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Post by Kitti_W on Jan 11, 2016 0:48:53 GMT -6
The 'not showing us the romance between Maria and Alucard !!!'
Just kidding.
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Post by giwagiwa on Jan 12, 2016 23:06:43 GMT -6
The 'not showing us the romance between Maria and Alucard !!!' Just kidding. Look up Castlevania: Nocturne of Recollection. Alucard is such a dork.
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Post by Zechs on Jan 14, 2016 16:00:16 GMT -6
Least favorite? Walking. One thing CotM got different that would have added a whole new dynamic was the sprint. Makes travel less tidious and just feels better (when pressed by enemies, long jumps,etc).
It just feels slugish.
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Post by Motoko on Jan 14, 2016 17:07:44 GMT -6
The end credits. Seriously, it's over!? But seriously the overall challenge of the games. I want to be challenged, have multiple attempts at boss fights instead of them being just HP tanks. Give me dynamic foes to test my skill/mettle against! A sword cannot be forged unless heated.
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Post by Anguished Fool on Jan 14, 2016 17:56:46 GMT -6
for me, no real conventional way to move faster
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Astaroth
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What a wonderful night to have a curse...
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Post by Astaroth on Jan 14, 2016 20:02:23 GMT -6
If there's some kind of weapon/equipment loadout swapping option, it should be fast and snappy with no menu nonsense. I never used Dawn of Sorrow's because it felt so clunky to me, but OoE's feels fine. A good option to cycle through equipment means the difference between Phantasy Star Online (fast, on the fly, overall very non-intrusive to gameplay) and Phantasy Star 0 (slow, you have to stand still, and it doesn't pause the gameplay). actually i have the opposite problem, dos its a button push and youve swapped, theres 2 options so you dont have to cycle or accidentally pick the wrong one ooe i cant stand that i have to hold down a button, cycle through, and im constantly overshooting or picking the wrong set cause i went the wrong direction, or getting hit cause my backdash is occupied, its as unintuitive as having to use A to use an item in skyward sword instead of B >.< i think a mix of the 2 systems would be better, where you can have up to 3 sets like ooe but you have the added option to turn set c off for a more dos setup, and have swapping mapped to a single button press (maybe l1/r1 by default) so you arent having to perform an awkward button combo to swap and are less likely to overshoot anyway, as for the other games i dont have any issues with sotn that arent because of my playstyle, i end up way overleveled in a lot of games because im ocd about lists and collecting stuff, i can still go into that game and try something new like early doublejump or wolfjumping to see how far i can get cotm isnt an Iga game, but it still needs to be said that this is why dark for darkness sake is a horrible idea, that game you hant see half of whats going on most of the time even backlit, its soooooooooo sloooooooooooow to move around, and the most horrid idea ive seen in any cv game is to have a magic centric mode and STILL HAVE THE ARENA TAKE AWAY YOUR MAGIC!!! >o</ _|_|_ so now youre vastly underpowered, probably underlevelled cause magic spam, and cant get 3 rooms in cause the one thing your character is good at is completely useless hod, its got to be the music, the blips make the awesome soundtrack really hard to listen to, although they stll manage to make vampire killer have all the epic and make the blips work in its favor aos/dos, the insanely low drop rates, hands down por i really wish had larger areas, with maybe a bit more variety within them, like instead of having 2 seperate portraits with the same theme have each portrait have 2 entrances, and have a room that serves to keep you from going into that 2nd section too early, but once you open that room from the second entrance you can then continue into the areas that were previously inaccessible because you didnt have x relic ooe see above, also magic pixel syndrome and wombo combo, i just spent 3 hours going 3 rooms and dying to enkidu, then another hour fighting that tsunami boss hoping the ai didnt just spam that splash attack i cant dodge cause i have to get so close to avoid the hair whip, or i get hit once and get juggled between enemies and lose half my hp in seconds, or an enemy will just spawn inside my hitbox (damn you bitterfly!!!), i die so fucking much in that game, and im on normal ;_; loi and cod have copypaste syndrome bad, other than that and some occasionally twitchy hitboxes i really liked the games
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cecil-kain
Operation: Akumajo
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Post by cecil-kain on Jan 14, 2016 22:38:33 GMT -6
Complaint topics are highly dubious, but I'll share a few...
