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Post by RichterB on May 22, 2019 13:08:55 GMT -6
RichterB so THAT'S why I was raging so much in that level! Those platforms were hell. Completed Belmont's Revenge yesterday. For the GB it's an impressive game. It's still a bit stiff and levels are somewhat bland but it's pretty tightly designed overall. I noticed a wonky difficulty curve with the bosses, with the main four being really easy and Dracula's Castle bosses being way too trial and error focused. I actually was about to finish the game with no continues but spent my last life on Soleiyu who's pretty tigid in what you can and cannot do without being slaughtered. It wouldn't have been so bad if I didn't burn four lives on the Bone Dragon King, which as a boss it's a complete mess since if you don't memorize the patter exactly you get stuck without any means of avoiding damage. But overall I enjoyed my time with the game. -Yeah, that platforming input latency is NOT normal. I wonder what's going on, and if it's across all platforms. What are you playing it on? I don't have much of a background in programming, but the only thing I can guess is there are too many animations happening too quickly between Simon's landing and the platform starting its rotation. In recent years I've played this game on its original hardware somewhere close to once a year, and those sections should be mildly challenging, at most, on the SNES--just slightly faster than the rotating platforms in some of the other games. The fact that people will experience the game for the first time this way troubles me some, as it's a top 3 Castlevania for me. It's especially upsetting because that's one of the longest stages in the game, and is a bit of showpiece for the game's graphical effects. Maybe some people are just taking it for granted and adjusting with a quicker pressing of the buttons. I tried it with a keyboard as well as a controller on PC, and the issue appeared through both methods like 9 out of 10 times. I think once it played somewhat normal, but I don't know if I did something differently in terms of touching the directional pad differently upon landing. tav7623 , did you or anyone else here notice a problem with input lag on the flipping platforms in Stage 4 of SCV4? And for the record, so far, up to Stage 5, this is the only time I've noticed this kind of input lag (though I did hear one brief sound glitch in the music in Stage 3's jazzy latter half).
-Belmont's Revenge is an entry that's good enough to claw into my top 10, but not quite good enough to breach the top 5. It controls a lot better than The Adventure and continues its predecessor's creative penchant for eccentric concepts--actually revisiting and relying upon some of them in almost a"reimagining" sort of way. The stage select is a neat idea, and the unique locations in this game are really appreciated. The bosses are especially inspired this time around--that may be the biggest standout thing in the game for me. (The almost Contra-esque Angel Mummy and Kumulo and Nimbler being my favorites.) Well, except for the soundtrack, which is totally amazing. The Soleiyu fight can be a challenge, much like the doppelgänger fight in Chronicles. Interestingly, the Japanese version has the boomerang and holy water for sub-weapons, while the overseas version has the axe and holy water. But we'll get to experience that difference when the free DLC patch arrives. I'd think the axe would be more useful overall. Anyway, I think because it had the stage select, that's why the Dracula's Castle stuff becomes more pronounced in challenge. You go from a balanced choice of level, because they don't know what the player will choose first, to a difficult gauntlet. Some Mega Man games had this issue as well. As much as I like Belmont's Revenge, though, and feel it's by far the most complete experience of the original Game Boy games, I have a soft spot for The Adventure, which I think has a little bit more atmosphere to it--perhaps because of its fresh gameplay takes on creepy Castlevania locales. Also, The Adventure's Dracula took me a lot longer to beat than Belmont's Revenge's Dracula, and I just felt more accomplished overcoming The Adventure than Belmont's Revenge. So, objectively, I have to put Belmont's Revenge well ahead of The Adventure, but I get a nagging feeling when doing so, because The Adventure has a lot of things I like in it.
-By the way, there was a dedicated "color version" of Belmont's Revenge released in, I believe, Japan and the UK as part of a Game Boy Color mini-collection cart with other Konami games. Kind of surprised we didn't get this nice little extra:
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Post by tav7623 on May 22, 2019 17:11:43 GMT -6
-Yeah, that platforming input latency is NOT normal. I wonder what's going on, and if it's across all platforms. What are you playing it on? I don't have much of a background in programming, but the only thing I can guess is there are too many animations happening too quickly between Simon's landing and the platform starting its rotation. In recent years I've played this game on its original hardware somewhere close to once a year, and those sections should be mildly challenging, at most, on the SNES--just slightly faster than the rotating platforms in some of the other games. The fact that people will experience the game for the first time this way troubles me some, as it's a top 3 Castlevania for me. It's especially upsetting because that's one of the longest stages in the game, and is a bit of showpiece for the game's graphical effects. Maybe some people are just taking it for granted and adjusting with a quicker pressing of the buttons. I tried it with a keyboard as well as a controller on PC, and the issue appeared through both methods like 9 out of 10 times. I think once it played somewhat normal, but I don't know if I did something differently in terms of touching the directional pad differently upon landing. tav7623 , did you or anyone else here notice a problem with input lag on the flipping platforms in Stage 4 of SCV4? And for the record, so far, up to Stage 5, this is the only time I've noticed this kind of input lag (though I did hear one brief sound glitch in the music in Stage 3's jazzy latter half). I didn't notice it during that stage in particular but I did notice it in a few of the later stages where I had to jump across multiple flipping platforms cause it led to a few deaths, I also noticed it in a few instances where the platform falls apart/disintegrate upon landing on them.
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Post by RichterB on May 23, 2019 0:02:41 GMT -6
Bloodlines on Normal, default lives, with John is complete. Took me to my last continue to get all the patterns down for the bosses in the last stage. More thoughts when I have time. Great stuff, though, and I think I will try Expert Mode as time goes on. But first I'll have to beat it with Eric.
Also, Castlevania 1 is beaten, after a frozen game glitch.
And Super Castlevania IV hasn't had any further strangeness yet that I can detect.
