Astaroth
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Post by Astaroth on Jan 23, 2016 18:34:52 GMT -6
to me the best answer ive ever heard regarding dlc after a game launches is "We dont know yet" >P
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purifyweirdshard
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Post by purifyweirdshard on Jan 23, 2016 18:45:30 GMT -6
What I want to hear is MORE THINGS ARE BEING MADE. Whether I need to buy them or not doesn't matter. When it comes to a game like this, anyway. Other franchises, yeah...it can be a bit silly. So long as the content isn't just locked behind a paywall, already on the disc/in the data, I'm usually fine with it. It also helps if the DLC is non-essential for a full game experience, whatever that may entail in the specific game's case.
I could see, in Bloodstained's case, a release of the main game with the Kickstarter stretch goal modes patched in later. Otherwise, Castlevania (by IGA) has never had DLC before, so it's kind of hard to imagine. Not counting Harmony of Despair, of course.
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Post by Maker on Jan 23, 2016 19:38:57 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 I was unaware of that.
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maddogg
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Post by maddogg on Jan 23, 2016 20:14:59 GMT -6
The games just being way too easy for my tastes. I come from a older generation/more masochist generation of gamers where I actually love getting constant game overs. Castlevania 1 and castlevania 3 kicking my ass is the main reasons I got into this series actually.
Now I am not asking for anything ridiculous, like some sort of fan-made japanese bullet hell game or something like that, but I don't know......just something that will make me think about my actions a tad bit more instead of me being able to bum-rush the game. I think castlevania circle of the moon and order of ecclasia went in the right direction when it comes to the difficulty.
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Post by Rigel on Jan 23, 2016 20:32:06 GMT -6
That nothing happens when you collect all the furniture in Harmony of Dissonance.
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Post by CastleDan on Jan 23, 2016 21:22:37 GMT -6
I definitely agree with Crocodile that SOTN was too easy. Easily my favorite IGAVANIA but the fault that I think everyone could agree on is that it's pretty dang easy. It's a shame too because there's a lot of bosses I really enjoy from the game on a design and battle level but due to you being overpowered a lot of the time you could finish them off so quickly the fun ends too soon after it begins.
Like doppelgänger is extremely fun for me to fight but you can totally take advantage of the system to beat him (stopwatch), which kills the joy of the battle.
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Post by crocodile on Jan 23, 2016 22:16:11 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. I can't think of many/any game that didn't have "cut content". That is to say stuff the developers wanted to include but decided they didn't have the time or resources to include it or that it wasn't working out or wasn't fun and needed to be nixed. Why something gets cut will vary and depending on the circumstances it can result in an awkward product (looking at MGS-V as you brought up). However, even if you have a big budget and a lenient release schedule, games need to be shipped eventually. Not every idea is going to make it in, that's just life (for any creative product). 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. Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down?
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Redogan
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Post by Redogan on Jan 23, 2016 23:06:18 GMT -6
Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down? It makes things unnecessarily complicated. I would rather the release date get pushed back and have everything in one go. If it's just costumes, weapons, skins, etc, then it shouldn't take too long to finish that up and include it in the main game--unless the devs are trying to gouge the fans for more money. If it is a significant amount of content (that would take an extra 6 months to finish), then they should hold off and include that in a sequel. It's just bad planning if the release rolls around and you still have 6 months+ worth of content that is unfinished. I guess what I'm saying is push the release date back until you can get everything put in the game OR cut it off at some point, release the game, and push the remaining content into a sequel. I've never liked the whole concept of DLC add-on content (although I have purchased quite a few). It just feels too much like episodic content--which is just silly to me. I don't want to play a chapter of the game every two months. I want to binge play the ENTIRE game. As a counter-point, I will say that some games have managed to "stay alive" for quite a bit of time due to the constant incoming trickle of DLC content. Mario Kart 8, Hyrule Warriors, and Super Smash Bros. Wii U are the best examples I can think of. I can see doing that if your game is a little lackluster and you are trying to keep fans interested for long periods of time. I don't think that is the case for Bloodstained.
