3D Castlevania: What keeps going wrong

linkboy

Member
I just found my copy of Lament of Innoence and while its got it problems, its not that bad of a game.

Anyways, what keeps holding 3D Castlevania back. I love the atmosphere of the series (the gothic artwork is great) and would love to see more games with that style.
 
IMO, it is not sticking with the original plans they had for Castlevania N64...the daylight system, the sexual intrigue, the town, etc. Wish I knew why they scrapped it so hard from the original interview series with the gaming mags.
 
i say it in every thread about the topic, but if iga stopped trying to emulate DMC and other action games (which beat 3d castlevania to the punch -- and did it BETTER) and moved it more into an adventure/rpg direction, there would be success. think castlevaina 2 for the NES, but in 3D.
 
They need to make the game about the exploration of the castle just like the DS games or Symphony of the night. Once they do that correctly they are in good shape. Then from there they need to make the Castle to have varied environments like it's 2D counterparts. Then for the combat system I would say just rip off God of War with out the QTE's and bam.
 
I don't know. I remember playing Castlevania for the N64 and enjoying it and I played a little of the ones for the PS2 but I noticed that it was very similar to DMC. So I lost interest. I agree with others in this thread, it's not that they're bad games they just don't do anything that is particularly special. They could do something amazing with Castlevania in 3D they just have to strike out on their own and be original.
 
Good 3D games require a lot of time and hard work. I don't think Konami has realized this yet.


Put in the effort to make a quality 3D version of the 2D Metroidvania games and you're set.
 
One reason might be IGA's belief that the phrase "level design" means "generic rooms filled with enemies and (maybe) a few simple obstacles."

This is enough of an issue in the 2D Metroidvanias - honestly, I'm baffled by people like Elbrain who think that they have "varied environments" in any more than a cosmetic sense - but by all accounts it's even worse in the PS2 games (which I admit I haven't played myself).
 
iga's team just hasn't got the budget or the talent to do anything really good. with their 2d castlevanias they've got a rock-solid formula and tons of old assets to reuse, and they've run even that into the ground. obviously they're going to struggle when they've got to invent new 3d mechanics and build an interesting 3d world.
 
Konami just needs to do decide what kind of game they want Castlevania to be. Do they want it to be slower paced like Oblivion? That would work. Just make the dungeons more exciting (clocks,traps) and it would probably have to be less open. It would be like a fun Castlevania 2. Just make it faster paced.

Or do they want games like Ninja Gaiden or Devil May Cry. That may work if the reworked the whip and add combos.If you look at some of the weapons in Ninja Gaiden 2, you will see some weapons would fit in perfectly.Candles don't work in 3d so enemies would have to drop power ups.
 
Difficult to judge distances and target enemies in 3D.

/thread
 
i had an idea for a proper 3D castlevania that i dreamt up on a slow day.

-make it for wii (to stay within Iga's budget)
-first person (or maybe over the shoulder, a la RE4)
-motion contols, of course
-keep it simple. very simple. don't go into expostition, just tell the player you're a belmont trying to kill drac. thats it
-cell shaded-esque graphics to make up for wii's limitations
 
Tyrone Slothrop said:
i had an idea for a proper 3D castlevania that i dreamt up on a slow day.

-make it for wii (to stay within Iga's budget)
-first person (or maybe over the shoulder, a la RE4)
-motion contols, of course
-keep it simple. very simple. don't go into expostition, just tell the player you're a belmont trying to kill drac. thats it
-cell shaded-esque graphics to make up for wii's limitations

Not a terrible concept, but as drohne said, Iga's team has neither the budget nor the talent to successfully pull off anything like that. There's never going to be a good, non-spinoff console CV game unless Konami hands it to another team and keeps Iga's involvement to a minimum.
 
I think a 3D Castlevania would play out more like a 3rd person version of Bioshock than DMC. That game had awesome atmosphere, a heavy emphasis on exploration and leveling up powers, magic focused combat, a great art style that stayed consistent throughout, memorable music, detailed environments, huge world connected by portals...

In my mind, Bioshock basically takes all the great things about SoTN and just repurposes them. If they wanted to get the weapon system right they should look towards God of War. Most of the problems that plagued 3D games in the N64/PS1 era have been solved so there are really no more excuses.
 
Sure everyone that fancies themselves a backseat game designer could say this but I seriously think I could make a fantastic 3d castlevania.

Firstly , ignore the normal castlevania time line of games and effectively do a 'requel' to the original nes game but in 3d. I'm talking in the same vein as Ninja gaiden on xbox , in fact taking it one step further, what ninja gaiden accomlished is what I want from a 3d castlevania, a game that takes many of the basic ideas present in the old games and reimagines them in 3d.

