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Post by Brule on Jul 24, 2015 18:46:22 GMT -6
for me i loved almost every game that iga released, and i have a few favorites system i loved as well, here they are:
1. the HUUUUGE variety of itens on SOTN, hundreds and hundreds of weapons, armors, shields, trinkets and items that made the game so much enjoyable in finding then, when i played the first time, i barelly found half of the itens, and i am a completitionist, i had so many playthroughs and in each of then i found it something new to enjoy(or break the game, looking at you again Shield rod + Alucard shield)
2. Aria of Sorrow/Dawn of sorrow Soul System. i just loved that, you can "take" the power of Every enemy you find to yourself, that is amazing, i had so much fun discovering and trying differents souls just for amusement, i relly loved that system, and would love to see it coming back someday.
3. Curse Of Darkness Craft System. i am Just addict to crafting, in any game, and Curse of Darkness had so many variations of weapon to craft, that i spent more time farming minerals to craft then playing to end the game, lol.
well, theses are my top 3, what are yours?
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Motoko
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[TI0]Care to find out?
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Post by Motoko on Jul 24, 2015 21:43:03 GMT -6
For me it was uncovering the map and seeing the layout of the castle unfold right before my eyes
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Rixuel
Loyal Familiar
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Post by Rixuel on Jul 25, 2015 0:31:34 GMT -6
I like the variety of weapons (swords, katana, whip, lance, ranged weapons) and items. In Aria of Sorrow, when I was bored, I was playing in "Contra" mode (Soma with gun, shooting at monsters lol) I also like secret rooms. I love these xD
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XombieMike
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Post by XombieMike on Jul 25, 2015 9:57:33 GMT -6
I liked the way that if you were exploring the castle for the first time you didn't really know where the next save room was. If you died along the way you might take a different path the next time to search for the next safe area. Game difficulty felt mostly built around this mechanic, and I really enjoyed it. It felt challenging and really made the exploration fun.
When you died you had to go through a lengthy bit of loading to get back to your save point. Many people dislike this, but I think it makes death feel more consequential. It also gives an arcade type feel to it, because you are tempted to just soak in the experience you just had and try again later. Maybe that isn't something that should go on to Bloodstained, but I wanted to mention it.
Finding the immersive bits of background that you could sometimes interact with or recognize as a tribute to past games was always something I greatly enjoyed. The ferryman you see out the window, the deceased Behemoth in the background that chased you in other games, sitting and letting the fairy sing... all these and so much more made you feel the world you were in was well developed.
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LuckPercentSRL
Critical Striker
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On the forums here and there. Possibly streaming once a blue moon
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Post by LuckPercentSRL on Jul 25, 2015 13:18:35 GMT -6
Extra Areas
The places where they are optional that are pretty hard to go through or that they have hidden goodies within them. Some examples are: Forbidden Area (Aria of Sorrow) Nest of Evil (Portrait of Ruin) Training Hall (Order of Ecclesia) Hidden Cave (Oder of Ecclesia)
There are probably some more but these are enough. What these places brought were some of the hardest hitting enemies, the best treasures and gear, and that feeling of "Yeah I'll go challenge myself and get better gear for the final boss"
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Post by Brule on Jul 25, 2015 13:30:23 GMT -6
Extra Areas The places where they are optional that are pretty hard to go through or that they have hidden goodies within them. Some examples are: Forbidden Area (Aria of Sorrow) Nest of Evil (Portrait of Ruin) Training Hall (Order of Ecclesia) Hidden Cave (Oder of Ecclesia) There are probably some more but these are enough. What these places brought were some of the hardest hitting enemies, the best treasures and gear, and that feeling of " Yeah I'll go challenge myself and get better gear for the final boss" wich was kinda irrelevant, because the bosses of the extra areas were stronger than the last boss, but it was fun to do it any way ^^
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Maker
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Post by Maker on Jul 25, 2015 19:17:23 GMT -6
This is going to sound terrible of me but I freaking LOVE Richter mode in SotN simply because he starts out with all those abstract skills that you can use to put into place and its all rather reactionary as opposed to alucards spells and effects. That variety between characters is classic.
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Skull Knight
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Post by Rigel on Jul 26, 2015 1:31:44 GMT -6
The soul system as well, is the coolest thing to be able to use the powers of the many creatures of Dracula.
