Nomak
New Blood
It's strange. It hurts...it hurts no more.
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Nomak
It's strange. It hurts...it hurts no more.
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August 2015
justinkase
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Post by Nomak on Aug 15, 2015 22:14:37 GMT -6
Field of Impaled and Twitching Corpses Cemetery Pathway to the Castle's Drawbridge Courtyard of Immense Anguish
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jwill
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January 1970
GUEST
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Post by jwill on May 11, 2016 9:16:13 GMT -6
Haunted forest, dark cave, eerie cemetery, dilapidated town,evil garden. These would all be nice to see in the game. Like the OP said, I wouldn't want them too take up too much of the game but a few of these as mini areas would be a welcome addition for me.
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
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BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on May 11, 2016 18:39:59 GMT -6
I'd love something like a Garden or Greenhouse, plus maybe some Caves under the castle. There'll likely be plenty of balconies and open air courtyards too, to show off some "outside" backdrops. The castle is the main player of course but I agree I'd love a few "rooms" that let us outside.
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CastleDan
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Post by CastleDan on May 11, 2016 19:19:28 GMT -6
Bleh much rather the game focus entirely on the castle. That doesn't mean we can't have gardens or outside themed areas but I don't want any attention taken away from the main location of the game by working on more outside locations
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Ryngar Acia
Loyal Familiar
[TI2] ...and Another..
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Ryngar Acia
[TI2] ...and Another..
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ryngaracia
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Post by Ryngar Acia on May 11, 2016 20:20:58 GMT -6
It looks like there's a pretty big body of water around the castle... maybe there could be a ghost ship sailing around it that can be explored. :>
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CastleDan
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castledan
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Post by CastleDan on May 11, 2016 21:17:45 GMT -6
It looks like there's a pretty big body of water around the castle... maybe there could be a ghost ship sailing around it that can be explored. :> Based on the two concept art pieces to the left that take place on a ship, you are probably right.
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purifyweirdshard
Administrator
Administrator
Calling from Heaven
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purifyweirdshard
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purifyweirdsoul
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Post by purifyweirdshard on May 11, 2016 22:01:03 GMT -6
There's also that drawbridge on the right that would insinuate there being something outdoors leading to it...and what looks to be a town (castle town?) above it.
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CastleDan
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Post by CastleDan on May 12, 2016 9:41:17 GMT -6
and to clarify... a lead up to the castle i'd be fine with, and a ghost ship was used on a small scale IN aria's castle which I loved. It added character to the underwater location.
My issue stems from when they make whole locations that aren't apart of the castle which takes the focus away from making a spectacular castle.
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Post by crocodile on May 12, 2016 10:26:34 GMT -6
Realistically, it shouldn't matter if its inside the castle or outside the castle. All that matters is quality level design and that can be accomplished in either setting. Even if you thought the level design of outdoor environments in the past were lacking for Igavanias, there is nothing to suggest that can't/haven't learned from past work. In the end I don't think it matters too much as long as there is adequate environmental variety. Accomplish that along with good level design and I think "castle vs. non-castle" becomes a small/non-issue.
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Post by CastleDan on May 12, 2016 11:12:29 GMT -6
Realistically, it shouldn't matter if its inside the castle or outside the castle. All that matters is quality level design and that can be accomplished in either setting. Even if you thought the level design of outdoor environments in the past were lacking for Igavanias, there is nothing to suggest that can't/haven't learned from past work. In the end I don't think it matters too much as long as there is adequate environmental variety. Accomplish that along with good level design and I think "castle vs. non-castle" becomes a small/non-issue. I guess that's all a matter of opinion because i thought the level design in OOE was largely bad, and I attribute a lot of that to a focus on outside areas and less of a focus on making a good castle that is the focus of the experience. Even though the castle was more of an extra. Was it cool that the game included the castle as a secret? Sure, but for me it was a waste because a lot of the design was very very repetitive. As long as the castle gets the attention it deserves and the focus it deserves I wouldn't mind some outside castle locations even though it seems pretty obvious they aren't doing that based on what they've said numerous times. What I know is SOTN had some of the best locations in the series and a well designed castle. You don't NEED locations outside the castle if the castle is well designed and varied. Variety is always great sure, but you can have gardens, you can have underwater caverns, you can have courtyards, you can have a ghost ship, you can have all these great locations within the grounds of the castle one way or another when it's well designed. I feel like having locations outside the castle flattens out the level design and the coolness of discovery. To me finding a garden within the castle in a very well designed way would be infinitely cooler than it being a flat location that you pass by on your way to the castle. It reminds me of the hub system of Lament of Innocence. Part of the greatness of SOTN was how all the areas were connected, the discovery of how to get to a vastly different looking areas. Putting a hub system in OOE or Lament kills that off and then you just have separate areas that have no thought into how they connect. Which kills part of the enjoyment of exploration. My love for newer Castlevania games were that there was a real thought on how you discover a new location and that if you don't search or think about things or test things out you might miss a cool new location. Hubs and locations that just pop up on a map kills it and makes it overly streamlined.
