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Post by purifyweirdshard on Jul 12, 2020 22:56:33 GMT -6
Originally, the below is from a thread where someone was asking about "CotM1 vs CotM2". These thoughts are in two parts - the first bit after being episode 1, and now after having finished episode 2 (both on Veteran, each taking me almost exactly 4.5 hours each):
I think it's too soon for most of us to say, but my gut reaction/first take is like
CotM1 wins easily on music*, from what I've heard. CotM2 beats it out in almost everything else - graphics, variety, characters, replayability etc. Some people would prefer 1 if they like an easier/shorter game in general, and something that's a more "focused" experience than the quantity of things that 2 throws at you. The inverse is true if you want a challenge - and I myself felt like CotM1 was a bit too easy aside from solo, no power-up Zangetsu, which the game doesn't incentivize you to do very much.
CotM2 is more or less like "more of a good thing", when the good thing was already good enough/exactly what some people wanted, and depending on how much you care about music, that can weigh in for a lot. For me though, I'm giving 2 the edge because there's so much care, polish and charm, as much as the first game (what I expected) and more.
update to my previous thoughts, since I just beat episode 2:
it's definitely better. Man. Lol this game is so good
This is still just how I feel about it, but yeah, the design of this thing really has all of the characters shine in their own unique ways, and how it all fits together in stages and bosses is SO good like no other game I can think of right off. It nails the retro feel of game design while giving you a stiff challenge yet powerful options to face that. You have to pay attention and really learn boss patterns a lot of the time, as it should be.
CotM1 was something like a triumphant curiosity for most out there, like it was surprisingly good "against all odds" of being a stretch goal game with no expectations tied to it. To me of course, it was certainly more than that and not as much of a surprise, but general audiences did receive it that way. This one goes beyond that feeling, it's excellent game design and has charm like I haven't seen since the old days when games like it were contemporary. This is how you design a good retro game, and how you make a good sequel.
*Side note on music: I haven't heard much I wanted to listen to outside of the game, so far. The first game's music grew on me, though, and I think it's a good thing that it doesn't try so hard to sound like "just Castlevania". It has a unique flavor to it that I appreciate.
Like, I and probably most other people really liked CotM1's "Malicious Intent" (the "Defiler of Taboos" stage), but that was mostly because...it sounded so much like a CV song. I don't know if I can say that it should chase that - but maybe just a bit more like that, in the way of energetic, somewhat happier riffs and melodies rather than the constancy of even-toned spookiness. More likely to give it re-listens that way, if it's doing something other than just trying to denote "this is a scary environment".
edit: (after beating the final episode)
After getting the final episode's ending last night, I think I'm ready to say that Bloodstained: Curse of the Moon 2 is easily a candidate for the best classicvania. The main playthroughs of episode 1-final change it up enough that it feels different each time, and the very end is WILD. I had 4.5 hours each in ep 1-2, and spent 9.5 hours in the final episode. I haven't unlocked ep 3 yet because that takes an ending I didn't get.
The way it encourages and uses the variety of your characters is so smart and thoughtful in design. Just when something seems "impossible", it usually means I'm forgetting something or haven't explored one of their abilities yet. The teamwork and game design ideas are just out of this world good imo. It's a classicvania that I've played for about 20 hours and haven't even seen all the content yet, and I want to play it more
I played the whole thing on "Veteran", but there's no shame on using "Casual" if you want. It is definitely fair and quite balanced if you stick to Veteran, and you'll get to see how genius the design is re: utilizing everything with that.
It's so well thought-out and rewarding, and there are so many surprises and charming touches. Nostalgia notwithstanding, it just has so much and pushes things way farther than just "Castlevania but not" - this game is beyond that and has become something all its own. I've seen a couple of 10/10 critic reviews for this game and I think they might be right.
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Post by dareka on Jul 12, 2020 23:04:10 GMT -6
I'm still on the first episode, so I haven't made up my mind yet, but I've been surprised by how different each character plays so far. It's one thing to see it and another to actually experience it. By the way, any inkling of how it's performing sales-wise, so far, purifyweirdshard ?
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Post by purifyweirdshard on Jul 12, 2020 23:13:26 GMT -6
No idea yet. Inti Creates let us know when the first game hit 100k downloads in ~10 days, so we might get similar data this time. I expect the sales performance to be similar to that. I'm going to say it's a safe bet that the Switch version probably sold like 60-70% of the split among consoles.
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Post by RichterB on Jul 12, 2020 23:24:41 GMT -6
Thanks for the non-spoilers. A sentiment I've heard out there is that this will be like Mega Man 10 compared to Mega Man 9, in the sense that, despite continuing on a retro revival, the reach will lessen because most people (i.e. general audience beyond hardcore Castlevania fans) will feel they already got enough of what they wanted for a "novel" retro experience with the first Curse of the Moon. Not sure how true or not this statement will turn out to be.