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Post by freddythemonkey on May 23, 2019 2:28:20 GMT -6
I'm definitely appreciating SC4 more the more I play it. In my first tries, I just got frustrated. The game itself isn't particularly challenging in terms of enemy placement, but I felt I kept being knocked into pits way more than necessary. Also, too many instant kill traps in the levels (I still think that). But learning to know the game, I am definitely appreciating it more. I still don't really love segments like the dungeons and the waterway that leads to the serpent bosses (again, too many pits and too many instant kills for my taste) but I'm appreciating the navigation through the levels much more. The same goes for bosses: you're so powerful in this game and some bosses go down so quickly that you're almost encouraged to rush them and/or tank the damage, but there are some bosses that punish that behavior (the rock golem and the skull with the long tongue) so you have to adapt. By doing that (and also, by using the subweapons more: in the first levels, they're overall redundant so you'd almost think that using them is not that useful, but I'd say that in the second half of the game they're a big bonus to your efficiency as a player), you perform a lot better: I had used way too many continues to get to the treasury before, and decided to quit the "run" altogether. Now, with a fresher mind, I arrived to the Clock Tower with a single continue and could probably do even better if I retried. The deaths I had I found way easier to fault on my own ingenuity and carelessness this time around, instead of thinking the game was throwing some bullsh1t at me like before. I do still think that sometimes haha
Also, stages like the abandoned dance halls and the treasury are just beautiful. So atmospheric and visually charming. Give the fame of the game (before this experience I only played the first stage) I expected this to be an instant classic but I'm thinking it more as of an acquired taste now. You have to adapt to its own rhythm and way to play.
EDIT: to the spinning platforms I kind of adapted and can surpass them pretty reliably, but a fix would be appreciated. It's the Switch version of the game, by the way. Still, it may be because I didn't experience the CV1 glitch, but I'm still surprised by how well the games perform overall. Sometimes these collections always have something terribly wrong. Not the case here though. Perfect? No, especially PC version from what I hear. But I'd say they strangely did a good job.
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Post by Saint Germain on May 23, 2019 13:14:14 GMT -6
Happy about bloodlines look forward to playing the prequel of portrait of ruin "Now this is art"
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Post by hyugakojiro on May 24, 2019 8:24:53 GMT -6
freddythemonkey Glad you're warming up to SCV4. It's a truly unique experience and it's always great to see someone come around it it. The best games are like fine wine, they get better with age Also replayed Dracula X yesterday (obviously not as part of the collection) and had a great time doing so but that clocktower level (stage 6) is one major SOB. lol
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Post by RichterB on May 24, 2019 16:17:56 GMT -6
I'm definitely appreciating SC4 more the more I play it. In my first tries, I just got frustrated. The game itself isn't particularly challenging in terms of enemy placement, but I felt I kept being knocked into pits way more than necessary. Also, too many instant kill traps in the levels (I still think that). But learning to know the game, I am definitely appreciating it more. I still don't really love segments like the dungeons and the waterway that leads to the serpent bosses (again, too many pits and too many instant kills for my taste) but I'm appreciating the navigation through the levels much more. The same goes for bosses: you're so powerful in this game and some bosses go down so quickly that you're almost encouraged to rush them and/or tank the damage, but there are some bosses that punish that behavior (the rock golem and the skull with the long tongue) so you have to adapt. By doing that (and also, by using the subweapons more: in the first levels, they're overall redundant so you'd almost think that using them is not that useful, but I'd say that in the second half of the game they're a big bonus to your efficiency as a player), you perform a lot better: I had used way too many continues to get to the treasury before, and decided to quit the "run" altogether. Now, with a fresher mind, I arrived to the Clock Tower with a single continue and could probably do even better if I retried. The deaths I had I found way easier to fault on my own ingenuity and carelessness this time around, instead of thinking the game was throwing some bullsh1t at me like before. I do still think that sometimes haha Also, stages like the abandoned dance halls and the treasury are just beautiful. So atmospheric and visually charming. Give the fame of the game (before this experience I only played the first stage) I expected this to be an instant classic but I'm thinking it more as of an acquired taste now. You have to adapt to its own rhythm and way to play. EDIT: to the spinning platforms I kind of adapted and can surpass them pretty reliably, but a fix would be appreciated. It's the Switch version of the game, by the way. Still, it may be because I didn't experience the CV1 glitch, but I'm still surprised by how well the games perform overall. Sometimes these collections always have something terribly wrong. Not the case here though. Perfect? No, especially PC version from what I hear. But I'd say they strangely did a good job. Super Castlevania IV was the game I had the most consistent access to, growing up. I had very meaningful interludes with Simon's Quest and Dracula's Curse, but there was a time in my family when the NES was donated or sold off just before acquiring the SNES (I forget which). As such, SCV4 is intimately tied to the identity of the Castlevania franchise to me and has yet to be knocked from my top 3 Castlevanias. SCV4 was, for many years, just a game I played--a 16-bit biggie like Super Mario World--and I didn't realize how much I appreciated it and the Castlevania franchise as a whole until randomly discovering Dracula X SNES at a rental store either just before or amidst the heavy media buildup for Castlevania 64 in the late '90s, which overlapped with the buildup for Zelda 64 (later called Ocarina of Time). That part's another story for another time, but SCV4 is deceptively special...
For those who played it in its time, what stood out right away was the graphics, the music, and the versatility of the controls. While time may have dulled the graphics a pinch or two, its attention to detail still shines: a moving rug, a painting that grabs you, physics on bridge ropes and planks, a horse moving in the background, books quivering in a bookshelf, the flow of water being affected by interacting with the player's body, writhing vines climbing up fences, skull miasma rotting out the background on passing through, etc, etc, etc. The environments just feel alive. I've played this game on and off for a couple decades now, and there's always new things to discover visually. This speaks right to its enduring success: atmosphere. There are only a few Castlevania games that dominate the atmosphere category, by my account. A lot of Castlevania games are great visually and atmospherically, but I'm talking about games that give you that eerie, unsettling feeling of being in a dangerous, haunted land. The kind of games that almost make you want to look over your shoulder. In my opinion, those games are: Simon's Quest, Super Castlevania IV, Symphony of the Night, and Castlevania 64.
Super Castlevania IV was coming off of Dracula's Curse, which was like the ultimate buffet of Castlevania. SCV4 had a tall task to compete with it, and due to various nuances of its development history, it didn't go with the multiple paths or characters route. Instead, it went with trying to squeeze out the power of the SNES in its earliest, untested days--which not only meant visual punch but meant wild stuff that comes across as equal parts clever (rotating room), engaging (giant chandelier platforming) and gimmicky (spinning-background room) today. (That's just naming a few things, of course.) But what they also did was give you a streamlined version of Dracula's Curse's world. The trek in Super Castlevania IV is a who's who of Castlevania locations and villains that builds from well outside the castle to deep within its confines, with the challenge and ominousness (aurally and visually) growing along the way. The opening hall of Castlevania is represented, but so is the Atlantis stage introduced roughly just a year before in Dracula's Curse. Prerequisite villains Castlevania fans at the time expected, like Frankenstein, Medusa, the Mummy, and more were all on the scene in new ways, spread out in a different order, as well as a number of newcomers. And when it comes to locations, this of course includes breaking a lot of new ground, with things like a dedicated library, dance hall, gold-and-jewels-swamped treasury, and more. (Funny, in recent years, I've been saying to myself, if only SCV4 had a bit more eccentric pieces like, say, Bloodlines or Dracula X/Rondo...um, I guess I totally took the treasury and its gold skeletons for granted! But that level is far from conventional!)
