purifyweirdshard
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Post by purifyweirdshard on Mar 16, 2019 16:07:11 GMT -6
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Clear
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[TI0] お疲れ様でした、IGA!
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Post by Clear on Mar 16, 2019 22:46:53 GMT -6
Thanks purify!  Interesting hearing Iga-sama say that in 2003, years after SFC/SNES but while the GBA was in the market, 2D pixel artists were becoming hard to find.Also found this a little amusing from Hokkai-san, on the consumer complaints of HoD's sound compared to SotN:
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Post by Galamoth on Mar 17, 2019 7:57:43 GMT -6
Well, as someone on this very forum site once said, I tended to believe that HoD's soundtrack was the way it was because it was also intended to sound dissonant & chaotic.
Other than that, I'm glad to see an interview regarding AoS. It's one of my all-time favorite Castlevania games.
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Post by Lepstadder on Mar 18, 2019 18:41:14 GMT -6
Galamoth HoD's soundtrack was very good. The composition I mean. Especially a killer track like Offense and Defense. I swear, HoD had a special place in my heart. I played with headphones all the time, and the drivers had a gentle sound which is probably why I didn't find the sounds to be ear-grating like the majority. It's kinda funny that these days, a lot of people prefer 2D art over 3D. Understandable, considering that 3D was a craze back then when we saw just how well consoles could perform with such graphics (for its time). If there was still a massive preference over 2D games, just imagine what CotM, HoD and AoS could've been on the PS2. These games were already so complete for a GBA game, but this time with less limits, being on a PS2. And this is why Bloodstained exists. Mr. Iga is such a wholesome man. He's one of the people in the industry that keeps me so engaged in video games.
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Pure Miriam
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Post by Pure Miriam on Mar 19, 2019 5:16:18 GMT -6
That interview is REALLY interesting, and it actually shows light to some stuff i had in my mind before.
I wanted to add some comments to some pieces of what IGA said.
—There are over 100 different souls.
IGA: Yeah, and it was a real challenge coming up with all of them. I didn’t do them all by myself… which is to say, I put the staff through a lot. (laughs) The hardest ones were the enemies that didn’t have obvious abilities… like, what power does a crow have, exactly? (laughs)
That's one of the main "complaints" i had with the Soul Dominance. The idea to take enemie's abilities and use them to yourself was a great one and added a ton of variety to the gameplay. I consider Aria of Sorrow to be a great, great game and the Soul Dominance to be one of the best things that happened in Castlevania. BUT yes, creating powers for all enemies was really hard. AS he said it himself. I always remember such "classics" like Poison Worm (immunity to poison), Zombie (becomes stronger when poisoned) and all those stats-increasing souls. It seems like they created the Enchant Soul type to "dump" everything they couldn't create to be simply stats-changing or weird useless skills.
—When you were coming up with the ideas for the different soul abilities, were there any disagreements?
IGA: In the beginning, I thought it would be interesting to have the same soul give a different effect depending on where you acquired it. But the staff vetoed that one, as it would have ballooned the amount of work. (laughs)
What the...that would require a HUGE amout of work, but think of the possibilities. Imagine a system where, if you get a certain ability in frozen area, it has ice element and if the same ability is obtained in the night sky, it gains darkness attribute or something? That would be awesome...and hugely hard to do, i think.
Anyways, very good interview.
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