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Post by crocodile on May 12, 2016 14:34:38 GMT -6
I'd agree that the degree and sense of interconnected-ness is the strength and greatest aspect of a world design focusing on a castle. Other points, from platforming and room design to the number and nature of secrets you can find to encourage that sense of discovery are all up to the game designers. Non-castle locations can use vertical-ness just as well as any castle section for example. I feel if you put most individual castle sections from any of the other Igavanias against most levels in OoE, the difference between them is likely to be less obvious that you'd expect. That's why I say, in general, I think good level design and variety is the most important and I think you can achieve both either indoors or outdoors with the appropriate talent and craftsmanship. That isn't to say they aren't different or you can't prefer one over the other but I feel I've played enough Metroidvanias to say that if there is any weakness in OoE level design, its not inherent to an outdoor setting.
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Post by CastleDan on May 12, 2016 15:41:30 GMT -6
I'd agree that the degree and sense of interconnected-ness is the strength and greatest aspect of a world design focusing on a castle. Other points, from platforming and room design to the number and nature of secrets you can find to encourage that sense of discovery are all up to the game designers. Non-castle locations can use vertical-ness just as well as any castle section for example. I feel if you put most individual castle sections from any of the other Igavanias against most levels in OoE, the difference between them is likely to be less obvious that you'd expect. That's why I say, in general, I think good level design and variety is the most important and I think you can achieve both either indoors or outdoors with the appropriate talent and craftsmanship. That isn't to say they aren't different or you can't prefer one over the other but I feel I've played enough Metroidvanias to say that if there is any weakness in OoE level design, its not inherent to an outdoor setting. I wasn't crazy about the level design of OoE but I don't want to get into an OoE hate train because I know there's a lot of fans of it. So I will say one aspect I absolutely love about the game is the variety of spells, lot of cool visuals, and ideas. Lol
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Ghalion
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Ghalion
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January 1970
GUEST
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Post by Ghalion on May 12, 2016 15:55:28 GMT -6
I generally like variety and trying new things too but i agree about wanting the castle to really be the focus. There just arent that many games with well decorated castles.. But tons and tons with caves, swamps, forests, towns, etc.
Castlevania is really my only castle setting fix series and even that is kinda letting me down in like half the new games.
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bloodstainedmiriam
Ancient Legion
[TI0]Hear me, Dracula! I am the morning sun coming to vanquish this horrible night!
Posts: 318
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bloodstainedmiriam
[TI0]Hear me, Dracula! I am the morning sun coming to vanquish this horrible night!
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Post by bloodstainedmiriam on May 12, 2016 23:39:27 GMT -6
I'm open to areas outside the castle. However I do think it should be areas like rooftops or gardens that are pretty much around the perimeter of the castle. Like 95% inside the castle.
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LordKaiser
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lordkaiser
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Post by LordKaiser on May 15, 2016 10:56:55 GMT -6
Hell even areas like caverns below the Castle would be good. This Castle will be quite huge.
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Post by crocodile on Jun 22, 2016 23:36:47 GMT -6
Per the demo, though that is old news now, we know there will at least be a ship portion outside the castle. I wonder if and by how much the ship might get expanded upon in the final game and what happens to the ship once you reach the castle. I hope you can come back to it later. I hate miss-able portions of the map or portions that disappear forever after a certain part of the game.
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