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Post by purifyweirdshard on Jul 12, 2020 23:54:24 GMT -6
Thanks for the non-spoilers. A sentiment I've heard out there is that this will be like Mega Man 10 compared to Mega Man 9, in the sense that, despite continuing on a retro revival, the reach will lessen because most people (i.e. general audience beyond hardcore Castlevania fans) will feel they already got enough of what they wanted for a "novel" retro experience with the first Curse of the Moon. Not sure how true or not this statement will turn out to be. Yeah, I've seen that review. Venture Beat, right? There's another that explicitly says it dodged a Mega Man 10 situation, here: www.nintendolife.com/reviews/switch-eshop/bloodstained_curse_of_the_moon_2Also, if we measure things in "nostalgic punch" like the Venture Beat review talks about, that's a depressing metric that doesn't necessarily mean anything anyway. Referring to their closing statement here: "The games don't feel nostalgic enough anymore". That probably shouldn't be chief on your list of how you evaluate something, it already being such a subjective idea. Is it good? Is it fun? Is there value to something being an "old design" beyond just being an old design in novelty and "remember whens"? I would certainly hope so.
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Post by dareka on Jul 13, 2020 3:04:43 GMT -6
Also, if we measure things in "nostalgic punch" like the Venture Beat review talks about, that's a depressing metric that doesn't necessarily mean anything anyway. Referring to their closing statement here: What I find funny is the notion that this is simply a "classic" Castlevania. The original CotM was clearly inspired by Castlevania 3: Dracula's Curse, but that game was something of an outlier, in that it allowed you swap between two characters. It was only two, though, not four. No other 2D Castlevania - linear or otherwise - had this feature until Dawn of Sorrow, which upped the ante to three characters. But unlike the Castlevania games that allowed character swapping, Curse of the Moon and its sequel in particular are completely designed around this feature. Thus, it's not just a throwback; it's an evolution. I don't remember playing an old-school Castlevania where you had to navigate a level by swapping between 7 different characters, giving you an incentive to think about when you should use each. I don't know if it's ever been done before, but I've definitely never seen it done in Castlevania; and God, even though the graphics "look" retro, there's no way we would have seen anything like them on the NES/famicom. They may well "feel" nostalgic, but these are brand new games, pure and simple.
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Post by purifyweirdshard on Jul 13, 2020 3:15:41 GMT -6
dareka You're right about that. It's also quite easy for the average person to completely glance over how those graphics were improved. I like how the developers put it themselves, it kind of shows us a game "how we remember it" rather than how games actually looked. I'm quite aware that it looks better than any NES game. Some of the stuff already is at or approaching a "16 bit" quality that people want. Indeed, the manner with which you have to balance using your different characters and their abilities is nothing like any other game I've played, Castlevania or not. I would also note that with something like the music, I noticed that it's not entirely Castlevania now, but carving out its own identity as well. That's good. I edited my post that you quoted while you were making yours, btw, but I don't think it really adds anything specifically to what you were saying.
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Post by RichterB on Jul 13, 2020 13:13:57 GMT -6
dareka and purifyweirdshard All good points. And yeah, I was referring to that Venture Beat review, first and foremost. (Is it weird that Mega Man 10 left more of an impact on me than 9? While 9 may or may not have had a few more novel gimmicks, 10 somehow felt more ambitious/creative in its motifs and the visuals were more late NES than early NES.) I also noticed that CotM2 announcements weren't getting forum comments on sites like Anime News Network, though. (Albeit, that's not its target audience.) I think design-wise, Castlevania III isn't very well understood by the media at large. What Castlevania III did was design a game around the idea that you could play and beat it as Trevor, same as Simon in Castlevania 1. That was goal number one, above the idea idea of branching paths or multiple characters. And you can quite comfortably do so with some practice. What the choice of Grant, Sypha, and Alucard brought to the table was options that "rewarded" you for trying different paths (you'd encounter a new helper character), changed up the built-in level-design experience, and allowed for difficulty variance. Grant's jumping/running agility and ability to climb walls meant easier platforming and the ability to sneak around certain obstacles (at the cost of attack strength). Sypha's magic meant decimating enemies and taking certain hazards (like rushing water or bone pillar emplacements) out of the equation in multi-hazard scenarios (at the cost of defensive endurance and the requirement to carefully collect and hold onto certain spells). Alucard's triple-shot could at times be useful for taking out enemies from angles without wasting hearts where they