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Post by CastleDan on Mar 28, 2017 9:19:35 GMT -6
More castle with the inverse method is better than not having more castle. It was probably a budget-feasible method of making more game that didn't strain their resources or time in a way that hadn't per se been done before. The same can be said of how OoE and the other DS games are designed, in that they're not as varied within areas as SotN is. That's just how it had to be most likely from constraints anyway, it's documented that Konami wasn't exactly generous with allotted time and money for those games, on top of them being relegated to portables.Yup, that's what I'm hoping it is. It's not even just the variation. It just felt less and less like you're exploring a castle and more like a bunch of rooms plastered together with hallways. I'm REALLY curious how this castle design turns out. Curry the Kid I believe worked on Aria's and Dawn's castle and Aria is one of my favorite layouts since SOTN and Dawn has some very cool ( UNIQUE ) rooms within it's castle.
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Wall Mac Hunter
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[TI0]I have returned. Also find me in the credits!
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Post by Lestaroth on Mar 28, 2017 9:42:51 GMT -6
I'm going to be that guy and say that the Reverse Castle, while cool in concept, was my least favorite part of Symphony. The castle should try not to do something like that, but I do not MIND repetitious environments to an extent. So long as each area looks different enough and doesn't keep singular drab look, I should be fine. Throw in a garden, a library, maybe a dog house. I dunno. Hard Lock or Soft Lock? I'd lean towards soft lock as not many people enjoy backtracking...though if you are playing this kind of game you should know that's what you are getting yourself into. As for bosses, definitely definitely DEFINITELY unique for all of them. Degraded bosses are never a good idea. It feels lazy, it feels like padding. Even some of my favorite games did this and I hated it when it did so. Bayonetta comes to mind as well as Symphony. I hope they don't fall into this trap. I admit that trying to complete the map while being in the inverted castle was tedious, using the bat form and high jump more than usual, especially to reach doorways (and that stupid water-filled part of the Reverse Caverns). Heavenly Doorway is the track that will always haunt me as the "Well, this track will loop while you struggle to reach this little corner. Have a few flea men to piss you off even more". Final Toccata is even worse. These traps. No thanks. That said, the inverted castle has tons of little modified details it is interesting still.
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Silver in the Dark
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Post by Enkeria on Mar 28, 2017 10:50:37 GMT -6
Were no huge fan of the inverted castle either, it felt out of place, but fit fine with the lore within SOTN.
I still wish for just a mirrored version, so we get through the looking (stained) glass and into the real world.
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Post by CastleDan on Mar 28, 2017 12:22:44 GMT -6
The problem I have as I stated is there's no other way to do a second castle where it won't feel like repeating the same thing you just did. SOTN's was unique because at least the layout felt completely different as it was flipped on it's head. Any other idea would essentially be going into the same kind of castle but with a special visual effect tacked on. That's my only concern. For me it's like...either come up with something that really changes your trek through the castle or just focus on doing ONE great castle. Hell, if the castle is well designed it won't bother me one bit if there's no extra area.
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Silver in the Dark
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Post by Enkeria on Mar 28, 2017 13:39:57 GMT -6
ship + outside + castle = boss
boss defeated "right" = new castle = new boss
new boss defeated "right" = mirrored old castle + mirrored outside + mirrored ship + real endboss (yourself from another dimension?) with different color palette, different monsters.
Category: Miriam is caught in infinite Limbo, and there is no way out.
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Post by chocolatestain on Mar 28, 2017 14:06:17 GMT -6
The problem I have as I stated is there's no other way to do a second castle where it won't feel like repeating the same thing you just did. SOTN's was unique because at least the layout felt completely different as it was flipped on it's head. Any other idea would essentially be going into the same kind of castle but with a special visual effect tacked on. That's my only concern. For me it's like...either come up with something that really changes your trek through the castle or just focus on doing ONE great castle. Hell, if the castle is well designed it won't bother me one bit if there's no extra area. The brand new enemies and music added into the mix made the inverted castle more unique than just a simple flip. Considering how ambitious this game is, I'm really sure that we won't leave the game without being satisfied. Either it will be some unique variation of the castle they are currently building, or simply the biggest castle to end all castles. Every Igavania style Castlevania delivered in one way or another. Bringing it all to the big screen is what I'm most happy about. The GBA and DS games were good, but I had always wished it would go back to the TV.
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Wall Mac Hunter
Fifty Storms
[TI0]I have returned. Also find me in the credits!
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Post by Lestaroth on Apr 1, 2017 21:37:11 GMT -6
The problem I have as I stated is there's no other way to do a second castle where it won't feel like repeating the same thing you just did. SOTN's was unique because at least the layout felt completely different as it was flipped on it's head. Any other idea would essentially be going into the same kind of castle but with a special visual effect tacked on. That's my only concern. For me it's like...either come up with something that really changes your trek through the castle or just focus on doing ONE great castle. Hell, if the castle is well designed it won't bother me one bit if there's no extra area. The brand new enemies and music added into the mix made the inverted castle more unique than just a simple flip. Considering how ambitious this game is, I'm really sure that we won't leave the game without being satisfied. Either it will be some unique variation of the castle they are currently building, or simply the biggest castle to end all castles. Every Igavania style Castlevania delivered in one way or another. Bringing it all to the big screen is what I'm most happy about. The GBA and DS games were good, but I had always wished it would go back to the TV. Way too much of Final Toccata, though. I really wished to rush towards the Final Boss just bec ause of that.
I'm still very intrigued on what sort of elements we could get in Gebel's Castle (and about nothing was unveiled regarding that yet, besides the procedural generation update bit)
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Post by chocolatestain on Apr 2, 2017 1:04:39 GMT -6
The brand new enemies and music added into the mix made the inverted castle more unique than just a simple flip. Considering how ambitious this game is, I'm really sure that we won't leave the game without being satisfied. Either it will be some unique variation of the castle they are currently building, or simply the biggest castle to end all castles. Every Igavania style Castlevania delivered in one way or another. Bringing it all to the big screen is what I'm most happy about. The GBA and DS games were good, but I had always wished it would go back to the TV. Way too much of Final Toccata, though. I really wished to rush towards the Final Boss just bec ause of that.
I'm still very intrigued on what sort of elements we could get in Gebel's Castle (and about nothing was unveiled regarding that yet, besides the procedural generation update bit)
Me too. Each of the last 3 screenshots I've seen inside the castle I can see that they've been tweaking them a ton. They look so nice I'll be wanting to play it in VR.
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