They also made efforts to make Castlevania more accessible and dynamic. The versatility of the controls is unlike any other Castlevania game. Once you realize how many ways you can use the whip offensively and defensively, it unlocks a free-flowing experimentation within the gameplay. And even as it allows you to outsmart and outflank many enemy types, that's where you can run the risk of overreach as a player. You're so powerful, you start to think you can lay off on effort, but that costs you in the later levels. The earlier levels are getting one used to all of the different techniques at your disposal, but by the end, newer things like crouch-walking and gap-swinging become vital. I've heard critiques about this game in recent years, that it didn't use its new abilities properly, and I started to believe them and put more doubts toward the game, despite my own extensive history with it. But I've been playing it on this collection, and I realize the critiques aren't thinking things through. This was a new Castlevania game, not a new game, period. In other words, the new mechanics were part of the mix; they weren't meant to dominate and reinvent everything that Castlevania is supposed to do. For example, at first blush, it seems like the gap-swinging was underutilized, but then you think about it: 1.) this isn't supposed to be Bionic Commando, and 2.) It's in seven of the eleven stages, and by the end, and you see it used in a variety of ways--simple platforming, to get to bonuses, or as a mode of transportation (which is thinking through the idea to have an innovation on top of an innovation). At times this means chaining two swings together, which in of itself shows thoughts of progression. The fact that only Bloodlines came close to having this mechanic again, but did it in a more limited way, says a lot. (I'm not going to count Julius in Harmony of Despair, because it's a different game design philosophy at that point.)
The whipping in all directions does seem to cover all aspects at first, but having subweapons does prove useful, especially in a latter areas. As was noted, you can't rush every boss, or you'll pay for it. And did you know, while hooked to a grapple point, you can defend yourself with subweapons? The platforming is right where it was in the first three entries, except now you can jump on and off stairs, do a moonwalk, and change directions while jumping. These are notable changes. Moreover, I've found that the platforming is more forgiving than on the NES, because the detection rewards even Simon getting the tip of his toes on a platform. The size of Simon is incredible. Even today, rough as the details may be on him, I find the presence of his sprite in SCV4 to be really powerful visually, and the fact that the stage sizes nearly always accommodate his height is equally impressive. As for his jumping height relative to his size...it's realistic. How high can an average human jump, especially after all the cardio going on with walking Dracula's confines and fending off monsters? He jumps about half the height of his body, which feels about right. People can't jump as high or get as much hangtime floating in the air as they can in Metroidvanias, and it would slow down the tightness of the platforming design and combat, I believe.
The music in this game, and the genres it goes over, really opened up Castlevania to what it is today. It's one of those things that enhances the special atmosphere of this game, and it changes based on the scenario. Notice especially the philosophy behind the map music, and how it alters over time. First a call to adventure, then a rush to storm the castle, then a melancholic uncertainty as the weight and legacy of the task ahead of you catches up, etc. Brilliant stuff. Many stages have this sense of musical progression, in fact.
Interestingly, there are two hidden bonus rooms in this game, a Castlevania first to my knowledge, along with a big secret spot that almost qualifies as a third hidden room. I only ran across one of these uninstructed growing up, and it made me feel like the game had glitched out. I couldn't believe there was an area off the beaten path.
I have fallen into the trap of nitpicking this game, and sure there's things that could be done better here or there, but it's really remarkable. I take so much of this game for granted because of my history with it. But when I really dig into it, I see how special it is. I do think it's a game that sneaks up on you; it has a different flow than some of the other entries that takes a bit to get used to, especially if you didn't come off the NES entries first. But I am discovering that the "easiest" Castlevania reputation isn't as done a deal as I myself believed. Replaying this, I forgot how challenging things can be, especially starting with the dungeon stage. They're not the hardest, for sure, but this game isn't the cakewalk I had begun to believe it was in recent years. I've never gone through its second quest before, ironically, so I bet that's even more challenging. But I personally love the philosophy of this game of challenging you with death pits and spikes and such. It doesn't feel unfair to me; it just feels like its fighting back, and that's a Castlevania hallmark to me which the Metroidvanias rarely capitalize on. I feel rewarded for each victory--that I solved a spatial puzzle. As long as you observe and plan ahead, you're usually good to go.
And maybe I'm not looking at things right, but for a 16-bit game, I've always felt overall that it looks as impressive if not more impressive than Symphony of the Night, and certainly better than the DS entries, despite them supposedly being of equivalent or better power.
The reason I felt the need to write all of the above is that I've had a similar reaction to some lately. I'd started to feel like this game wasn't living up to its reputation (both in memory and/or reality)...but then I played it again after the amazing Bloodlines, and deep into its campaign rather than just a few levels, and it reasserted itself, and I wanted to express why. And as I step back, and think about how many times SCV4's levels sort of divide into two or three sub-levels, it's quite a journey. It's got some girth to it; it feels like it lasts as long as it should,and that it progresses in a way that tells a visual narrative. Conversely to all this, as time goes on, I'm finding it harder to really give Rondo of Blood the amount of credit it gets, aside from the novelty of its eccentricities and the conceptual idea of branching paths tied to a rescue mission. In modern times, I'm surprised that it gets held next to Symphony of the Night rather than Super Castlevania IV. (This is a fairly recent phenomenon in the fandom, as far as I can tell. I mean, there was always interest in Rondo, and praise for it, but it wasn't a clear-cut thing before of being right next to SotN.)
As a total aside that came to mind when I talked about second quests, back on the GBA, I played the Castlevania 1 port so much over the years that I got to the point (with its save option) where it gets to 99 for the stage and can't go any further, no matter how many times you play through the game. Just a fun fact, for those wondering about that aspect of the game.
I've got a lot to say about Bloodlines, too, but that'll have to wait. I said too much here in one go.