couldn't touch you, but his real strength came from the bat transformation, which makes tricky sections much easier to cross over in ways that even Grant can't. (At the cost of a larger target who requires hearts like crazy to be fully useful.) What's amazing is it did all this in a way that feels natural and unobtrusive. You almost don't even realize how much you're mixing up the gameplay experience, and you keep revisiting the game and finding it fun. The fact that there is a consequential choice of choosing each character in terms of what levels you explore and how you master them, and getting a different ending, makes the return trips meaningful. I've played through Curse of the Moon with the mult-characters, but never got around to finishing Zangetsu's solo run. I was about a level away from doing so when difficult things in my life, including a Windows 10 update that more or less destroyed my computer, interrupted. I have a long to-do list with gaming, and finishing CotM and playing through CotM2 are on them; unfortunately, there are also a lot of complicated responsibilities I'm dealing with. But I just wanted to state something a little controversial in that, playing CotM1 and Castlevania III back-to-back, there's something not the same about CotM1. It's a smoother experience that feels more polished, but something about Castlevania III feels more "substantial." I haven't figured out yet if it's the difficulty level, the color palette, the too-obvious nostalgia nods (Gebel's bat transformation), the soundtrack, or if it's more to do with the core game design differences I noted above. Often, I think not sharing a life bar and getting so many chances and advantages without much disadvantage (Alfred's ice spell! Yikes!) sort of makes it feel like a game that's begging to be completed versus conquered. (Though it still has its significant challenges!) It sounds like COtM2 took more care in that area, so that'll be a good chance to see if that was what bugged me. And I use the term "bugged" lightly, because I really enjoyed my time with CotM a lot. A small thing worth noting: being able to swap characters faster is one of the first big improvements CotM made, but that was likely a technical update due to better hardware. Also worth consideration: I think CVIII's branching map versus CotM's branching levels is more exciting and rewarding from a total game experience standpoint. While seeing new parts of levels, and being rewarded by getting power-ups or avoiding tough spots is neat, making the choice of having access to an entirely new level trumps it, IMO. I do think, in the back of my mind, there is a challenge CotM 1 & 2 face for me, which is unfair. I think there's a part of me that really wants a "Castlevania" game that builds off the 16-bit era in a really strong way, and this is a new franchise still establishing itself that is focusing on building up the 8-bit era.
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Post by purifyweirdshard on Jul 13, 2020 15:46:10 GMT -6
I think you'll find the adjustments made with 2 quite satisfying then, in regards to difficulty and overall design, but I would agree with CV3 (and Rondo, being like it) as more substantial in terms of the branching paths aspect. Going to different parts of stages is nice, but different stages entirely depending on your choices is certainly more exciting.
I don't know if I could say that CotM1 or 2 are "better games" than CV3, but that's not really something I look for or something all that worthwhile to evaluate for my personal experience. I do much rather enjoy having many "really good games" than pitting them against one another in comparisons that may not be fair, and with my limited understanding of them on a technical and even expert gameplay level. It wouldn't be fair to CV3 how CotM has 30 years of advancement and know-how, and it wouldn't be fair to CotM how CV3 is a childhood giant and pioneer of this game type.
They're excellent all around, basically, and CotM's sequel even moreso than the first, I think. It also seems to be coming to a point where it knows and is embracing that it's not "just Castlevania by another name", and that's likely for the best. As an artist or developer, you want your thing to have its own identity, not having its destiny rooted in imitation. It can and does still walk a line though where it does both homage and move forward just enough - and I expect Iga's future games to do that even more so.
I think the 16-bit game will happen, in Bloodstained's franchise, but it will not per se be the "Castlevania" the corest of people like us are thinking of because it indeed isn't and probably shouldn't be. It's on Konami's plate to honor that or not, with its assets, characters, atmosphere and music that have their own identity.
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Post by hyugakojiro on Jul 13, 2020 18:03:16 GMT -6
Just finished the final chapter and all I can say is that the game was a blast. I really enjoyed how the game forces you to think about your choices before committing very much like the CV of days past with an audio and visual design that actually works.
Having played and beaten all 3 Bloodstained games now, part of me wishes for IGA to just ditch the 2.5D approach, at least for the next game, and to use and to build upon the assets created from CotM 1-3 (yeah I'm counting on a sequel) to create his first faux 8-bit Igavania with a 100% focus on fun and atmosphere.
