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Post by CastleDan on Jan 6, 2016 8:45:48 GMT -6
I mean the crystal curse is the source of Miriam's power and also the major narrative hook of the game. There's really no way to separate that for this game or really avoid having it called out occasionally. There was also a lot less going on mechanically in SOTN compared to other games and I'd argue some aspects of it were still a bit under-explained or under-justified. I think arguing for a more organic tutorial(s) make sense though - the opening levels of like Mega Man X and Shovel Knight are great at getting you up to speed on the mechanics of the game without beating you over the head with "Press A to Jump" and what not. I mean they can focus on the crystal curse as part of the story but if they discuss it in a way that deals with gameplay it'll feel hokey which is my point. 1. THE CURSE WILL BESTOW YOU THE POWERS TO KILL THE ENEMIES OF THIS CASTLE. You'll need to collect crystals from the other rooms to show your power. la la la it's unnecessary plot stuff. If they instead focus on how the curse is slowly taking over her body until she's no longer human, that is story worthy. SOTN had loads of things you could do in the game. There wasn't someone that explained Alucards vampire abilities, didn't discuss his vampire abilities as part of the plot, didn't have tutorial sections to explain how to do spells or transform and do moves. I think it's extremely important that they stay away from that as it starts to kill the tone and atmosphere of the world you are trying to create. purifyweirdshardI'm not saying we shouldn't have gameyness in terms of things in breakable candles, I'm saying the gameyness should stay out of the story because then the world you are trying to create is less convincing and more smacking you on the head with it's I'm A VIDEOGAME..
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Post by Dragon_of_Dojima on Jan 6, 2016 10:38:58 GMT -6
With SOTN, it always feels like I'm in a self-contained other world or "our world", but with a huge twist. In OoE, I felt like I was exploring the country. In SOTN, I felt unsettled and fearful. In OoE, I felt adventurous(and frustrated).
I think I'd like to feel unsettled and fearful for Bloodstained. Since it's one location(seemingly), I want to know how a demon world castle works and I want it to feel as alien as possible.
Dialogue was another story though. Let's try to make the story overall serious. The humor could come from demons like Mara.
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Post by purifyweirdshard on Jan 6, 2016 10:45:38 GMT -6
CastleDan, I got you, I just wanted to mention that point. Ever since cecil-kain's candle thread, it's occurred to me I should speak up as often as necessary for the preservation of 'vania game feel things like that. HE DID IT. CROCODILE AV TOO GOOD
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Post by saberwolf94 on Jan 6, 2016 11:37:47 GMT -6
I thought it might be a good idea to discuss desires of how we want to feel when traversing this castle or when we meet inhabitants ..etc. Basically, how do you want to feel when playing Bloodstained. I remember when I first played SOTN, everything about that game made me feel like it was a true vampire tale taking place in the 1700's. It just had a tone about the music, the visual style, the great animation work. You felt lifted completely into the game. Lament Of Innocence again, even though I wasn't the biggest fan of the 3d vanias had such a great tone that somehow felt true to it's time period. I don't know if this is a good topic but we seem to need something new to talk about so why not? What do you want to feel, what kind of tone do you hope they take with dialogue or encounters with monsters/bosses ...etc.. locations? I feel what you're saying on SOTN and Lament of Innocence. If only they tried to imrpove such a 3D Castlevania formula but I digress. I also want to feel that way when playing Bloodstained, to feel the time period though at the same time the dialogue in Order of Ecclesia and such games sometimes was out of place in a good way though and that's also pretty appealing. Like, the text in that game and Portrait of Ruin doesn't always reflect the time period so it gives an interesting perspective and I think it's cool.