SotN --Not enough music. The First Castle had 14 unique stage tracks, but the inverted Castle had only 4.
CoTM --No item shop.
DoS --Magic Seals.
PoR --Ruined the classic subweapon system. Subweapons are supposed to be powerups NOT equipment.
OoE and HD --Treasure Chests with random rewards = extremely pointless grinding.
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Post by LordKaiser on Jan 14, 2016 22:53:10 GMT -6
Things that I don't want to see anymore:
1- As Clear mentioned, I don't want to draw with a Stylus again.
2- Too many godly weapons, If 1 has to be in the game then the developers should hide it very well. Crissaegrim (aka. Valmanway) and the Alucard Shield + Rod made everything way to easy.
3- The stealing system of Curse of Drakness.
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Post by crocodile on Jan 14, 2016 23:02:34 GMT -6
I can't say I missed the item shop in CotM. Item shops haven't been super useful in most Igavanias. If there is one in Bloodstained I hope IGA fixes that.
As an aside, yes, SOTN was way too easy. I hope Bloodstained offers a fair challenge.
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purifyweirdshard
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Post by purifyweirdshard on Jan 15, 2016 8:10:35 GMT -6
While the touchscreen gimmicks of DoS are awful and deserve all the hate they get, I don't think we need to worry about them, not even for the Vita/Wii U versions. DoS was fairly early in the DS life-cycle and they did that just for novelty, just so that you could say they made something out of the touchscreen which was a new thing for games at that point in history. You could see that as the DS Igavanias progressed, they used less and less gimmicks. In fact I don't think there's any obligatory touchscreen nonsense in OoE at all. Yeah, this is almost word for word what I said on this in another topic haha. I think we'll be fine in that regard. I've been dodging this topic for a while because I don't have anything significant. Just kind of subjective things for me, I guess: I really don't like the circus/clown areas of previous games The classic straight-still swing animation of the whip is important to me, and if a sword whip or whip-like weapon doesn't have that, it just doesn't fill the gap for me I miss the sub weapons in the later games and like item crashes/spells more than enemy skills I think that's about it, but more preference things than real problems.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jan 16, 2016 17:39:16 GMT -6
Agree that while AoS/DoS soul system is cool, it was a little too much. I would prefer that Miriam had spells to execute a la SotN or item crashes like Richter for the sub-weapons.
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Post by GenericSoda on Jan 16, 2016 19:44:24 GMT -6
If there's some kind of weapon/equipment loadout swapping option, it should be fast and snappy with no menu nonsense. I never used Dawn of Sorrow's because it felt so clunky to me, but OoE's feels fine. A good option to cycle through equipment means the difference between Phantasy Star Online (fast, on the fly, overall very non-intrusive to gameplay) and Phantasy Star 0 (slow, you have to stand still, and it doesn't pause the gameplay). actually i have the opposite problem, dos its a button push and youve swapped, theres 2 options so you dont have to cycle or accidentally pick the wrong one ooe i cant stand that i have to hold down a button, cycle through, and im constantly overshooting or picking the wrong set cause i went the wrong direction, or getting hit cause my backdash is occupied, its as unintuitive as having to use A to use an item in skyward sword instead of B >.< i think a mix of the 2 systems would be better, where you can have up to 3 sets like ooe but you have the added option to turn set c off for a more dos setup, and have swapping mapped to a single button press (maybe l1/r1 by default) so you arent having to perform an awkward button combo to swap and are less likely to overshoot Oh no, did I get them mixed up? Shoot. I guess I'll backtrack on that and also add the addendum of wanting more than two equipment loadouts.
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Post by vitoner on Jan 20, 2016 20:15:20 GMT -6
By far the most annoying thing to me was the drop rate of certain items. I get that it's not good to get all the rare items too fast, but some of them had infuriating drop rates. Exiting and re-entering a room just to kill one enemy over and over and over isn't fun. Especially when the enemies have lots of HP and there's no way to kill them fast with some item combination. Also, if I have a rare item equipped that raises drop rates, it should significantly raise them. I remember playing Dawn of Sorrow with that item (a ring? I don't remember, it's been a long time) equipped and sometimes it felt like I did not have it equipped at all.