Saint Germain I have to say that Bloodlines, for me, blew Portrait of Ruin out of the water. But then they do have different focuses. Just seems strange a sequel wouldn't try to capture more of the original's essence.
hyugakojiro Applause for Dracula X! The clock tower is indeed imposing. You really have to practice jump timing and approach the spearmen strategically--that one section with the stairs is the toughest. There's a shortcut early on in the level with the flying platforms if you don't need the meat, by the way. But anyway, I love how that clock tower starts from outside and then when you get in there, the original work done on the sprites in the background, with all the moving gears and parts, is like the best clock tower visuals ever. I like the way the big set-piece platform gears visually pop too as the level goes on. And grim reaper at the clock tower face (or cursed Annette) just seems to fit better than the ghost ship fight in Rondo, in my opinion. (Music remix is a good fit, too, having the stuttered beginning like gears getting going.) But man, I remember the first time I played Dracula X, that grim reaper fight seemed insurmountable. The second form totally caught me off guard. Bottom line, I've got a lot of love for Dracula X SNES (or Vampire's Kiss, which has a really cool logo). It rivals the best in the series for me, being a top 3 with Dracula's Curse and Super Castlevania IV...though I have to say that Bloodlines is very close in that conversation now of top 3. I think it's still just outside at number 4, though. Maybe when I write down my thoughts in the coming weeks that'll be cleared up for me more.
Tiermaker has been all around the internet lately, with people making lists, so I thought I'd fiddle with one and try to do a preliminary one about how I personally feel about Castlevania at this point, doing so in a simplified and broad way. Things are seemingly always in flux after about the first three or four, but here's what it looked like. (Note: TBD = I haven't played them, but I listed those in assumed preference of playing.)
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Post by freddythemonkey on May 25, 2019 2:04:53 GMT -6
RichterB your posts are as comprehensive as ever! I agree with you on a lot of things, overall. I've completed SC4 yesterday and I really appreciated it overall. I'd say I still prefer Bloodlines and CV1 overall, but I'd put it as high as Rondo (I love that game) or even higher. I absolutely don't think SC4's graphics have aged... at all. Despite being fairly young compared to the retrovania veterans around here (I was born in 1995) I've grown up playing 2D games and I adore 2D aesthetics. I still think CV1 looks incredible, for example. If a game has style, it's timeless and this is especially true for titles from the 8-bit era onwards. What I consider to be "old" 2D graphics that aged a lot are... I don't know, old Atari games for example. But anyway, SC4's graphics are so good that I'm baffled everytime I read that it was a relatively early title in the SNES library. The era was quite fantastic for 2D games and SC4 is really a notable example, one of my favorite looking games from the time along with Demon's Crest and a few others. Thee backgrounds just so ungodly detailed, full of animations, cool touches and creativity. Rondo was no joke in terms of detail methinks, but SC4 easily beats it. What's more, the visuals ooze atmosphere. The moody quality is the game's biggest strength by far as far as I'm concerned. Music is not particularly catchy by itself if compared to other CV soundtracks, but it's masterfully composed and willingly utilized to great effect. The credits music after that epic final confrontation (which was by itself grandiose, with the music switching near the end, despite Drac only having one form) creates a totally powerful journey, almost as if you completed The Odyssey in Castlevania form. I'm still not too fond of the level design in some areas but I like the majority of it. Maybe one could argue that overall it's (just a bit) too classic; it would have been cool to see some fundamentally new obstacles to overcome with Simon's newfound mobility (aside from the hook rings). Most levels are really solid, though, and very memorize-able, so an experienced player can easily pass through those obstacles deemed to frustrating at first. I found by myself a couple of really cool secrets that really made me wow (the hidden room in the Dance Halls and Drac's invisible stairs powerups) and seeing that kind of secrets is always incredibly cool. Overall yeah, maybe it wasn't the most fun retrovania to me (but I had plenty of fun the second time around) but it undoubtedly carries the most emotional weight of them all. It's always humbling to remember that these older games could not only be masterclasses in challenge, design and gameplay, but they also could awake powerful emotions as vividly as today's modern narrative game... but without that kind of narrative at all. P.S.: I have to say that your posts really make me want to check out the Castlevanias for N64, even if I am pretty uncomfortable in playing early 3D titles nowadays. I hope they'll eventually arrive on some collection or modern platform in some sort, because I really don't like to fiddle with emulators (I do have an original copy of JAP Castlevania 64 but no console to play with - and I'd much rather play games without necromancing my older consoles and TVs... I got lazy haha)
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Post by RichterB on May 25, 2019 14:34:21 GMT -6
RichterB your posts are as comprehensive as ever! I agree with you on a lot of things, overall...I'm still not too fond of the level design in some areas but I like the majority of it. Maybe one could argue that overall it's (just a bit) too classic; it would have been cool to see some fundamentally new obstacles to overcome with Simon's newfound mobility (aside from the hook rings). Most levels are really solid, though, and very memorize-able, so an experienced player can easily pass through those obstacles deemed to frustrating at first. I found by myself a couple of really cool secrets that really made me wow (the hidden room in the Dance Halls and Drac's invisible stairs powerups) and seeing that kind of secrets is always incredibly cool....It's always humbling to remember that these older games could not only be masterclasses in challenge, design and gameplay, but they also could awake powerful emotions as vividly as today's modern narrative game... but without that kind of narrative at all. P.S.: I have to say that your posts really make me want to check out the Castlevanias for N64, even if I am pretty uncomfortable in playing early 3D titles nowadays. I hope they'll eventually arrive on some collection or modern platform in some sort, because I really don't like to fiddle with emulators (I do have an original copy of JAP Castlevania 64 but no console to play with - and I'd much rather play games without necromancing my older consoles and TVs... I got lazy haha) freddythemonkey , thank you so much for your kindness. I sat down to write a few thoughts, and then I realized there was so much to say, and it became a battle to get all the words out. Thanks for reading. It's just, I knew where you were coming from with the push-pull experience this game can give, because I've been there.