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Post by crocodile on Jan 6, 2016 11:46:07 GMT -6
I meant to reply with this yesterday when I saw the topic. crocodile's avatar should totally be a really anime crocodile, like the first result here: www.google.com/search?q=anime+crocodile&biw=1121&bih=534&source=lnms&tbm=isch&sa=X&ved=0ahUKEwizn66DsZXKAhVGcz4KHWEaAkgQ_AUIBigBToo bad it's copy-protected, lol. Anyway, while I can agree that sometimes tutorials and game mechanics are a bit too obtrusive, I don't think we should shy away from the gaminess (gamey-ness) of the experience. I think that's a very good thing and important part of the charm of titles like previous Igavania games, and the majority of the most enjoyable games in history. We're not going for realism here, right? Doesn't everybody like bags of money somehow being inside actual candles, pristine and plated food hidden away in dark corners of hallways, things like hearts in general? I think that with increased graphical fidelity in today's gaming world, in some cases games have shifted away from these fun (and yes, somewhat silly) aspects in favor of a more cinematic and epic experience. That can be great, when appropriate, in say...the right genre in full 3D, but even in the games I feel that best achieve such a thing have elements and touches to them that thankfully remind me, yes, this is a game, and it's made to be fantastical and fun. Metal Gear is a pretty good example of that. These are all good points. At the end of the day, this isn't a movie or a book but a videogame. This also reminds me that SOTN was a game where there was a health item called "Peanuts" that was almost impossible to use and barely restored any HP. Why was it in the game? For the lulz obviously I mean the crystal curse is the source of Miriam's power and also the major narrative hook of the game. There's really no way to separate that for this game or really avoid having it called out occasionally. There was also a lot less going on mechanically in SOTN compared to other games and I'd argue some aspects of it were still a bit under-explained or under-justified. I think arguing for a more organic tutorial(s) make sense though - the opening levels of like Mega Man X and Shovel Knight are great at getting you up to speed on the mechanics of the game without beating you over the head with "Press A to Jump" and what not. I mean they can focus on the crystal curse as part of the story but if they discuss it in a way that deals with gameplay it'll feel hokey which is my point. 1. THE CURSE WILL BESTOW YOU THE POWERS TO KILL THE ENEMIES OF THIS CASTLE. You'll need to collect crystals from the other rooms to show your power. la la la it's unnecessary plot stuff. If they instead focus on how the curse is slowly taking over her body until she's no longer human, that is story worthy. SOTN had loads of things you could do in the game. There wasn't someone that explained Alucards vampire abilities, didn't discuss his vampire abilities as part of the plot, didn't have tutorial sections to explain how to do spells or transform and do moves. I think it's extremely important that they stay away from that as it starts to kill the tone and atmosphere of the world you are trying to create. purifyweirdshard I'm not saying we shouldn't have gameyness in terms of things in breakable candles, I'm saying the gameyness should stay out of the story because then the world you are trying to create is less convincing and more smacking you on the head with it's I'm A VIDEOGAME.. There something to be said for not hand-holding the player or over-explaining the World but you don't want to go too far in the opposite direction. SOTN was a game where you could use spells from the beginning of the game but there is now way to know that without an FAQ on your first play through. It's impossible to discern naturally. You could buy the spell scrolls but considering the origin of said powers (you're Dracula's powers that you have because you are Dracula's son) that always felt weird to me. Plus, could you even buy the Sword Brothers skill? I legit can't remember. Anyway, there were a lot of things n SOTN that were "just because" or "this is now a thing, deal with it" that would have benefited from some context or justification. There's a difference between establishing a sense of mystery and just dropping things out of nowhere in the game. Like it was never a deal breaker or anything but I don't think some of those aspects of SOTN where "features", they were more akin to "rough edges". Game design akin to the original Metroid (no map, no guidance, etc.) is not something that would be praised nowadays. As for narrative, the issues with the curse encroaching on her humanity and the curse being the source of her powers is not something that is mutually exclusive nor are principles that would be combative with each other. Breath of Fire V (I'm sure there are other games but that was the first example I could think of) is a game that deals with the source of you power also being something that could end your life and made interesting narrative and gameplay decisions with it. I don't expect Bloodstained to copy that but rather I bring that up to demonstrate that said principles can easily work together. I think at the end of the day, good writing will save the day and alleviate all concerns
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Post by CastleDan on Jan 6, 2016 11:57:11 GMT -6