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Post by crocodile on Jan 24, 2016 3:14:26 GMT -6
Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down? It makes things unnecessarily complicated. I would rather the release date get pushed back and have everything in one go. If it's just costumes, weapons, skins, etc, then it shouldn't take too long to finish that up and include it in the main game--unless the devs are trying to gouge the fans for more money. If it is a significant amount of content (that would take an extra 6 months to finish), then they should hold off and include that in a sequel. It's just bad planning if the release rolls around and you still have 6 months+ worth of content that is unfinished. I guess what I'm saying is push the release date back until you can get everything put in the game OR cut it off at some point, release the game, and push the remaining content into a sequel. I've never liked the whole concept of DLC add-on content (although I have purchased quite a few). It just feels too much like episodic content--which is just silly to me. I don't want to play a chapter of the game every two months. I want to binge play the ENTIRE game. As a counter-point, I will say that some games have managed to "stay alive" for quite a bit of time due to the constant incoming trickle of DLC content. Mario Kart 8, Hyrule Warriors, and Super Smash Bros. Wii U are the best examples I can think of. I can see doing that if your game is a little lackluster and you are trying to keep fans interested for long periods of time. I don't think that is the case for Bloodstained. I'm not really sure I follow this line of thought. As you say, games eventually have to be shipped. But its not like there can't ever be more content created. They can't push things off indefinitely and a game that's on sale can actually make money for a developer/publisher (and may help fund DLC). For example the Shovel Knight devs had to launch their product with the base game but its sales have helped fund the DLC expansions. It's not a matter of poor planning and just a function that you can't leave a game "in the cooker" so to speak forever - there would never be an end to whatever "everything that should be included". The definition of an "ENTIRE GAME" became variable the minute patching became a frequent and expected industry practice. Nobody is forcing you to come back to a game if you don't want to. However some people who enjoy a game may like to get more out of it and are willing to pay to do so. If the developers are in a position to deliver and can make quality content for a fair price, everybody ends up winning. Plus the presence of DLC has no predictive value on how feature rich or light a base product maybe. You mention games like Smash, Hyrule Warrior and Mario Kart but those games were packed with content already. The DLC just made them even better. Why wait 2-4 years for than additional content when I can have it within one year?
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Foffy
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Post by Foffy on Jan 24, 2016 4:01:54 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. Things always get cut in games. In fact, if a game has no dropped features/content, that's an incredibly rare thing. Funny how you cited Dark Souls, for the DLC of that game was largely focused on content and assets not finished in time for the original release.
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Redogan
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Post by Redogan on Jan 24, 2016 9:51:27 GMT -6
It makes things unnecessarily complicated. I would rather the release date get pushed back and have everything in one go. If it's just costumes, weapons, skins, etc, then it shouldn't take too long to finish that up and include it in the main game--unless the devs are trying to gouge the fans for more money. If it is a significant amount of content (that would take an extra 6 months to finish), then they should hold off and include that in a sequel. It's just bad planning if the release rolls around and you still have 6 months+ worth of content that is unfinished. I guess what I'm saying is push the release date back until you can get everything put in the game OR cut it off at some point, release the game, and push the remaining content into a sequel. I've never liked the whole concept of DLC add-on content (although I have purchased quite a few). It just feels too much like episodic content--which is just silly to me. I don't want to play a chapter of the game every two months. I want to binge play the ENTIRE game. As a counter-point, I will say that some games have managed to "stay alive" for quite a bit of time due to the constant incoming trickle of DLC content. Mario Kart 8, Hyrule Warriors, and Super Smash Bros. Wii U are the best examples I can think of. I can see doing that if your game is a little lackluster and you are trying to keep fans interested for long periods of time. I don't think that is the case for Bloodstained. I'm not really sure I follow this line of thought. As you say, games eventually have to be shipped. But its not like there can't ever be more content created. They can't push things off indefinitely and a game that's on sale can actually make money for a developer/publisher (and may help fund DLC). For example the Shovel Knight devs had to launch their product with the base game but its sales have helped fund the DLC expansions. It's not a matter of poor planning and just a function that you can't leave a game "in the cooker" so to speak forever - there would never be an end to whatever "everything that should be included". The definition of an "ENTIRE GAME" became variable the minute patching became a frequent and expected industry practice. Nobody is forcing you to come back to a game if you don't want to. However some people who enjoy a game may like to get more out of it and are willing to pay to do so. If the developers are in a position to deliver and can make quality content for a fair price, everybody ends up winning. Plus the presence of DLC has no predictive value on how feature rich or light a base product maybe. You mention games like Smash, Hyrule Warrior and Mario Kart but those games were packed with content already. The DLC just made them even better. Why wait 2-4 years for than additional content when I can have it within one year? One of the things that may be skewing my view of DLC is that I am from an older generation of gamers where DLC didn't exist because game systems had not online capabilities. (Yes, I'm old. Probably older than most on this forum.) I've just always felt that with DLC, the devs are saying here is some stuff we intentionally held back so we could release it to you later and charge you more. And I've always thought, why didn't you just finish the game before you released it? They either had too much content (which would warrant a second game), they were too lazy to finish what they started in time, or they are just trying to get more money out of the game. With Bloodstained and the stretch goal promises, IGA and IntiCreates don't really have a choice of making a second game to include the content. They have to include everything as part of the first game, be it main game or DLC. I'm not sure which way they are going to go, but it is a different situation for them. For the most part, a developer having DLC for a game is an automatic red mark on their record for me; however, there are exceptions--as is the case for Bloodstained. This kickstarted project with stretch goals and everything really is a whole other ball of yarn. I really want all of the content to be in the main game with no DLC, but it may not work out that way. And thinking about it a little more, I guess games have evolved to the point where one game with DLC added as time goes on is more popular/more feasible than releasing two games. Unless it a Call of Duty/EA Sports kind of deal where they release a new game in the series about once a year.