Like you said, it could have innovated even further on level design. I've heard some say it should have had a slingshot effect for the whip like Order of Ecclesia has with its Magnes Glyph, or the ability to pull boxes with the whip, but when you consider it was developed almost simultaneously with Dracula's Curse by a different team as their first Castlevania on brand-new hardware, that may have been asking too much. (It's worth noting, which I forgot to, that with the whip, when attached to a grapple point, you can manually lower or raise yourself or change direction/momentum, which helps avoid attacks in the clock tower and is just a good quality-of-life concept to begin with.) I think SCV4 accomplished more than enough for a first go at what Castlevania might do outside of 8-bits. It's not this game's fault that most of the future entries dropped the concepts from this game rather than build on them. As I recall from interviews, the one mandate they had was to make a 16-bit Castlevania, and with all the tricks and details, I think they accomplished that central goal. As I believe hyugakojiro stated, Dracula X SNES might have been the more "natural" half-step 16-bit transition from NES to SNES in terms of features/gameplay; in other words, SCV4 went the extra mile a bit more overall. And I don't blame you about liking the 8- and 16-bit visuals; there's a lot of evocative things that can be pulled from them, and you're so right about how these games conveyed a significant journey and sense of story without all the often overbearing techniques of today.
And I know I promised some more thoughts on Bloodlines, but I don't want to invest that writing time right now. It'll happen, though; and bottom line, it's a good game...that is so good it makes you recontextualize the history of Castlevania and one's personal experience with it.
I do want to "quickly" touch on your note on the N64 Castlevanias. I hope they'll get re-released at some point for a variety of reasons, but I don't want to give the impression that they are flawless and necessarily easy to pick up and immediately enjoy by newcomers who are used to playing modern 3D games. The two games, both released in 1999, were originally intended to be one game, but Konami rushed the team to get their product out, and as a result, neither version of the game is the full vision of what was originally intended when you go back and read the media coverage. (On the side, I'm working on a big research article regarding their development.) I'm still sour over the fact that SCV4 whip wiggling and SCV4/Bloodlines gap-swinging were cut from the final builds--sheesh, talk about wishing there would have been a follow-up to build off what was done! But under those difficult circumstances, what was released is pretty remarkable--especially in the context of what later 3D Castlevania games were, and especially considering these developers had never made a 3D game and there wasn't exactly a template to work from.
The first N64 Castlevania game has a more consistent vision of what it wants to be throughout, design-wise and atmosphere-wise, whereas the second version (Legacy of Darkness), an almost "DLC remix" of the first game with new and alternate stages and characters, feels more polished in some areas and more haphazard in others. They sort of have a relationship somewhere between Rondo of Blood vs. the Dracula X Chronicles version of Rondo of Blood, and Rondo of Blood vs. Dracula X SNES. I lean a bit more toward the original (CV64), whereas many feel the quality-of-life refinements and added content trump the cohesion of the original. Anyway, Castlevania 64 (and its Legacy of Darkness "DLC") were in many ways a culmination of all the Castlevania games up to that point (including SotN) translated into 3D--and that means you get action-platforming + exploration + inventory, but also get the frustration of insta-kill scenarios that comes along with the pre-SotN games (since SotN was the only one of its kind at this point). The first stage, especially the version of it in Castlevania 64 rather than Legacy of Darkness, regrettably puts some pretty steep platforming challenges at the beginning of the game, particularly in a few places where the camera isn't exactly your best friend. That is one of the chief reasons these games have gotten the poor reputation they have; some give up on the first stage. But like any Castlevania game, once you learn to adapt to it, those sections can be cleared 9 times out of 10. (Ironically, I find this harder CV64 version of the "Forest of Silence" stage more interesting structurally overall than its milder LoD remix.) Most areas have a free camera, rather than fixed, and the big tip that many miss because of emulation, is you will need to use the R Button to center your camera and/or quickly lock on to enemies in many cases--which is similar to the more cherished Banjo-Kazooie on the N64. The R Button technique solves 98% of these game's touted camera issues (and Legacy of Darkness' added camera controls get things up to roughly 99%).
The biggest thing about the N64 games is that, control-wise, they play pretty much exactly like the 16-bit games in 3D, and either you like that or you don't. You have to get used to the physics of these things in 3D, but once you do, muscle-motor-wise, it feels like playing a 16-bit game in 3D, which I think is so awesome. In other words, it doesn't feel like God of War or Devil May Cry, and it doesn't feel like dungeon-crawler beat-em-ups of the era like Nightmare Creatures. The combination of elements just feels distinctively like Castlevania; I've never played a 3D game that feels exactly like it. Your attacks are limited, but they can be combined in different ways. A lot of people don't take into account that the slide can be combined with some attacks and that you can throw subweapons while jumping. I think one other thing that throws some off is how the game doesn't commit 100% to action-platforming, and it doesn't commit 100% to exploration; it intertwines the two, which means it's not a "driving" enough of an experience for Classicvania fans, and it's not "open" or "forgiving" enough for Metroidvania fans.
Anyway, the atmosphere of these games is actually helped by the hardware limitations, because you get a bit more of a lived-in gritty feel of haunted old castle grounds, and the digital fog that is present adds to the moodiness and mystery, almost coming off an an environmental effect of dank natural environments or dusty low-lit interiors. Tonally, it's really very much like Super Castlevania IV meets Simon's Quest, with a dash of Symphony of the Night. It's got that subtle approach that Super Castlevania IV has especially, where it draws you in rather than going for the non-stop thrills thing. (There are also a few bizarre touches of technology that are likely drawn from Bloodlines.) If you do get to play these games in a good format of a rerelease with a modern controller, try to avoid spoilers as much as possible, and keep in mind that you'll have to give it some time to develop. By the end of Stage 3, you should be impressed. Stage 3 is basically a miniature, standalone version of Simon's Quest meets Symphony of the Night. I don't want to say more or link anything here, because spoilers should be avoided in these games, if possible.
...I've gone on long enough again, but I guess I've just got a real passion for these games. It's funny how much I've gotten into Castlevania since the early 2000s. Before I probably would have rated my interest in Zelda, Mega Man, and other franchises well above it, but it competes right up there at the top now. If only it could live up to its legacy again...