I meant to reply with this yesterday when I saw the topic. crocodile's avatar should totally be a really anime crocodile, like the first result here: www.google.com/search?q=anime+crocodile&biw=1121&bih=534&source=lnms&tbm=isch&sa=X&ved=0ahUKEwizn66DsZXKAhVGcz4KHWEaAkgQ_AUIBigBToo bad it's copy-protected, lol. Anyway, while I can agree that sometimes tutorials and game mechanics are a bit too obtrusive, I don't think we should shy away from the gaminess (gamey-ness) of the experience. I think that's a very good thing and important part of the charm of titles like previous Igavania games, and the majority of the most enjoyable games in history. We're not going for realism here, right? Doesn't everybody like bags of money somehow being inside actual candles, pristine and plated food hidden away in dark corners of hallways, things like hearts in general? I think that with increased graphical fidelity in today's gaming world, in some cases games have shifted away from these fun (and yes, somewhat silly) aspects in favor of a more cinematic and epic experience. That can be great, when appropriate, in say...the right genre in full 3D, but even in the games I feel that best achieve such a thing have elements and touches to them that thankfully remind me, yes, this is a game, and it's made to be fantastical and fun. Metal Gear is a pretty good example of that. These are all good points. At the end of the day, this isn't a movie or a book but a videogame. This also reminds me that SOTN was a game where there was a health item called "Peanuts" that was almost impossible to use and barely restored any HP. Why was it in the game? For the lulz obviously I mean they can focus on the crystal curse as part of the story but if they discuss it in a way that deals with gameplay it'll feel hokey which is my point. 1. THE CURSE WILL BESTOW YOU THE POWERS TO KILL THE ENEMIES OF THIS CASTLE. You'll need to collect crystals from the other rooms to show your power. la la la it's unnecessary plot stuff. If they instead focus on how the curse is slowly taking over her body until she's no longer human, that is story worthy. SOTN had loads of things you could do in the game. There wasn't someone that explained Alucards vampire abilities, didn't discuss his vampire abilities as part of the plot, didn't have tutorial sections to explain how to do spells or transform and do moves. I think it's extremely important that they stay away from that as it starts to kill the tone and atmosphere of the world you are trying to create. purifyweirdshard I'm not saying we shouldn't have gameyness in terms of things in breakable candles, I'm saying the gameyness should stay out of the story because then the world you are trying to create is less convincing and more smacking you on the head with it's I'm A VIDEOGAME.. There something to be said for not hand-holding the player or over-explaining the World but you don't want to go too far in the opposite direction. SOTN was a game where you could use spells from the beginning of the game but there is now way to know that without an FAQ on your first play through. It's impossible to discern naturally. You could buy the spell scrolls but considering the origin of said powers (you're Dracula's powers that you have because you are Dracula's son) that always felt weird to me. Plus, could you even buy the Sword Brothers skill? I legit can't remember. Anyway, there were a lot of things n SOTN that were "just because" or "this is now a thing, deal with it" that would have benefited from some context or justification. There's a difference between establishing a sense of mystery and just dropping things out of nowhere in the game. Like it was never a deal breaker or anything but I don't think some of those aspects of SOTN where "features", they were more akin to "rough edges". Game design akin to the original Metroid (no map, no guidance, etc.) is not something that would be praised nowadays. As for narrative, the issues with the curse encroaching on her humanity and the curse being the source of her powers is not something that is mutually exclusive nor are principles that would be combative with each other. Breath of Fire V (I'm sure there are other games but that was the first example I could think of) is a game that deals with the source of you power also being something that could end your life and made interesting narrative and gameplay decisions with it. I don't expect Bloodstained to copy that but rather I bring that up to demonstrate that said principles can easily work together. I think at the end of the day, good writing will save the day and alleviate all concerns I guess what I'm trying to say is I want gameplay and story separate. I think the fact that you don't know how to do things in SOTN was amazing. How about the first time you used shield rod with a shield and discovered it? That's what made the game special. You constantly discovered without the game spoiling it for you right away. It made you experiment and messed around, and created a mystery deepness to it. Stuff like peanuts being kinda useless which is funny was part of the reason SOTN excels. It doesn't rely on the narrative to throw it's ha ha's and downplay the seriousness or the tone of DRACULA'S CASTLE or the story. Doesn't rely on comic relief characters like Hammer trying to hit on a female character in the game. It relies on it's funny charming moments within the actual gameplay. Those are the elements that make it a fun videogame. I don't need the story to be funny, or characters to be. I don't need gameplay to be apart of the story, the characters and the demon castle should drive the story, her being sacrificed and an orphan should drive it, her curse should drive it....but not ... YOUR CURSE GIVES YOU POWERS TO SEAL OFF BOSSES AFTER DESTROYING THEM. That is when the gamey elements get too involved in the story. Okay, i'll leave it at that. That's the best way to describe my point of view. lol
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Post by purifyweirdshard on Jan 6, 2016 12:43:48 GMT -6
It seems like there was a big push back in the earlier days of the DS to get games to use touchscreen gimmicks. So many of them were named D____ S____, too. Dawn of Sorrow, Dawn of Souls, Dust Strikers, Dark Secret, Deadly Silence, Devil Survivor, probably others I'm forgetting. It just made it feel extra corny, lol. Anyway, I don't thnk we have to worry about gameplay gimmicks being shoehorned in to Bloodstained; it's quite a multiplatform endeavor, and primarily a console one. The Vita/Wii U versions might have some extra non-obtrusive things, I imagine.