Looking at the 4 entries in castlevania that have made the leap to 3 dimensions of gameplay you've got 2 N64 games that .. well it was basically one game split in half but regardless. They had a great idea there they literally took the 8 and 16 bit games and tried to make exactly that but with 3d graphics unfortunately the graphical capabilities simply weren't up to snuff yet and the designers were too inexperienced with 3d gameplay to make functional physics and a workable camera. Ultimatly it failed.

The 2 ps2 igavanias had functional but boring combat and pisspoor level design that was copypastad from the 2d games and ... well it simply doesn't work in 3d.
 
Lament of Innocence was fun to me. Same goes for Castlevania 64 and Legacy of Darkness. Curse of Darkness was another story. Not to mention Lament of Innocence didnt have you running around long hallways metroidvania style, which really only seems to work in 2d...


Either way, why wont they just go for 2.5d DX chronicles style gameplay? That was great. Also low budget? Sucks that staple series from console gaming's early 8-16bit days are now just second rate money makers.

Konami needs to take some of that MGS4 cash and put forth decent resources towards a console Castlevania and console Contra as well.
 
they need to call retro and ask them how they did it, then copy it but in 3rd person, maybe keep the camera farther from the player like in God of War and make every single room unique
 
..pakbeka.. said:
they need to call retro and ask them how they did it, then copy it but in 3rd person, maybe keep the camera farther from the player like in God of War and make every single room unique

The camera was sorta like that in Lament of innocence.

Also Rygar worked nicely in 3d, so it CAN be done.
 
also, the whip doesn't work that well in 3d, they should just use a non belmont character so they can have him/her use other kinds of weapons, including hand to hand combat.....


wait a minute..... THAT'S IT, they need to get platinum games, they can do it


Teknoman said:
The camera was sorta like that in Lament of innocence.

Also Rygar worked nicely in 3d, so it CAN be done.
yeah, I was trying to remember Rygar but kept forgetting the name.... it surely worked
 
for me the issue was that they felt like a 3d version of a gameboy castlevania. after you've had the depth of SOTN it makes it feel shallow. the areas were really limited and there wasn't really enough exploring and there just didn't felt like the rest of the systems were all pretty shallow as well...
 
A Gothic God of War with more emphasis on jumping and a little less on combat is all I need. God of War has convincing environments, and that's what Castlevania used to be about, for me personally. The feeling of being there, in Transylvania, in the castle. The PS2 CVs had such gamey level layouts. A pathetic excuse for a castle.
 
linkboy said:
I just found my copy of Lament of Innoence and while its got it problems, its not that bad of a game.

Anyways, what keeps holding 3D Castlevania back. I love the atmosphere of the series (the gothic artwork is great) and would love to see more games with that style.

Bad art. I never owned a 64 until recently and I have to admit, despite the muddy textures (cartridge limitaitons) low polycount (N64 limitation) the 3-D castlevanias on the N64 have a lot of great atmosphere to them.

I can see how a 3D Castlevania on the HD platforms might be risky. The cost of producing such a game would be massive and the game has had failed many times in 3-D. But I really wouldn't mind a more modest attempt on the Wii, PSP, XBLA, WiiWare,PSN or a future handheld.
 
I don't think a Castlevania game is ever going to work in 3D. I'm sure they'll successfully marry the Castlevania aesthetic to another type of game at some point, though.
 
LoI wasn't at all a bad game, sure it probably had the laziest level design in video game history but the combat system was excellent.
 
Father_Brain said:
One reason might be IGA's belief that the phrase "level design" means "generic rooms filled with enemies and (maybe) a few simple obstacles."
It really boils down to this, if they could get a team that could put together an interesting, cohesive castle, with vertical segments as well as flat terrain, it could be fantastic. Big if though.
 
DjangoReinhardt said:
I don't think a Castlevania game is ever going to work in 3D. I'm sure they'll successfully marry the Castlevania aesthetic to another type of game at some point, though.

Do it like Rygar, no overload of enemies, destructable environments that drop the items instead of candles, old school stage based format with somewhat branching stage paths instead of metroid style, and there you go.
 
GitarooMan said:
It really boils down to this, if they could get a team that could put together an interesting, cohesive castle, with vertical segments as well as flat terrain, it could be fantastic. Big if though.

Castlevania and Legacy of Darkness on N64 did this, pretty much, I would say.

Deku said:
Bad art. I never owned a 64 until recently and I have to admit, despite the muddy textures (cartridge limitaitons) low polycount (N64 limitation) the 3-D castlevanias on the N64 have a lot of great atmosphere to them.

I can see how a 3D Castlevania on the HD platforms might be risky. The cost of producing such a game would be massive and the game has had failed many times in 3-D. But I really wouldn't mind a more modest attempt on the Wii, PSP, XBLA, WiiWare,PSN or a future handheld.