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Post by freddythemonkey on May 25, 2019 14:46:11 GMT -6
If they were to put out a "Castlevania 3D Collection" I'd be one of the few madmen to get it. It probably won't happen since the N64 and PS2 'vanias have terrible reputation, but aside from the curiosity you stirred in me with your posts for the N64 ones, I adored the PS2 ones and cherished them a lot. Curse of Darkness even got a 5/5 on my Backloggery profile because despite the horrible level design and the awful graphics I don't think I've ever had more fun with a videogame than the first time I played it as a teen. The memories! So I'd buy that sort of collection in a heartbeat haha
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Post by RichterB on May 25, 2019 14:57:54 GMT -6
If they were to put out a "Castlevania 3D Collection" I'd be one of the few madmen to get it. It probably won't happen since the N64 and PS2 'vanias have terrible reputation, but aside from the curiosity you stirred in me with your posts for the N64 ones, I adored the PS2 ones and cherished them a lot. Curse of Darkness even got a 5/5 on my Backloggery profile because despite the horrible level design and the awful graphics I don't think I've ever had more fun with a videogame than the first time I played it as a teen. The memories! So I'd buy that sort of collection in a heartbeat haha Oh, I'd pick it up, too. As long as the N64 games are on it, I'm good. But I actually enjoyed LoI a good deal in its time, and CoD, despite not being my thing, had some interesting parts and phenomenal music. Maybe throw Judgment on there, too, just for the heck of it. It had an N64 reference with Cornell being a character after all.
Last two thoughts I just wanted to edit into my post, but I'll put it here for you:
1.) 2001's Circle of the Moon, back on GBA, was sort of the portable mainstream Metroidvania version of the N64 games. They were both done by KCEK, and there are some aesthetic and philosophical similarities.
2.) The amount of stuff cut from the final releases of CV64 and LoD is shocking. There were special techniques, a branching path system based on player behavior, and a SotN magic/power meter, etc. Wish Konami would have let them see the project through fully. I honestly would be happy with a modern remake that completed the original game design--something at least like the treatment Ocarina of Time got on the 3DS--but given the reputation of the originals, that's well beyond unlikely.
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Post by tav7623 on May 25, 2019 16:04:07 GMT -6
If they were to put out a "Castlevania 3D Collection" I'd be one of the few madmen to get it. It probably won't happen since the N64 and PS2 'vanias have terrible reputation, but aside from the curiosity you stirred in me with your posts for the N64 ones, I adored the PS2 ones and cherished them a lot. Curse of Darkness even got a 5/5 on my Backloggery profile because despite the horrible level design and the awful graphics I don't think I've ever had more fun with a videogame than the first time I played it as a teen. The memories! So I'd buy that sort of collection in a heartbeat haha I'd also be down for a "Castlevania 3D collection" as I absolutely loved the PS2 CV games (I practically 100% completed Lament of Innocence back in the day) and the first Lords of Shadow game, the other 2 Lords of Shadow games eh. not so much. Now in the case of Castlevania 64, up til last year (when I got my Kickstarted Brawler 64 controller) I absolutely hated this game, mainly because I hated the controls (and the N64's Trident controller...may the person responsible for that atrocity burn in the pits of hell for all eternity ) so much so that I absolutely refused to play past the first stage's Mid Boss battle despite attempting to play the game several times. Since getting my Brawler 64 controller I've not only actually managed to beat the game, but also enjoyed it enough that I do eventually want to revisit it and do a Carrie playthrough. Now while the game is far from perfect (some of the platforming and some questionable creature designs) there were definitely more than a few things that I absolutely loved about the game such as the music, some of the boss fights, some story elements like the Rosa side story, and the fact that not only were there vampires other than Dracula living in the castle (granted not many) some of them love to (quite effectively imo) fuck around with you.
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Post by tav7623 on May 26, 2019 7:15:07 GMT -6
Just saw this and thought I'd share it Well I just beat Castlevania Bloodlines for the first time as Eric Lecarde (I've beaten it before with John Morris) after several attempts and I managed to do it with out using a save state, hell I came real close to doing it without using a single continue only to fall Bartley (I also had been streaming my Lecarde playthroughs and of course the one time I don't do that I manage to beat the game....go figure, anyways I'm currently in the process of "streaming" that playthrough via the Collection's Watch Replay feature and will post a link here, once it's done, for the curious.
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Post by tav7623 on May 26, 2019 12:50:27 GMT -6
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Post by RichterB on May 26, 2019 15:04:11 GMT -6
tav7623 , that's a pretty comprehensive video on the 16-bit era. I skimmed most of it for now, but I took some issue with the idea that Dracula X SNES is bland. Its logic may be fuzzy at times, but its art direction is pretty captivating. Visually, it has the best flaming village, Atlantis-style level, and clock tower in the series, in my opinion. It gives a lot of variety to the styles within Dracula's normal halls, and it has an interesting architectural concept where the caverns and pillared substructure of the castle come together. I find it as visually interesting as anything in Castlevania, really. Also, I think it perhaps has the best feel and sound for whip strikes, and his assessment of the alternate stages was shortsighted. That pillar section where you fall on the alternate path--you're not supposed to do that if you want the best ending. (Those kind of accidental, random things happen in Rondo all the time, but here it has an added cost.) The real challenge is finding the true, correct path, something Rondo doesn't have, and the way it forks with keys afterward is rather ingenious, even if frustrating and perhaps dastardly. I remember first playing the game, with its cool map screen, and wondering why I never saw the Atlantis area on the map in-game. That was an awesome discovery, when I finally did it right.
Anyway, see images below for some of the iconic and/or fascinating sights of Dracula X, and decide for yourself if it's bland. It's obviously different than Rondo...so much so that calling it a port isn't even accurate. I don't know how to define its art style. It's like a blending of comic book pop art and water colors. It stands out, though. I'd really be interested to hear how this game came about, and what the approach was for it. Because they could have tried to port aspects of Rondo more straight-up in spots, visually and design-wise. Rather than a port, they almost made a completely new game, aesthetically and design-wise. The opening stage, curiously, is reported to be a structural recreation of Castlevania III's opening stage. But now for those pics. I quickly put together this rough collage...
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Post by tav7623 on May 26, 2019 21:23:26 GMT -6
tav7623 , that's a pretty comprehensive video on the 16-bit era. I skimmed most of it for now, but I took some issue with the idea that Dracula X SNES is bland. Its logic may be fuzzy at times, but its art direction is pretty captivating. Visually, it has the best flaming village, Atlantis-style level, and clock tower in the series, in my opinion. It gives a lot of variety to the styles within Dracula's normal halls, and it has an interesting architectural concept where the caverns and pillared substructure of the castle come together. I find it as visually interesting as anything in Castlevania, really. Also, I think it perhaps has the best feel and sound for whip strikes, and his assessment of the alternate stages was shortsighted. That pillar section where you fall on the alternate path--you're not supposed to do that if you want the best ending. (Those kind of accidental, random things happen in Rondo all the time, but here it has an added cost.) The real challenge is finding the true, correct path, something Rondo doesn't have, and the way it forks with keys afterward is rather ingenious, even if frustrating and perhaps dastardly. I remember first playing the game, with its cool map screen, and wondering why I never saw the Atlantis area on the map in-game. That was an awesome discovery, when I finally did it right.