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Redogan
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Post by Redogan on Jan 24, 2016 10:15:48 GMT -6
this could apply to any game: not being able to skip cut scenes. This. I like watching the cut scenes the first time through, but after that (especially if they make you watch it again if you die), I just want to skip it. Skipping should always be an option.
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Post by jboogieg on Jan 24, 2016 10:59:51 GMT -6
I'm not really sure I follow this line of thought. As you say, games eventually have to be shipped. But its not like there can't ever be more content created. They can't push things off indefinitely and a game that's on sale can actually make money for a developer/publisher (and may help fund DLC). For example the Shovel Knight devs had to launch their product with the base game but its sales have helped fund the DLC expansions. It's not a matter of poor planning and just a function that you can't leave a game "in the cooker" so to speak forever - there would never be an end to whatever "everything that should be included". The definition of an "ENTIRE GAME" became variable the minute patching became a frequent and expected industry practice. Nobody is forcing you to come back to a game if you don't want to. However some people who enjoy a game may like to get more out of it and are willing to pay to do so. If the developers are in a position to deliver and can make quality content for a fair price, everybody ends up winning. Plus the presence of DLC has no predictive value on how feature rich or light a base product maybe. You mention games like Smash, Hyrule Warrior and Mario Kart but those games were packed with content already. The DLC just made them even better. Why wait 2-4 years for than additional content when I can have it within one year? One of the things that may be skewing my view of DLC is that I am from an older generation of gamers where DLC didn't exist because game systems had not online capabilities. (Yes, I'm old. Probably older than most on this forum.) I've just always felt that with DLC, the devs are saying here is some stuff we intentionally held back so we could release it to you later and charge you more. And I've always thought, why didn't you just finish the game before you released it? They either had too much content (which would warrant a second game), they were too lazy to finish what they started in time, or they are just trying to get more money out of the game. With Bloodstained and the stretch goal promises, IGA and IntiCreates don't really have a choice of making a second game to include the content. They have to include everything as part of the first game, be it main game or DLC. I'm not sure which way they are going to go, but it is a different situation for them. For the most part, a developer having DLC for a game is an automatic red mark on their record for me; however, there are exceptions--as is the case for Bloodstained. This kickstarted project with stretch goals and everything really is a whole other ball of yarn. I really want all of the content to be in the main game with no DLC, but it may not work out that way. And thinking about it a little more, I guess games have evolved to the point where one game with DLC added as time goes on is more popular/more feasible than releasing two games. Unless it a Call of Duty/EA Sports kind of deal where they release a new game in the series about once a year. Believe me, I'm from back in the day, too, but not all dlc is stuff you can describe as 'cut content'. Yeah, there's definitely egregious examples but there's also a lot of examples of it being stuff that was worked on after the game was done. Making games has become *really* expensive. Like more expensive than people realize. And yet game prices have remained pretty stagnant. DLC when done right is a way to keep current customers playing and maybe draw in new people to give a game long legs. But why not keep pushing back to put it in the main game? Time and money. Generally when you have a time frame to put stuff out there's a lot of factors behind that: marketting, PR, customer viability, etc. Yeah, delays happen but that's a lot of peoplease that have to work harder to get it out in a reasonable time frame after the date you set and while it might be easy to do once doing it more than that erodes goodwill. I know some game devs that have worked on dlc for very little pay just so a game has more after it came out so just up and deciding that they're lazy is pretty unfair. These people a lot of times work super crazy hours to make sure a game is done on time and that's not even factoring delays.