The muddy textures were really a hardware limitation too, due to the system's biggest design flaw, its tiny texture buffer, not because of cartridge sizes. But were you playing Castlevania or Legacy of Darkness? With an expansion pack and in high res mode, Legacy of Darkness looks a LOT better than the first game. But yeah, the sense of atmosphere is fantastic... the platforming controls are great too (important, for games with so much 3d platforming in them), and the adventure elements, including exploration and puzzles, work really well. Combat is deemphasized, of course, but I don't mind that at all. If you want to go running around hacking things play the PS2 games.

As for an HD one, you're right that it would be a huge, huge project, and would be quite risky... it would be potentially great, if done right, but they probably won't try because of the risk.

ElectricThunder said:
IMO, it is not sticking with the original plans they had for Castlevania N64...the daylight system, the sexual intrigue, the town, etc. Wish I knew why they scrapped it so hard from the original interview series with the gaming mags.

It did have a day and night system, though, at least. But a lot of games end up a bit more limited compared to their original plans... in Legacy of Darkness, at least, I would say that they were successful at making a great game.
 
N64 games had it right for the most part. Neither game was very good, but they were the most true to being 3D Castlevania games. Instead of improving on that formula for the console generation after that, they just decided to go for a DMC/modern action game clone.

I think the game that best captures how control and combat should be in a new 3D Castlevania game is actually Okami. If the controls are taken from Okami and tweaked to make sense for a Human(oid), then that would be a great start. I don't think the actual gameplay of Okami would fit in a Castlevania game, just the controls. I think the main thing a 3D Castlevania game would need is a good 3D Castle as either the main focus or a huge element to the world. The PS2 games missed the entire idea of jumping to 3D when they tried to adapt how the 2D games had a 2D/vertical blueprint into a flat/horizontal series of levels.
 
I really liked Curse of Darkness, but the art direction of the game, as many have pointed out about the 3D iterations in general, absolutely stunk.
 
I think it's dumb of Konami to try to force the franchise one way when nintendo and other companies with franchises like these have multiple ips under one banner. If they make a 3d castlevania they should try to stick with what they did on N64 (I actually like the updated version) that worked or try to actually complete the DC version which seemed bad ass.

The problem with castlevania 3D is I see it having the same problems NG did taking it's 2d mechanics to 3d and being faithful, which it didn't since it's doa fighter engine with crappy wannabe 2d elements. Make the title in 3d, make the world 3d, but the keep the user on a 2d plane. Konami should be serious about rethinking the direction of the series as I'm bored of the new shit and seem to be stuck with all stuff SOTN and the eras before. I play 3, rondo, and 4 more than any of the new shit. Unless they do what retro did to MP in their own unique way every 3d version is gonna suck.
 
Krypton Zod said:
It's right there in the title. Stick to 2D.

Probably is the correct answer.

New castlevanias can't work without a complicated maze-level design, and this is impossible in 3D (the player will be lost easily). Then, the only alternative is going for a DMC or GoW kind of game, that it's more a 3D evolution of the SNES Castlevania, instead of the SotN one.

Probably, the best solution should be go for 2'5D. Something similar than the PSP Ghouls & Ghost, but with a level design similar to the Symphony of the Night.
 
A Black Falcon: Not quite even that in this case.

I have to ask outright now, because this is turning into that same situation I had growing up where I saw the ep of Star Trek: TnG that was essentially "Sex to Stone" and nobody believed me that it existed:

Has or does ANYBODY else but me read/remember the articles in one of the old American gaming mags in the leadup to Castlevania 64? I can't remember which mag, no do I have scans....but it was several pages long and might've spanned more than one issue.

Castlevania 64..and even the improved semi-sequel barely resemble what was talked about in those intereviews with the dev crew, screenshots, modeling shots, etc----we're talking damn near a 180 degree turn here.

As per my recollection(honestly best I can recall and I'd love to be remembering some of this to less severe degrees if somebody can come up with the articles to quote from):

-The day night system was the farthest thing from the cosmetic event triggering and stat modifiying we got in the N64 Vania's. The vampires in the game other than Dracula, the basics, were to such a point where, in many cases, unless you could wrangle a pitched situation long enough to get them into sunlight somehow or another---you stood next to no chance. But it wasn't a brutal kill-a-thon either....they were going for something between Masquerade and Bram Stoker. Some vamps were towns people on the sly the characters were meant to interact with....hence the sexual aspect of the game. Really, it was moving the series in a RPG/Adventure direction to an unusually frank degree as opposed to a pure DMC or what have you. I vividly recall a nude (yes) shot of a female vampire ingame looking model beckoning as one of the many screenshots.

-There was the be leveling, weaponry, magic, combos, (not DMC "counting" based but rather a flowing chain of moves to better effect), at least 4 characters (Cornell was known, as were Reinhardt and I think Carrie. The other was "something/somebody" else to where they could shapeshift or modify somehow to be a speed type, power type, ranged type, etc).