Anyway, see images below for some of the iconic and/or fascinating sights of Dracula X, and decide for yourself if it's bland. It's obviously different than Rondo...so much so that calling it a port isn't even accurate. I don't know how to define its art style. It's like a blending of comic book pop art and water colors. It stands out, though. I'd really be interested to hear how this game came about, and what the approach was for it. Because they could have tried to port aspects of Rondo more straight-up in spots, visually and design-wise. Rather than a port, they almost made a completely new game, aesthetically and design-wise. The opening stage, curiously, is reported to be a structural recreation of Castlevania III's opening stage. But now for those pics. I quickly put together this rough collage...
It is pretty comprehensive, ok, I personally have not played Dracula X (though I have played Rondo of Blood via both the Wii virtual console & CV Requiem Collection) and I have been tempted to pick it up for my 3DS (I have the "New 3DS XL" system which unlike the regular 3DS & 3DS XL can play SNES virtual console games), but most of what I know about the game (it's kinda part port & part remake and is supposedly hard as hell) come from videos like this, the Gametrailers Castlevania Retrospective, & the 4 part AVGN Castlevania videos.
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Post by RichterB on May 27, 2019 10:55:34 GMT -6
It is pretty comprehensive, ok, I personally have not played Dracula X (though I have played Rondo of Blood via both the Wii virtual console & CV Requiem Collection) and I have been tempted to pick it up for my 3DS (I have the "New 3DS XL" system which unlike the regular 3DS & 3DS XL can play SNES virtual console games), but most of what I know about the game (it's kinda part port & part remake and is supposedly hard as hell) come from videos like this, the Gametrailers Castlevania Retrospective, & the 4 part AVGN Castlevania videos.
I've only got an older 3DS, so it doesn't have access to the SNES games, unfortunately. I may get it on the Wii U eventually, or maybe upgrade my 3DS. I can luckily play it on its original hardware for now, as I got the cart used around 1999 before it became fairly rare, but my SNES really feels like it's on its last legs sometimes--yellowed, a piece of plastic broke off, and the power cord wire is loose. Dracula X is a game experience you may or may not find appealing. It's sort of designed like a 16-bit NES game with some embellishments from Rondo (item crashes--though some are different--and the backflip, etc.). It is definitely challenging, and at times unfairly so, but once you get its quirks down, it plays like a fun, snappy arcade game, I feel. On the whole, I prefer it to Rondo--it feels more like a focused experience with its action-platforming and its integration of hostage rescuing--but I'm in the minority on that. (Rondo has more scope and ambition, and is more easygoing overall, those are its strengths.) When it comes to music, I think Dracula X can go toe to toe with Rondo, and probably even beat it.
Funny enough, some of Dracula X for the SNES' unique ideas were reincorporated into the Rondo of Blood 2.5D remake on Dracula X Chronicles for PSP! Anyway, Dracula X is one of the games that solidified me being a fan of Castlevania when I found it in the late 90s after kind of being out of touch with the series after Super Castlevania IV. One last point to its visuals, I will say that perhaps some deem it as bland because it has a more washed-out color palette than most entries, but that's why I say it gives off an interesting painterly/water-color feel somewhat. One other thing distinctive is it doesn't use the classic Castlevania "blocks" for walkways and platforms like Rondo does at times, instead going for a more organic look to the ground you stand on. Oh, and its floating platforms have an interesting logic to them, with a glowing magical orb stuck in them, it seems. Without spoiling specifics, I'd say this: Dracula X Stage 1 takes cues from Rondo Stage 1 and Stage 2; Dracula X Stage 2 takes cues from Rondo Stages 2 and 2'; Dracula X Stage 3 takes cues from Rondo Stages 2 and 3; Dracula X Stage 4 takes cues from Rondo Stage 4; Dracula X Stage 4' takes cues from Rondo Stage 3'; Dracula X Stage 5 takes cues from Rondo Stage 7; and Dracula X Stage 6 takes cues from Rondo Stage 7. As you can see, that's fairly scrambled, and when I say "cues," I mean pieces and homages; most of it is brand-new design. There are even some bosses unique to Dracula X--I can think of three off the top of my head. And moreover, what I mentioned doesn't include all the levels, so each game has stuff wholly unique to it. Hopefully, it'll end up in a future collection. I would have liked it on this collection, given that I feel it's a good companion to SCV4 and Bloodlines, but oh well. It can be just as good of a companion, in a more contrasting way, to Rondo of Blood, too.
Congratulations on beating Bloodlines with Eric, by the way. Do you feel it was easier or harder than with John? I haven't tried Eric too much yet, but I've heard it's easier with him.
I beat The Adventure (GB) the other day. Did it in one sitting. I kept all my continues until Dracula, who I'd forgotten how to beat and had to relearn on the fly, costing me all my continues. Neat fight. I got him on my last continue (though I did still have 2 lives left). I actually unknowingly beat him the hard way compared to how I saw people beat him on Youtube afterward out of curiosity; I jumped over his fireballs to whip him, and then moved out his way when he was in a place where he'd get me.
I really like this game, despite its faults, and am glad it made the collection. In some ways, it's more satisfying that Belmont's Revenge, which is more refined and creative, but doesn't seem as engaging moment to moment as The Adventure. I really like the music and moodier feel of this game; it uses the Game Boy's use of light-and-dark contrast well. The traps and platforming, while super demanding--particularly because of the controls--are kind of genius in a way. I like the way each enemy has a unique attack pattern that is fairly distinct from most everything before it in Castlevania. Breaking it all down, this game distills the essence of Castlevania's world very well: a trek through a mountainous forest graveyard, a journey into a deep mazelike cavern, a trip through a trap-filled tower, and one final gauntlet through a treacherous castle. Building off the horror-film theme by adding mole men, and the strategy of how exploding eyeballs affect bridges, or how the cross invincibility helps strategically, it all comes together pretty nicely. I realize one shouldn't sweat losing the whip power, either, because you have the ability to get it back at regular intervals and most things can still be overcome with the regular whip. The whip power-ups are most like the multipliers for subweapons in the other games--makes things a lot easier, but not required. Cool how the first boss can deflect your fire shots, by the way. Whatever the reason for programming ropes in this game, I like those, too. Oh, and the secret areas in this game are an especially nice touch. Very rewarding. Once you get the pacing down, it feels fairly similar to playing an NES Castlevania, in my opinion.