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Post by dareka on Jul 14, 2020 14:04:11 GMT -6
RichterB I completely understand when you say that Castlevania 3 felt more “substantial” than Curse of the Moon. I haven’t played it in literally decades, but clearing it was an extremely rewarding experience for me back in the day. I think that part of it has to do with the branching map, but I think the main difference is how each game has you deal with challenge. CotM wants you to overcome each and every instance of challenge by choosing the character that makes it less challenging. The game incentivizes you to keep all your characters alive so that you’re always at the optimal state to deal with any challenge, i.e., in the state where you’re free to choose the easiest solution. The characters in CotM are your tools, and using them effectively means bringing the difficulty down. Castlevania 3, on the other hand, the additional characters are not a means to bring down the difficulty; rather, they simply each represent a different playstyle, because you can only have one of them with you, and each’s advantage has a disadvantage as a counterweight. By choosing either Grant, Sypha or Alucard, you’re not choosing to make the game easier per se, you’re choosing which gameplay elements will be less challenging, and at the same time which elements will be more challenging. So they bring variety without a reduction in challenge. It could be argued, therefore, that, despite the two titles’ superficial similarities (like Alfred being based on Sypha, and Gebel being basically Alucard), their gameplay is fundamentally different. There’s one more difference that I feel needs to be addressed. While I can’t say for sure without comparing them screen for screen, CotM seems to have a more “modern” design in that the levels and boss fights are longer but require much less precision to clear. Oldervanias (and older games in general) tended to be shorter and less complicated, but less forgiving. “Classic” games tend to follow this formula: short and simple but “tough,” or long and complicated but “easy.” When the Demon/Dark Souls franchise bucked this trend (being both long and unforgiving), it effectively created a new genre, with games sharing the same design philosophy being referred to as “souls-like,” just as games with randomly generated dungeons with level resets are “rogue-like.” Anyway, I’m still playing through CotM2 but it does feel much more “substantial” than the original so far, in a good way. The characters each play much differently than in the original, and the challenge has increased quite a bit. They're excellent all around, basically, and CotM's sequel even moreso than the first, I think. It also seems to be coming to a point where it knows and is embracing that it's not "just Castlevania by another name", and that's likely for the best. As an artist or developer, you want your thing to have its own identity, not having its destiny rooted in imitation. It can and does still walk a line though where it does both homage and move forward just enough - and I expect Iga's future games to do that even more so. I agree. CotM was something of a modern homage to CV3, while CotM2 knows it's its own thing.
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Post by RichterB on Jul 14, 2020 17:40:39 GMT -6
There’s one more difference that I feel needs to be addressed. While I can’t say for sure without comparing them screen for screen, CotM seems to have a more “modern” design in that the levels and boss fights are longer but require much less precision to clear. Oldervanias (and older games in general) tended to be shorter and less complicated, but less forgiving. “Classic” games tend to follow this formula: short and simple but “tough,” or long and complicated but “easy.” You clarified the difference in design well in terms of how the characters function, and one thing I think needs to be mentioned in level design is the aspect ratio. 2D games are often designed to have more real estate now at one time, due to widescreen, and it sometimes seems to extend and pad out level artificially merely to fill that extra space. There is a sweet spot between short but tight and rewarding versus long but loose and boring.
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Post by purifyweirdshard on Jul 17, 2020 14:10:05 GMT -6
After getting the final episode's ending last night, I think I'm ready to say that Bloodstained: Curse of the Moon 2 is easily a candidate for the best classicvania. The main playthroughs of episode 1-final change it up enough that it feels different each time, and the very end is WILD. I had 4.5 hours each in ep 1-2, and spent 9.5 hours in the final episode. I haven't unlocked ep 3 yet because that takes an ending I didn't get. The way it encourages and uses the variety of your characters is so smart and thoughtful in design. Just when something seems "impossible", it usually means I'm forgetting something or haven't explored one of their abilities yet. The teamwork and game design ideas are just out of this world good imo. It's a classicvania that I've played for about 20 hours and haven't even seen all the content yet, and I want to play it more I played the whole thing on "Veteran", but there's no shame on using "Casual" if you want. It is definitely fair and quite balanced if you stick to Veteran, and you'll get to see how genius the design is re: utilizing everything with that. It's so well thought-out and rewarding, and there are so many surprises and charming touches. Nostalgia notwithstanding, it just has so much and pushes things way farther than just "Castlevania but not" - this game is beyond that and has become something all its own. I've seen a couple of 10/10 critic reviews for this game and I think they might be right. attached from siliconera: www.siliconera.com/curse-of-the-moon-2-review/
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Post by dareka on Jul 17, 2020 22:59:38 GMT -6
I'm barely halfway through Episode 2, but I've been surprised how fresh the second play-through feels. The branching paths make the levels feel completely new, and having/not having certain characters at certain points in the game really does make you think outside the box and discover new strategies. Changes in boss mechanics can really throw you for a loop in the best way possible. I'm beginning to think I'll agree with purifyweirdshard 100% by the time I'm done. Anyway, I really do think this series has room to grow as a modern-day "Classicvania" with 16/32 bit graphics, parallel with RotN as a "Metroidvania." A very exciting prospect!
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