Also, running should never EVER be a power-up. It's just dumb.
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Foffy
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Eternal Twerker of the Fright
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Post by Foffy on Jan 21, 2016 23:04:03 GMT -6
Parts of the games that feel lazy, that feel like padding. That may be a general term, but almost all of IGAs games have this problem. Symphony of the Night had it with its Inverted Castle, Harmony of Dissonance with its Spirit Castle/Castle B, Curse of Darkness with its entire level design but especially Dracula's Castle, Portrait of Ruins last paintings, the works.
Hopefully IGA doesn't fall into that problem here, but wanting to make the biggest castle without relying on that copy/paste work is a very hard task, especially if their goal is to meet an estimated March 2017 deadline. They have about a year to get the main game done.
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purifyweirdshard
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Calling from Heaven
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Post by purifyweirdshard on Jan 22, 2016 2:46:27 GMT -6
It's hard not to say level design because it's really a huge importance to IGAVANIA's and it was something that was lacking more and more as the games went on. Probably due to time constraints and pumping them out. Just lookin' at this - Compared to the very flat copy and past areas that felt a lot of times like flat hallway into a cool room, flat hallway into that same cool room.... Did SOTN, and Aria repeat rooms? Sure but the actual level design itself wasn't so flat and repetitive. The unique ratio was just much higher. The one thing that gives me hope about Bloodstained is that they seem to be giving the look and layout of the castle a lot of attention, doesn't feel like an afterthought. Oh man...thinking about this shot recreated in Bloodstained's now current form...
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jan 23, 2016 7:55:53 GMT -6
^this...very much, this....
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Maker
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Post by Maker on Jan 23, 2016 16:15:28 GMT -6
Okay so I thought long and hard about this. Cut content...
Yeah, as a PS2 owner when SotN came out I was really kinda weirded out by that one area which wasn't on it when I found out.
If anything the cut content sections are the worst, not just for Iga's games i guess but its a huge thing for me in general. Even if Iga has to hang the finger to the proper release date, i'd be 1000% okay with that if it meant there wasn't anything cut that needed to be in.
Dark Souls has this in spades as does some other more recent titles *cough* mgsv *cough* and finding out that the content is cut for any reason (money / time / etc: ) always makes me sad. I would even be willing to pay more money (if constituted properly) for the game to be fleshed out as possible and leave no wish un-granted to those doing the work on the title.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jan 23, 2016 17:20:34 GMT -6
im ok with cut content if its done for a good reason, like space constraints (not as much of an issue now but it used to be), it ends up being a drag on the story or becomes redundant due to edits, or is found to contain a bug that just cannot be fixed without starting over nearly from scratch, and sometimes an idea that sounds great on paper can quickly become a nightmare to implement or just ends up not being fun in practice
time and money constraints are unfortunate and much harder to justify but sometimes its just the evil side to being a business or at the mercy of beancounters, i hate it but its a necessary evil
now cutting content to be repackaged and sold as dlc, or cutting off part of the story cause dicks is never ok, konami fucked up the mgsv ending, los1 made a story jump that made −459.67°F sense unless you bought the dlc, then hinged the entirety of mof and los2 on that dlc, i dont know about ac2 dlc but i will say this, having dlc that happens during time jumps or after the story is fine, as long as its either a side story, a 'what if', or that shows the story from another point of view is fine, just dont do it to the main story, if you need an extra part to bridge canon its better to include it as a prologue or a special feature on the next game
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purifyweirdshard
Administrator
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Post by purifyweirdshard on Jan 23, 2016 17:24:32 GMT -6
You're referring to Maria and the prison/garden level in SotN? I thought that was cut because IGA wasn't happy with it, he didn't think the content was up to his (and our) standards. It actually wasn't his decision to include those things in the Saturn port, and he sees that version as the inferior product.
So in that game's case, things are a little different ;p
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jan 23, 2016 18:26:45 GMT -6
I would prefer there be no DLC at all. Come up with everything and include it in the game. If the dev team/IGA has more stuff, then work it into a second story and release it in Bloodstained 2.
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