You know, one of the most memorable lines from MGS1 for me is the Colonel telling you "SNAKE, press the Action Button next to a ladder when you want to climb a ladder!" (he calls you just to say this), or Ocelot's whole interrogation sequence where he pointedly tells you controller instructions, and sternly warns you not to use auto-fire. lol. That...really didn't bother me, for some reason, I might even say I hold an appreciation for how they did that. I thought it was great
I think this sort of thing can be done without it marring the game experience, but it is indeed tough and probably best avoided or kept to a minimum? I think part of the puzzle is how the actual element the info-dumping represents is perceived: the MGS torture sequence is an important and memorable turning point of the story, vs. drawing symbols on your DS correctly or the boss revives is a comparable pain in the butt. A neat idea, certainly, but also occasionally problematic.
Really, outside of Dawn, there hasn't been a point in Castlevania where such a thing could be taken as too much, to me anyway. I think we haven't much to worry about there.
Now, as to the discovery of things...I really enjoy that, myself, being a big fan of the Souls games for example. They're essentially modern 3D Zelda 1s. There are "you just have to know" things and cryptic info everywhere. This is great when it's executed right. It works for SotN in most every area. I like it for attacks, spells, even progression, but the slightest slip up can be a bit of a problem. Mistranslated Gold/Silver rings, I'm sure you guys remember. I think that the relative importance/necessity of it for clearing the game should play in to how obvious/not obvious it is. Many things could be obscure in SotN because you could easily beat all of the game ignoring spells and familiars entirely.
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Post by CastleDan on Jan 6, 2016 12:51:09 GMT -6
It seems like there was a big push back in the earlier days of the DS to get games to use touchscreen gimmicks. So many of them were named D____ S____, too. Dawn of Sorrow, Dawn of Souls, Dust Strikers, Dark Secret, Deadly Silence, Devil Survivor, probably others I'm forgetting. It just made it feel extra corny, lol. Anyway, I don't thnk we have to worry about gameplay gimmicks being shoehorned in to Bloodstained; it's quite a multiplatform endeavor, and primarily a console one. The Vita/Wii U versions might have some extra non-obtrusive things, I imagine. You know, one of the most memorable lines from MGS1 for me is the Colonel telling you "SNAKE, press the Action Button next to a ladder when you want to climb a ladder!" (he calls you just to say this), or Ocelot's whole interrogation sequence where he pointedly tells you controller instructions, and sternly warns you not to use auto-fire. lol. That...really didn't bother me, for some reason, I might even say I hold an appreciation for how they did that. I thought it was great I think this sort of thing can be done without it marring the game experience, but it is indeed tough and probably best avoided or kept to a minimum? I think part of the puzzle is how the actual element the info-dumping represents is perceived: the MGS torture sequence is an important and memorable turning point of the story, vs. drawing symbols on your DS correctly or the boss revives is a comparable pain in the butt. A neat idea, certainly, but also occasionally problematic. Really, outside of Dawn, there hasn't been a point in Castlevania where such a thing could be taken as too much, to me anyway. I think we haven't much to worry about there. Now, as to the discovery of things...I really enjoy that, myself, being a big fan of the Souls games for example. They're essentially modern 3D Zelda 1s. There are "you just have to know" things and cryptic info everywhere. This is great when it's executed right. It works for SotN in most every area. I like it for attacks, spells, even progression, but the slightest slip up can be a bit of a problem. Mistranslated Gold/Silver rings, I'm sure you guys remember. I think that the relative importance/necessity of it for clearing the game should play in to how obvious/not obvious it is. Many things could be obscure in SotN because you could easily beat all of the game ignoring spells and familiars entirely. I think MGS works because it's a very OUTSIDE the box game. I mean there's a boss that tells you if you have castlevania on your memory card. MSG always messed with your head so it works. With IGAVANIA'S it's more about the world you are in, so the more it captures that the better. You are right that SOTN you could beat the game without those items or abilities. However, that was also part of why it's great, and something to probably strive for. There's people who beat Richter and thought it was over, only to discover later... WHAT...THERE'S ANOTHER CASTLE? You know how amazing that's gotta be to people experiencing that slip up for the first time? Discovering there is more to the game than meets the eye is what makes the game so special. If we know we NEED this item to beat it there's no longer a mystery. The not telling allows the mystery to continue on, it makes you go.. Oh if i missed there's another castle? what else could i have missed about this game? It gets you talking more to other fans, it gets you more active on forums discussing items, or passages you might have missed, or abiltiies you can activate. I guess my point is, SOTN was lightning in the bottle. It has it's flaws ( mainly being super easy) but that game is magical how special it feels and how huge it feels because of that mysterious element.