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BloodyTears92
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Post by BloodyTears92 on Jan 24, 2016 12:07:42 GMT -6
This issue was fixed in later IGAvania games and I simply want to mention it as something I'd hate to see brought back, and that's the EXP system in SOTN and HoD off the top of my head. I like getting characters to 99, but the system where your level actually ends up reducing all EXP gained to 1 regardless of the enemy seemed designed to make sure you couldn't do that. I lvl 99's in most of the games except those and it bugs me because i dont have 1,000,000 hours to grind 1 EXP at a time. If I kill an Elder Vampire or an Archdemon or something to that effect, I should get 1,000 EXP no matter what level I am
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purifyweirdshard
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Post by purifyweirdshard on Jan 24, 2016 15:01:52 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 I was unaware of that. I've been hunting down a source for that, so you wouldn't think I'm just full of lies and doughnuts, and amusingly enough it's quoted off to the side right on the SotN wiki page.
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Post by crocodile on Jan 24, 2016 18:13:50 GMT -6
I'm not really sure I follow this line of thought. As you say, games eventually have to be shipped. But its not like there can't ever be more content created. They can't push things off indefinitely and a game that's on sale can actually make money for a developer/publisher (and may help fund DLC). For example the Shovel Knight devs had to launch their product with the base game but its sales have helped fund the DLC expansions. It's not a matter of poor planning and just a function that you can't leave a game "in the cooker" so to speak forever - there would never be an end to whatever "everything that should be included". The definition of an "ENTIRE GAME" became variable the minute patching became a frequent and expected industry practice. Nobody is forcing you to come back to a game if you don't want to. However some people who enjoy a game may like to get more out of it and are willing to pay to do so. If the developers are in a position to deliver and can make quality content for a fair price, everybody ends up winning. Plus the presence of DLC has no predictive value on how feature rich or light a base product maybe. You mention games like Smash, Hyrule Warrior and Mario Kart but those games were packed with content already. The DLC just made them even better. Why wait 2-4 years for than additional content when I can have it within one year? One of the things that may be skewing my view of DLC is that I am from an older generation of gamers where DLC didn't exist because game systems had not online capabilities. (Yes, I'm old. Probably older than most on this forum.) I've just always felt that with DLC, the devs are saying here is some stuff we intentionally held back so we could release it to you later and charge you more. And I've always thought, why didn't you just finish the game before you released it? They either had too much content (which would warrant a second game), they were too lazy to finish what they started in time, or they are just trying to get more money out of the game. With Bloodstained and the stretch goal promises, IGA and IntiCreates don't really have a choice of making a second game to include the content. They have to include everything as part of the first game, be it main game or DLC. I'm not sure which way they are going to go, but it is a different situation for them. For the most part, a developer having DLC for a game is an automatic red mark on their record for me; however, there are exceptions--as is the case for Bloodstained. This kickstarted project with stretch goals and everything really is a whole other ball of yarn. I really want all of the content to be in the main game with no DLC, but it may not work out that way. And thinking about it a little more, I guess games have evolved to the point where one game with DLC added as time goes on is more popular/more feasible than releasing two games. Unless it a Call of Duty/EA Sports kind of deal where they release a new game in the series about once a year. I feel the vast majority of the posters here are in their 20s or older. As such though not everybody here may have been around to experience the NES generation when it was the most recent one on the block, I feel people who gamed during the SNES, PS1 and/or PS2 generations are well represented here. You're age doesn't excuse you painting DLC with such a wide brush. As I've already said, there is a pretty big difference between selling content that was ready to go Day 1 as separate DLC versus content that was made after the main game went gold/shipped. "Why didn't they finish the game?" is a question that doesn't really make sense because a game can't be delayed forever (and often publishers or circumstances will enforce specific release windows). Evaluate each game and each DLC practice it employs on an individual basis. Otherwise you are going malign games and developers who don't deserve your ire and miss quality games with fair DLC practices. As an aside, when things go belly up in game development, its rarely because developers are "lazy". It's usually an issue of poor pre-production, a lack of resources and time, an overbearing publisher and sometimes, yes, developer incompetence. It's rarely an issue of developers not working hard enough though.
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maddogg
New Blood
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Post by maddogg on Jan 25, 2016 2:58:19 GMT -6
My first gaming console was a NES is 86', so I was definitely around the gaming scene awahile myself, but I don't know.......I see dlc the same exact way I see video games period, there will be crappy ones, there will be great ones, its as simple as that.
