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Post by purifyweirdshard on May 10, 2019 16:13:58 GMT -6
RichterB I'm not sure which of your threads/discussions to share this in, but I wanted to make sure you saw this: shmuplations.com/castlevania/I'm appalled to find out that Konami was like how they are now even back in the 80s. I'm gutted to think that the reason we never heard much from these guys is because the sales weren't quite Ninja Turtles'.
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Post by RichterB on May 10, 2019 18:25:10 GMT -6
RichterB I'm not sure which of your threads/discussions to share this in, but I wanted to make sure you saw this: shmuplations.com/castlevania/I'm appalled to find out that Konami was like how they are now even back in the 80s. I'm gutted to think that the reason we never heard much from these guys is because the sales weren't quite Ninja Turtles'. Thank you! I've read stuff from that site before, but never saw this somehow. Amazing (if tragic) information. I always did get the impression III was the design compromise between I and II. (Along these same lines, there's good insight into the development of Super Castlevania IV here: castlevania.fandom.com/wiki/Talk:Super_Castlevania_IV#Interview ...like, IIRC from when I read it, the back-to-basics after III was partially due to the two projects being developed almost simultaneously by different teams, and they didn't fully communicate with one another.) As for Konami's very unfortunate yet probably fairly standard business practices...my digging into the N64 development has suggested a similar pattern, yet ironically has also shown a genuine love within the company's employees, circa 1998/1999, to get the chance to work on a Castlevania game. Regardless, it's looking like when CV64's development took longer than expected, it was pushed out the door, hence why we got two versions of the game in one year, and why neither had everything promised and/or shown during its development. Rare late-development screenshots, and commentary from that time, from the last playable build shown at a trade show seemed to have partially implemented game mechanics completely dropped from the final game released just four months later. (I wonder what happened to that build?) After that build was shown, the game was delayed, and it was announced that a lot of material would be cut out for polish, and that this could help with a what a Konami sales rep later called a "direct sequel." But even Legacy of Darkness, if that's what was meant, didn't have the kind of things cut from this September 1998 build. Moreover, EGM seemed to suggest the game was only 40% done one month prior to its launch, after it was reported at around 20% done 10 months before launch, which suggests a huge amount of stuff had to be removed or altered to get it to market in a hurry. And it definitely was done in a hurry, because Nintendo Power's feature/review issue for the game's launch mentioned one of the interesting game mechanics from the September 1998 build that isn't in the final game, and they openly admitted in the following issue they didn't get a to-market build of the game to play and review until AFTER they had reviewed the game. (They received some build that was after the September 1998 one, but before the January one, presumably.) Beyond that, the code of the game is littered with extra items and effects that can be seen with a GameShark, suggesting a lot of quick partitions put into the code--that last part about the code has been reported in detail by Unseen64, but I've got some potentially corroborating evidence now. Business is business, but I'm disappointed to see this game wasn't given one more grace period for development. This and more data I'll get into when I get around to finishing my CV64 article, hopefully sometime in the summer. Though given the game's reputation, I'm not sure what the interest level will be for such a piece. As for the talk about Turtles in your links...well, those were some really great games--TMNT 2, 3, and 4. But it's sad that it cost Castlevania as a result. It is surprising to hear that that's why we never heard from the founding creators. One of the rumors I recall hearing was that it was about shame for their work, but that doesn't seem to be it at all. I'm amazed by the extra thought put in...and it kind of destroys the theory that the LoS mask was on Dracula in Castlevania 1. Man, I take my hat off to the same team making 1-3. Hard to believe. EDIT: Also, the enlightenment about Dracula's second form is something I never expected and shows a lot of attention to lore. He visually seeded Simon's Quest in Castlevania 1! I think, speaking in general terms, that has a lot to do with the fact that a classic "good vs. evil" story is considered 'not enough' these days, having an irredeemably evil villain and an unwaveringly good hero is considered boring at best, lazy at worst. Just looking at television and movies, you see popular media like Breaking Bad and Game of Thrones where almost nobody is classically good or evil. Breaking Bad is, as much as Ive heard having not seen it, an entire cast of people where the protagonist is only the hero because his opponents are even worse. Even the MCU, people prop up the heroes and especially the villains who have more gray and complex morals like Thanos or Killmonger. The best Ive seen from truly evil villains is with ones like Dio from Jojo or Red Skull from Captain America, where the character is so charismatic and entertaining nobody cares they arent very complicated. I get this sentiment, and I generally agree with it, but sometimes it's refreshing to have something so pure in storytelling. You can really wholeheartedly rally around the hero and feel like the villain needs to be put in their place against all odds. All the extra weight they tried to add in LoS, for example, making a Belmont into Dracula and stuff, just felt like it was there for shock value.
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purifyweirdshard
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Post by purifyweirdshard on May 10, 2019 20:29:07 GMT -6
You probably didn't see it before because it would seem it just went up in the last day or so. Their articles go back retroactively, often much farther than this. An Aria of Sorrow one went up earlier this year that was really good.
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Post by Brainiac on May 13, 2019 7:51:10 GMT -6
I think, speaking in general terms, that has a lot to do with the fact that a classic "good vs. evil" story is considered 'not enough' these days, having an irredeemably evil villain and an unwaveringly good hero is considered boring at best, lazy at worst. Just looking at television and movies, you see popular media like Breaking Bad and Game of Thrones where almost nobody is classically good or evil. Breaking Bad is, as much as Ive heard having not seen it, an entire cast of people where the protagonist is only the hero because his opponents are even worse. Even the MCU, people prop up the heroes and especially the villains who have more gray and complex morals like Thanos or Killmonger. The best Ive seen from truly evil villains is with ones like Dio from Jojo or Red Skull from Captain America, where the character is so charismatic and entertaining nobody cares they arent very complicated. I get this sentiment, and I generally agree with it, but sometimes it's refreshing to have something so pure in storytelling. You can really wholeheartedly rally around the hero and feel like the villain needs to be put in their place against all odds. All the extra weight they tried to add in LoS, for example, making a Belmont into Dracula and stuff, just felt like it was there for shock value. Concerning the discussion of Pure Evil, I refer you all to this bit of Trope Talk:
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