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Post by tav7623 on May 27, 2019 12:52:15 GMT -6
RichterB Thanks and congrats on beating Castlevania The Adventure!, in regards to beating Bloodlines with Lecarde on Normal difficulty it technically wasn't hard at all especially once I (re)learned boss patterns and how his path differs from John's (prior to this I had only beaten the game, twice, with John on Normal difficulty with the last playthough being about 5 years ago on a Retron 5) as I was essentially able to beat the game in about an hour (if you cut out the times where I had to pause the game to go do something real quick or when I did some gem/weapon upgrade farming ala the classic Castlevania games that is ), but going in since I hadn't really played/beaten the game with Lecarde before this I wanted to push/challenge myself so I didn't use the collection's save state feature nor did I use the in game password system (which gives you a password after every completed stage) so when I used up all my continues (about half my deaths came from me falling in a pit cause I didn't place/time my jumps properly or having a brain fart and forgetting that I was on a moving platform) I'd start the game all over from the very beginning and I also set an optional goal of trying to beat the game without using a single continue, which I actually came pretty damn close to meeting getting as far as phase 2 of the Bartley fight before getting wrecked (cause I had forgotten her phase 2 attack pattern) and needing to use a continue. Now in keeping with the spirit of challenge I have tried playing Expert mode as John without save states & passwords as well and boy it's definitely hard as there are bats & ghosts flying about (ala the Medusa Heads) in stages where they weren't before (a few of my deaths came from one of those fuckers hitting me at the top of stairs in the Atlantis stage which knocked me off to my death) also when you get hit you take more damaged (about 4 -5 bars per hit) from regular enemies than you would in Normal mode (about 2 bars per hit), but so far I have managed to make it to the Stage 3 (Leaning Tower of Pisa) boss fight before dying/using all my continues. True either one works as the virtual console selection on both systems are imo fantastic (though I do find it head scratching that GBA & DS VC games are only available on the Wii U and not the 3DS)
UPDATE/EDIT: I ended up taking the plunge and purchased Dracula X for the 3DS. So far I've only gotten to the stage 2 boss, where I've died and died and died and died and died....again one thing I've noticed so far is that Richter's jump feels off to me for some reason I don't know if it's because of all the time spent with Bloodlines or what but it was kinda throwing me off. I also see what you mean by stages taking cues from stages in Rondo of Blood, also speaking about Dracula X & Rondo of Blood I meant to ask you earlier if knew about the Mondo 2 x LP vinyl release for Rondo of Blood & Dracula X?
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Post by RichterB on May 28, 2019 0:42:26 GMT -6
UPDATE/EDIT: I ended up taking the plunge and purchased Dracula X for the 3DS. So far I've only gotten to the stage 2 boss, where I've died and died and died and died and died....again one thing I've noticed so far is that Richter's jump feels off to me for some reason I don't know if it's because of all the time spent with Bloodlines or what but it was kinda throwing me off. I also see what you mean by stages taking cues from stages in Rondo of Blood, also speaking about Dracula X & Rondo of Blood I meant to ask you earlier if knew about the Mondo 2 x LP vinyl release for Rondo of Blood & Dracula X? Boss #2 is the vampire bat that splits into little bats (which is the only time he's vulnerable). This bat was in Rondo near its tail end, but had a different attack pattern and did not turn into little bats. Even among bat bosses, its Dracula X patterns are pretty unique. Here's a pro tip: you have the backflip in this game like in Rondo. When it gets too close to you, and before it reforms, get a little high ground on the left (or right) side and you can backflip over it and hit it from the other side without being touched (very stylish). Otherwise, item crashes, especially with daggers, are useful on that boss.
But yeah, the jumping is different in this game. It's more akin to Rondo's, though maybe just a tad more floaty, but I'm not sure about that. I played it a few days ago after Bloodlines, and there is an adjustment period, for sure. Bloodlines, though I didn't realize it all these years, is one of the fastest-paced Castlevania games. Ironic, since coming off SCV4, Dracula X seemed pretty speedy to me. (Once you get the hang of it, with tricks like I showed above, I still think Dracula X is quite speedy and empowering overall. It makes you think in different ways than other Castlevanias. Again, I love how the whip impacts look and sound, especially compared to Rondo, and it's strange, but the subweapons and item crashes seem to look and feel better in this game, even though they're largely based on Rondo.)
You saw what I meant, though, by, say, the flaming village being different than Rondo's? In Rondo's you basically move about three screens in and there's a fork that leads to one or two more possible screens, almost like a small chunk of a Metroidvania area, whereas this level stretches out a bit more. I really like how level 2 starts with the lighting of the sky changing, and then getting a mix of different kinds of crumbling bridges before getting into the castle. I'll be interested in your comparison thoughts...but for better or worse, because it depends on preference, it feels to me like Rondo's levels are more designed around secrets and shorter bursts of action, whereas Dracula X's levels are about action-platforming that's in your face (be on the lookout for hidden meat and 1ups, though). Because of Rondo's many forks, it doesn't feel to me like Rondo's levels last as long and let you get a full feel for them before they end.
(As a newcomer, depending on how you want to discover the best ending in this game, you'll likely want to use a save state in Stage 3, or else keep a password to return there, since that's when paths start diverging. But it's up to you. All paths are worth seeing at least once for the extra bosses and scenery, but in this game, there's only one path that leads to the best ending. But it certainly doesn't hurt to experiment and learn what that "best path" is. That's the natural way this game was experienced when it first came around, more or less. There are three possible endings in this game, depending on what you accomplish on the paths.) Oh, one other thing you might like to know, the cross boomerang item crash has been redesigned in this game, and it is amazingly powerful when you're in a pinch.
Well, good luck! If I revealed too much, let me know, and I'll tone it down.
Have not heard of the LP, I don't think. Is it by the same company that's been doing vinyl for a bunch of Castlevania video games?
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tav7623
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Post by tav7623 on May 28, 2019 4:44:29 GMT -6
RichterB thanks for the tips and yeah the one I'm referring to is by the same company (Mondo) that's been doing vinyl releases for a bunch of the Castlevania games
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