in accidently smacking some random wall with some random object instead of doing something actually difficult if you even know about it like beating a super hard boss on hard.
I think people credit 'secrets' for the good they provide to the fact of secrecy itself, without realizing they are really grateful for the good they provide.
|
|
Arcueid Brunestud
True Ancestor
Ancient Legion
[TI1] Just your friendly neighborhood True Ancestor!
Posts: 1,667
inherit
True Ancestor
27
0
1
Aug 19, 2021 15:35:24 GMT -6
1,421
Arcueid Brunestud
[TI1] Just your friendly neighborhood True Ancestor!
1,667
Jun 3, 2015 13:07:04 GMT -6
June 2015
arcueid
|
Post by Arcueid Brunestud on Jul 6, 2015 23:40:09 GMT -6
Yeah, like that one secret in SOTN where you had to hold down for 15 seconds in a certain spot for a secret platform to lower you down to another room, and get two items early.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Mar 24, 2024 21:32:23 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jul 7, 2015 7:45:26 GMT -6
I don't mean anything that obscure. There could be a hint or barely visible crack on the floor, or an area of the castle that -seemed- like it might be breakable before and wasn't is now. You know how there are certain walls in Castlevania games/others that seem like a spot something might be at?
In general though, I do enjoy happening upon well-hidden things, so long as the method to get to them isn't -too- obtuse. I disagree about having to use guides to find things. I'm going to play the game until I find everything on my own. The map percentage, inventory, bestiary or something may give me some indication that I haven't found everything yet. I've gotten to where I never use guides now, games have been made so much easier as it is.
edit: castledan, re: Order of Ecclesia, none of that really bothered me...I think because the game was something different. It has a world map divided into different stages/areas and there was a lot of outdoor space to design, so the buildings are just going to be smaller and more plain. The castle is only at the end, after all. I don't think it can be fairly compared to how earlier games were because of the design choice of stages, basically. It threw me off at first, too, but I really grew to like that game a lot.
|
|
inherit
22
0
Aug 10, 2019 9:52:39 GMT -6
308
ghaleon
611
May 29, 2015 8:48:14 GMT -6
May 2015
ghaleon
|
Post by ghaleon on Jul 7, 2015 21:47:24 GMT -6
I don't mean anything that obscure. There could be a hint or barely visible crack on the floor, or an area of the castle that -seemed- like it might be breakable before and wasn't is now. You know how there are certain walls in Castlevania games/others that seem like a spot something might be at? In general though, I do enjoy happening upon well-hidden things, so long as the method to get to them isn't -too- obtuse. I disagree about having to use guides to find things. I'm going to play the game until I find everything on my own. The map percentage, inventory, bestiary or something may give me some indication that I haven't found everything yet. I've gotten to where I never use guides now, games have been made so much easier as it is. edit: castledan, re: Order of Ecclesia, none of that really bothered me...I think because the game was something different. It has a world map divided into different stages/areas and there was a lot of outdoor space to design, so the buildings are just going to be smaller and more plain. The castle is only at the end, after all. I don't think it can be fairly compared to how earlier games were because of the design choice of stages, basically. It threw me off at first, too, but I really grew to like that game a lot. I have no issues with secrets that have actual clues like a crack in the wall. As for the guide comment, I wasn't referring to secrets like crack in the wall.. but more like press up in that spot for 15 seconds for that elevator to show up kind of deal. I'm sorry, but I truly doubt you found that one without a guide...I also doubt you knew SoTN had 200.6% without hearing about it first somehow. And difficulty has nothing to do with secrets... I kinda hate it when people throw the difficulty card into an argument when discussing things that aren't about difficulty so much as tedium, time, practicality, or whatever, but no matter. I can agree more than disagree since I misunderstood what level of vagueness you were asking for with your secrets.
|
|
Thomas
Ancient Legion
[TI0] Real Time VFX all day long!
Posts: 370
inherit
54
0
May 12, 2022 10:35:19 GMT -6
326
Thomas
[TI0] Real Time VFX all day long!
370
Jun 10, 2015 16:14:19 GMT -6
June 2015
thorwath
|
Post by Thomas on Jul 8, 2015 4:40:50 GMT -6
Yeah, like that one secret in SOTN where you had to hold down for 15 seconds in a certain spot for a secret platform to lower you down to another room, and get two items early. Wait what? I don't think I know that one, I'm replaying it right now too. Please explain!!!
|
|
Cale
Great Old One
Ancient Legion
The world is indeed comic, but the joke is on mankind.
Posts: 624
inherit
Great Old One
58
0
Apr 8, 2021 18:19:41 GMT -6
791
Cale
The world is indeed comic, but the joke is on mankind.
624
Jun 11, 2015 3:45:35 GMT -6
June 2015
cale
|
Post by Cale on Jul 8, 2015 6:48:33 GMT -6
Yeah, like that one secret in SOTN where you had to hold down for 15 seconds in a certain spot for a secret platform to lower you down to another room, and get two items early. Wait what? I don't think I know that one, I'm replaying it right now too. Please explain!!! think this is the one Arcueid is referring to. You get those items before you can get mist transform.
|
|
Motoko
Shardbinder
[TI0]Care to find out?
Posts: 1,082
inherit
211
0
Aug 15, 2023 23:28:31 GMT -6
775
Motoko
[TI0]Care to find out?
1,082
Jun 29, 2015 8:20:29 GMT -6
June 2015
motoko
|
Post by Motoko on Jul 8, 2015 9:25:09 GMT -6
Yeah, like that one secret in SOTN where you had to hold down for 15 seconds in a certain spot for a secret platform to lower you down to another room, and get two items early. One of those items greatly helps out with the boss fight in that area because it's a crit-monster!
|
|
Thomas
Ancient Legion
[TI0] Real Time VFX all day long!