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EbonAnimus
Ancient Legion
[TI0] Sorry 4 bad english,only learnd from Games and Anime subtitles ;)
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Post by EbonAnimus on Jul 26, 2015 15:34:14 GMT -6
for me i loved almost every game that iga released, and i have a few favorites system i loved as well, here they are: 1. the HUUUUGE variety of itens on SOTN, hundreds and hundreds of weapons, armors, shields, trinkets and items that made the game so much enjoyable in finding then, when i played the first time, i barelly found half of the itens, and i am a completitionist, i had so many playthroughs and in each of then i found it something new to enjoy(or break the game, looking at you again Shield rod + Alucard shield) 2. Aria of Sorrow/Dawn of sorrow Soul System. i just loved that, you can "take" the power of Every enemy you find to yourself, that is amazing, i had so much fun discovering and trying differents souls just for amusement, i relly loved that system, and would love to see it coming back someday. 3. Curse Of Darkness Craft System. i am Just addict to crafting, in any game, and Curse of Darkness had so many variations of weapon to craft, that i spent more time farming minerals to craft then playing to end the game, lol. well, theses are my top 3, what are yours? When i´m going to add the familiar-system (ID-System) from CoD to your list, than its the same for me too;)
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ReySol
Master of the Solar Eclipse
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Post by ReySol on Aug 2, 2015 8:00:21 GMT -6
I loved collecting souls of the monsters in the Sorrow games. It was my favorite mechanism in all of the Igavanias. I loved the Julius mode on DoS, because of the three characters playthrough and a really special boss. In SotN, I loved turning into bat, wolf and mist. Also, the inverted castle. Even Alucard just walking around is one of my favorite mechanisms
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Astaroth
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What a wonderful night to have a curse...
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Post by Astaroth on Aug 3, 2015 15:30:59 GMT -6
Everything? About the only mechanic i dont like is going back to the title screen after you die, wouldve preferred a continue option that loads your last save (dying still hurts, just doesnt involve an extra minute of screens >.<)
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Post by alexcalvo on Aug 4, 2015 10:38:17 GMT -6
Extra Areas The places where they are optional that are pretty hard to go through or that they have hidden goodies within them. Some examples are: Forbidden Area (Aria of Sorrow) Nest of Evil (Portrait of Ruin) Training Hall (Order of Ecclesia) Hidden Cave (Oder of Ecclesia) There are probably some more but these are enough. What these places brought were some of the hardest hitting enemies, the best treasures and gear, and that feeling of "Yeah I'll go challenge myself and get better gear for the final boss" Circle of the Moon's Battle Arena puts them all to shame.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Aug 4, 2015 11:49:34 GMT -6
For me, the best mechanics in play are: -real time leveling where the action pauses and shows "You gained a level" -hearts fueling sub-weapons -interconnecting maps (I like to discover how say the dungeon connects to a side path to the tower, etc.)
and as a side note:
-the sound effect of picking up hearts (especially from Lament of Innoncence)
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Redogan
Monster-Hunting Igavaniac
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[TI0] Game On!
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Post by Redogan on Aug 4, 2015 12:49:06 GMT -6
I must be missing something.....BDC?
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Deleted
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Post by Deleted on Aug 4, 2015 13:28:24 GMT -6
I must be missing something.....BDC? Backdash canceling. You attack, follow it up with a backdash and then press down (and release). Doing this repeatedly and in rapid motion allows for animation (lock) skipping and delivering several attack during the period that the usual animation would run in.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Aug 4, 2015 16:23:27 GMT -6
BDC sounds like a speed-run strat. I'm not much into that. I like to watch speed-runs, but I don't like to speed-run myself. I have used the attack-right-before-you-land->attack again trick to get in an extra hit. Some enemies just don't have many openings for attacks (or at least not very long of an opening), so that particular technique is useful.
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Post by Deleted on Aug 4, 2015 16:59:25 GMT -6
It has nothing to do with speedrunning, it's just a way to maximize your damage output and get out of sequences that make you an easy target. Various forms of cancels have been present in gaming for decades.
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Post by Goobsausage on Aug 4, 2015 17:35:21 GMT -6
The main appeal Igavanias have to me is the big map. I like the idea of exploring and getting lost in a giant maze, and grabbing power-ups and getting stronger helps make it feel more fun.
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Post by Dragon_of_Dojima on Aug 4, 2015 21:14:35 GMT -6
For me, it's speed and structure. The very first Igavania that I almost 100% completed and couldn't put down was Aria of Sorrow. I played Dawn of Sorrow before it, because at the time I didn't know there was a 1st game. Once I found out, I stopped immediately and went to play Aria.(I was about...1/3 of the way done with Dawn) It was like apples and pears, and I love apples way more than pears.(Though pears are ok)
Aria was so fast, that there wasn't a single moment where I stood still. Once I got the black panther soul, instead of beating the game, I found myself dashing through the castle to old areas and such for fun. The castle felt like it was designed for this very thing and it pulled me in further than expected. It might be my favorite Igavania so far. I'm still about 1/3 done with Ecclesia, I just restarted Symphony with the hopes to finish it this time, and I don't have Portrait of Ruin or Harmony of Dissonance yet.
I also enjoy the alternate playable characters. Richter, Maria, Julius, you name it.
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Post by ghaleon on Aug 4, 2015 22:57:43 GMT -6
EROTIC VIOLENCE... oh wait.. igvania game? boo =P.
Seriously though, for me it's just the whole castle exploring. I mean many games have worlds to explore, and a fair amount of those have relatively beautiful worlds to explore, but they tend to be rather game-ey with lava areas, ice areas, tower area, etc...often with little sense as to their placement or why they are there in that game's actual world. When I explore a castle in most igvania type games, despite that it's obvious fiction with monsters and undead and magic and all that, it's often done in a way that can KIND of make it somewhat believeable to pretend like it's a REAL castle...as someone who just adores exploring buildings and houses and stuff, I adore that.
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