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Post by Hyrist on Jan 6, 2016 13:58:15 GMT -6
Suspension of Disbelief isn't something that's a concrete object for us to weigh in upon scientifically.
Putting it bluntly, the beloved Campyness of StoN would not pass through the first-viewers eyes of a 30s gamer as they would say, ourselves back when we were kids. The same goes for several games from their perspective eras.
Without so much as a spoken declaration, we've raised the bar on that standards, using such phrases as immersion and put a nasty predisposition against games with a less-serious appeal.
But that predisposition couldn't be more flawed, in my view. There are some great games, old and recent, that flat out break the forth wall, and we still feel immersed, or get even more engaged for it. We try to declare exception to these but that does not disqualify Bloodstained from being an exception as well. Again, that all boils down to us checking our predisposition, and the game executing well on its atmospheric feel, regardless of what approach it takes.
So I for one won't be making any expectations on tone of the game. If anything, I hope it has enough sense to BREAK tone intelligently to allow for the player to process a range of emotions and remain engaged and processing.
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Post by CastleDan on Jan 6, 2016 14:28:08 GMT -6
Suspension of Disbelief isn't something that's a concrete object for us to weigh in upon scientifically. Putting it bluntly, the beloved Campyness of StoN would not pass through the first-viewers eyes of a 30s gamer as they would say, ourselves back when we were kids. The same goes for several games from their perspective eras.Without so much as a spoken declaration, we've raised the bar on that standards, using such phrases as immersion and put a nasty predisposition against games with a less-serious appeal. But that predisposition couldn't be more flawed, in my view. There are some great games, old and recent, that flat out break the forth wall, and we still feel immersed, or get even more engaged for it. We try to declare exception to these but that does not disqualify Bloodstained from being an exception as well. Again, that all boils down to us checking our predisposition, and the game executing well on its atmospheric feel, regardless of what approach it takes. So I for one won't be making any expectations on tone of the game. If anything, I hope it has enough sense to BREAK tone intelligently to allow for the player to process a range of emotions and remain engaged and processing. I don't know if I agree with this at all but I appreciate your perspective on the matter.
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Post by Jango on Jan 6, 2016 16:21:47 GMT -6
Suspension of Disbelief isn't something that's a concrete object for us to weigh in upon scientifically. Putting it bluntly, the beloved Campyness of StoN would not pass through the first-viewers eyes of a 30s gamer as they would say, ourselves back when we were kids. The same goes for several games from their perspective eras. Without so much as a spoken declaration, we've raised the bar on that standards, using such phrases as immersion and put a nasty predisposition against games with a less-serious appeal. But that predisposition couldn't be more flawed, in my view. There are some great games, old and recent, that flat out break the forth wall, and we still feel immersed, or get even more engaged for it. We try to declare exception to these but that does not disqualify Bloodstained from being an exception as well. Again, that all boils down to us checking our predisposition, and the game executing well on its atmospheric feel, regardless of what approach it takes. So I for one won't be making any expectations on tone of the game. If anything, I hope it has enough sense to BREAK tone intelligently to allow for the player to process a range of emotions and remain engaged and processing. Eh. The fact is Bloodstained has no predecessors so thoughts on tone or character are pure speculation and wishes. It may choose to play with conciets such as self-awareness, but that isn't objectively a good or bad thing. Or even a commendable thing. It's not self-awareness that breaks immersion, it's an abrupt and un-earned shift in presentation. And breaking immersion is certainly a bad thing. Anything from Conker's Bad Fur Day to Deadpool can toy with the mechanics of their medium and delivery of information to the audience, and they don't break immersion because it is well-thought and deliberate. Taking Castlevania as an example, Wall Meat is a beyond farcical method of regain HP, but it's one that immediately communicates its function without drawing attention to itself or even a word of text. Function over form, in that case, which is fine as it keeps the focus on gameplay rather than spotlighting a silly joke, something that would certainly break immersion and be a bad thing. I have no real idea what this was about considering everyone is just spitballing due to lack of info, but if humor is something the devs want to make significant use of I hope they can do so subtly (Wall Meat) and without clashing with the other aspects of the game's character. (Weird pseudo-religious societies infecting people with demonic viruses that are apparently a terminal affliction - not exactly a chuckle fest.)