Posts: 370
inherit
54
0
May 12, 2022 10:35:19 GMT -6
326
Thomas
[TI0] Real Time VFX all day long!
370
Jun 10, 2015 16:14:19 GMT -6
June 2015
thorwath
|
Post by Thomas on Jul 8, 2015 11:48:23 GMT -6
Wait what? I don't think I know that one, I'm replaying it right now too. Please explain!!! think this is the one Arcueid is referring to. You get those items before you can get mist transform. OMG I did not know about this one!!! Yay for new secrets =) This is almost as obscure as the secret door with the jewel sword. I almost didn't believe that one when I first heard about it... Then I tried it =P
|
|
Arcueid Brunestud
True Ancestor
Ancient Legion
[TI1] Just your friendly neighborhood True Ancestor!
Posts: 1,667
inherit
True Ancestor
27
0
1
Aug 19, 2021 15:35:24 GMT -6
1,421
Arcueid Brunestud
[TI1] Just your friendly neighborhood True Ancestor!
1,667
Jun 3, 2015 13:07:04 GMT -6
June 2015
arcueid
|
Post by Arcueid Brunestud on Jul 8, 2015 11:54:33 GMT -6
think this is the one Arcueid is referring to. You get those items before you can get mist transform. OMG I did not know about this one!!! Yay for new secrets =) This is almost as obscure as the secret door with the jewel sword. I almost didn't believe that one when I first heard about it... Then I tried it =P When I went to replay SOTN on the PSVita, that was one of the first things I did, since it was such an obscure secret that it made it easy to remember. Reminds me of that other one in Castlevania 2, only that one was required to progress through the game.
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jul 8, 2015 11:57:19 GMT -6
This next idea of mine may contain more wall/ceiling/floor-smashing to get to "Secret" Rooms in the Castle's layout, but... Why not have certain secret-areas high up in the Castle only be reachable if you had an item similar to the "Griffin's Wing" ( Harmony of Dissonance). Basically, an item you can collect in Bloodstained that enhances your High-Jump (or gives you the High-Jump) which is the only way to destroy certain ceiling surfaces to gain access to other parts of the Castle. (EDIT): I could've posted this in the "Traversal mechanics" thread. Maybe...
|
|
Ciel
Executor of the Church
Ancient Legion
じーっ
Posts: 853
inherit
Executor of the Church
171
0
Sept 25, 2023 14:37:47 GMT -6
694
Ciel
じーっ
853
Jun 17, 2015 22:18:47 GMT -6
June 2015
krion
|
Post by Ciel on Jul 8, 2015 12:09:33 GMT -6
Yeah, like that one secret in SOTN where you had to hold down for 15 seconds in a certain spot for a secret platform to lower you down to another room, and get two items early. One of those items greatly helps out with the boss fight in that area because it's a crit-monster! Jewel Knuckles is a monster early-game, you can use that until you get to the catacombs or later. It really helps. So replaying Order of Ecclesia and some notes. I like it a lot more than I originally did when I first play it but my main issue with later Igavania's is very prevalent here. The layouts are awful. Visually it's one of the better games, especially the castle. It's artistically very cool. Unfortunately, the way they layout these locations is very dull and repetitive. It's a game full of copy and paste backgrounds into hallways and big square rooms. You play SOTN and the way they layout the locations isn't in a repetitive way and it's more often than not has some geometry that isn't repeated over and over. You have the entrance area----> into hallway--->room with merman and a stone structure with water at the bottom---> repeating hallway----> into room where death sees you. There's variety there right? Order is.... Entrance ----> hallway---Big room staircase thing---->big room staircase thing---> repetitive hallway---> Big room staircase. There's just too much repetition and too much simple layouts. I REALLY, REALLY hope they strive to correct this and I always hoped that was a budgetary/time constraint issue. It always bugged me how much more copy and pasted the games got as it went along. Aria of Sorrow and SOTN were the two games that really strived to have a well designed castle imo. I second this. Portrait of Ruin was especially not so good because of repetitive rooms. Hell, there even was two portraits with the same layout.
|
|
Nezuto
Master Alchemist
Welcome to my world....
Posts: 662
inherit
238
0
Aug 30, 2023 17:18:26 GMT -6
510
Nezuto
Welcome to my world....
662
Jul 8, 2015 12:18:42 GMT -6
July 2015
nezuto
|
Post by Nezuto on Jul 8, 2015 14:36:31 GMT -6
Really wouldn't mind seeing a return of the Forgotten One(Lament of Innocence version) in some fashion....maybe have a section of the castle that's all fleshy and such, then you find that you've actually been traversing through the insides of a huge demon that's been bound or something....Just thought of this on the spot, so I'd have to flesh out(no pun) the idea more.
|
|
Nezuto
Master Alchemist
Welcome to my world....
Posts: 662
inherit
238
0
Aug 30, 2023 17:18:26 GMT -6
510
Nezuto
Welcome to my world....
662
Jul 8, 2015 12:18:42 GMT -6
July 2015
nezuto
|
Post by Nezuto on Jul 8, 2015 14:42:02 GMT -6
There should definitely be a ghostly theater type location too. Lots of potential there...theater stage with creepy stuff appearing On it in the by niceandfun"> background. Areas with ball rooms... Using balconies as platforms...etc! That sounds like a great idea! Agreed, that is a good idea....for the Ghostly Theatre, why not also add in something that activates as a quest? You reach the stage while wearing certain theatre themed armor and a side quest starts up. You would basically take the role of whatever/whoever you're garbed as and hunt certain mobs that only appear while in the role or something like that. Just a thought
|
|