Crap dlc is things where you automatically can just tell the devs was just being grimey.....capcom their-selves is a pretty good example for crap dlc practices from like, 2008ish till' like, 2015. (I feel they have started to ease up on their dlc shenanigans lately, what with all the extreme negative criticism they got for the past few years that damn near tarnished their reputation). The vast majority of capcom's stuff for the past generation was disc-locked content. Content that was perfectly playable mind you, since hackers managed to go through the data for most of their games and actually enabled the locked content to play with it. (street fighter x tekken's characters come to mind). Also crap from other devs like horse armor, lol. Overpriced costumes in jrpgs (as much as a love the tales of series, it is guilty for having overpriced costumes per character. Graces F prices were especially awful)., etc.
Great dlc is things like borderlands dlc....each time gearbox added something to a borderlands game, it tended to be an extremely long experience with added rare weapons to find, level caps raised etc. etc. (borderland 1's zombie island may not seem like much these days, but back when borderlands 1 first released in 2009 and during a time when companies was still getting the hang of the dlc thing on consoles, it was amazing/a trendsetter for how to do dlc right). Left 4 dead extra levels were nice for their price. (for the 360 anyway. This stuff was free on the PC. Was microsoft's fault for the dlc charge since valve was willing to give it away for free for 360 users). The already mentioned mario kart 8 and super smash bros 3DS/Wii U dlc. Witcher 3's dlc (they made it perfectly clear that nothing they worked on was started until the game released. Also, the game is by far a complete experience on it's own, etc.).
I feel as if crap dlc and great dlc should not be lumped together, and should be treated just like crap video game and great (or decent/above average, lol) video game releases.
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Kaius
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Post by Kaius on Jan 25, 2016 4:58:03 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... I can't wait to see which kind of rooms the castle will have. That giant magical sword was a real pain though. Anyway, you could just rush the other side by dashing backward like a 17' Century Michael Jackson. Also would like to add : THOSE TINY LEVELS FILLED UP WITH INFINITE STONE MEDUSA'S HEAD SPAWN ! Ugh, it cracked me up in SOTN, thinking about the fact you can be chain stonned and miss the whole jump phase because of this... but meh, this is a very little problem compared to what the games has to offer.
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Post by ChucklesTheJester on Jan 25, 2016 8:53:18 GMT -6
My LEAST favourite part of any Igavania? The lack of a menu in "extra character" modes. I tried playing Julius mode in Dawn of Sorrow. Can't. Wrong controls and I can't rebind them. I tried playing Axe Armor mode in Portrait of Ruin. Can't. Wrong controls and I can't rebind them.
That's pretty much the WORST part, as it doesn't come down to any stylistic or design decision, but is pretty much just a huge oversight. So none of that, please.
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purifyweirdshard
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Post by purifyweirdshard on Jan 25, 2016 9:13:59 GMT -6
That giant magical sword was a real pain though. Anyway, you could just rush the other side by dashing backward like a 17' Century Michael Jackson. Also would like to add : THOSE TINY LEVELS FILLED UP WITH INFINITE STONE MEDUSA'S HEAD SPAWN ! Ugh, it cracked me up in SOTN, thinking about the fact you can be chain stonned and miss the whole jump phase because of this... but meh, this is a very little problem compared to what the games has to offer. Hey! The Spectral Sword was mad cool, man. I hope those things come back. It's a creative and very interesting-looking enemy. If it's giving you problems, the poor thing is very susceptible to Soul Steal and you'll probably get full HP from doing that to it. And lol, I remember bringing up stone Medusa heads somewhere else on the forum. I thought that was actually a clever way to introduce classic Castlevania platforming into an otherwise extremely safe game as far as jumping. You don't fall to your death, but you can be petrified, and from that we were able to see all of those neat stone Alucard sprites. Remember the gargoyle? Just good game design, to me haha. My LEAST favourite part of any Igavania? The lack of a menu in "extra character" modes. I tried playing Julius mode in Dawn of Sorrow. Can't. Wrong controls and I can't rebind them. I tried playing Axe Armor mode in Portrait of Ruin. Can't. Wrong controls and I can't rebind them. That's pretty much the WORST part, as it doesn't come down to any stylistic or design decision, but is pretty much just a huge oversight. So none of that, please. Speaking of game design though, that's a good point. I always use deafult controls, but I could see how this would be a problem for someone who changes them in the main game otherwise.
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