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Post by crocodile on Jan 6, 2016 17:12:25 GMT -6
These are all good points. At the end of the day, this isn't a movie or a book but a videogame. This also reminds me that SOTN was a game where there was a health item called "Peanuts" that was almost impossible to use and barely restored any HP. Why was it in the game? For the lulz obviously There something to be said for not hand-holding the player or over-explaining the World but you don't want to go too far in the opposite direction. SOTN was a game where you could use spells from the beginning of the game but there is now way to know that without an FAQ on your first play through. It's impossible to discern naturally. You could buy the spell scrolls but considering the origin of said powers (you're Dracula's powers that you have because you are Dracula's son) that always felt weird to me. Plus, could you even buy the Sword Brothers skill? I legit can't remember. Anyway, there were a lot of things n SOTN that were "just because" or "this is now a thing, deal with it" that would have benefited from some context or justification. There's a difference between establishing a sense of mystery and just dropping things out of nowhere in the game. Like it was never a deal breaker or anything but I don't think some of those aspects of SOTN where "features", they were more akin to "rough edges". Game design akin to the original Metroid (no map, no guidance, etc.) is not something that would be praised nowadays. As for narrative, the issues with the curse encroaching on her humanity and the curse being the source of her powers is not something that is mutually exclusive nor are principles that would be combative with each other. Breath of Fire V (I'm sure there are other games but that was the first example I could think of) is a game that deals with the source of you power also being something that could end your life and made interesting narrative and gameplay decisions with it. I don't expect Bloodstained to copy that but rather I bring that up to demonstrate that said principles can easily work together. I think at the end of the day, good writing will save the day and alleviate all concerns I guess what I'm trying to say is I want gameplay and story separate. I think the fact that you don't know how to do things in SOTN was amazing. How about the first time you used shield rod with a shield and discovered it? That's what made the game special. You constantly discovered without the game spoiling it for you right away. It made you experiment and messed around, and created a mystery deepness to it. Stuff like peanuts being kinda useless which is funny was part of the reason SOTN excels. It doesn't rely on the narrative to throw it's ha ha's and downplay the seriousness or the tone of DRACULA'S CASTLE or the story. Doesn't rely on comic relief characters like Hammer trying to hit on a female character in the game. It relies on it's funny charming moments within the actual gameplay. Those are the elements that make it a fun videogame. I don't need the story to be funny, or characters to be. I don't need gameplay to be apart of the story, the characters and the demon castle should drive the story, her being sacrificed and an orphan should drive it, her curse should drive it....but not ... YOUR CURSE GIVES YOU POWERS TO SEAL OFF BOSSES AFTER DESTROYING THEM. That is when the gamey elements get too involved in the story. Okay, i'll leave it at that. That's the best way to describe my point of view. lol The curse is both a critical plot element and a critical gameplay element. There's no way to separate them and its not going to help players, especially newer players, to make things unnecessarily vague or obtuse. Secrets are fine as well as elements of the game system you aren't required to use but are allowed to play with - like the Shield Rod- (and given incentive to do so which I feel SOTN didn't do as good a job as they could have) but critical, basic stuff you want to address more directly. As for the humor, it seems like your greatest concern is bad or particularly juvenile writing? Yeah that would be a shame and I hope is avoided but that's an issue with writing quality, not with humor, wit or levity which still have a place in all but the more dire and dreary of universes. I'd say most of your concerns center around writing rather than "gamey-ness" or "humor".
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