-Big 3D town to interact with where the game took place outside of the obvious surrounding battle locales and one would assume Drac's castle. All indications pointed towards having much story to tell, interactions to have, etc. If the game would've gotten less than an M rating it would only be if they were "creative" with masking the more explicit content not unlike in some cases of film.

There was more but I just can't remember. So then, SOMETHING happened to throw Iga and company completely off this track....with traces of the roster appearing in the N64 follow up and perhaps the hardcore Sunlight notions came to find a home in the Boktai games that came a bit later. I just wish I was a fly on the wall, one fluent in Japanese at that, when this whole thing shifted in the direction that it did and the franchise went in this direction. Had it gones the way it was looking at that point it would have been a heavily Adventure/Puzzle leaning, heavy action, substantial RPG Hybrid thingie with a Euro/Goth "R" rating if it were a movie. Far different than the current form...even than the other current form of a Fighter!
 
DonDepre said:
Probably is the correct answer.

New castlevanias can't work without a complicated maze-level design, and this is impossible in 3D (the player will be lost easily). Then, the only alternative is going for a DMC or GoW kind of game, that it's more a 3D evolution of the SNES Castlevania, instead of the SotN one.

Probably, the best solution should be go for 2'5D. Something similar than the PSP Ghouls & Ghost, but with a level design similar to the Symphony of the Night.

More like Dracula X chronicles style than G&G. They've already shown 2.5d works nicely for Castlevania.

Also new castlevanias can work just fine using a stage based format, but still having large stages instead of connected areas. Like Maximo.

When you think about it, it would be "easy" to make a good 3d castlevania game.
 
The Lamonster said:
Good 3D games require a lot of time and hard work. I don't think Konami has realized this yet.


Put in the effort to make a quality 3D version of the 2D Metroidvania games and you're set.

Castlevania: Prime
 
The problem with the 3D Vania's, at least the last two, is that they're essentially the same as the 2D handheld games.

It's like they come up with the 2D map that they use for the handheld games, lay that flat and then build the boxes and corridors up from there. Slap in a few monsters on shelves, have very little puzzles or platforming and you've got a 3D Igavania. They need to focus on level design, they need to make each area feel more unique. There needs to be as much platforming and exploration as there is combat.

There's nothing terribly wrong with the gameplay of either, just the focus of it.
 
Yep. But in Dracula X Chronicles we we're playing Rondo of Blood, a old-style Castlevania.

The graphics were too much realystic, and the gameplay, very oldgen (yep, Rondo of Blood may be the best 2D sidescrolling Castlevania, but it's miles away from the quality of the RPG-like ones). When I got the game, the first thing that I make was looking how to unlock SotN.

The 2'5D were more accentuated in G&G, due the enemies coming from the background, or the bosses. So, probably Konami should go for a SotN kind of game (or even, semi-clone, like Aria of Sorrow), but with 2'5, and using really the 2'5. The last DS Castlevanias has some 2'5 work in the backgrounds, but the playing-field is completly 2D.
 
Maybe its just me then. Im a big Castlevania fan, but I like the classic stage based action/platforming style more than the RPG metroid esque style.
 
There's a lot of hate for the PS2 games now. It's kind of funny that a while back it was the N64 games that were getting put down. Iga even apologized the N64 games were ever made as a result of the backlash and took the series in a different direction for 3D. So far he hasn't been able to bring the series to 3D successfully either though. To find out why, ask yourself what made Symphony of the Night - the most critically and commercially successful entry for the series - work.

Story - Alucard was re-introduced as a badass. While the story was delivered cheesily, the premise was deep - Save mankind by kicking the ass of the most evil person on the planet, who just happens to be your dad.

Gameplay - Despite all of the options, the gameplay was very simple. One button attacked, one button used magic, and one button jumped.

Variety - Once the basic gameplay was established, weapon and magic customization opened up options to provide a level of depth for players who wanted to tinker with their character.

Level Design - The satisfaction of leveling up your character would not have been possible if it weren't for the way that items slowly became attainable for you by reaching new areas as the game progressed.

Obviously, they have tried most of these in 3D, but it has not worked, so we're back to square one. They need to back to the drawing board and look at what works and what doesn't. Here are some of my ideas.

Story - I don't really think story has been the problem for the PS2 games, I just think they could flow a little better. Not a whole lot needs to be done here. Story is by far the biggest asset Igarashi brings to the series.

Gameplay - Go back to the basics and do more with less. I say make a Zelda clone but instead of a sword, you have a whip. The point is have very simple controls, just like SoTN and the 2D games. Have one button for your whip, one for your sub weapon, one button for magic and one button to jump. One shoulder button should also be used to lock-on and block.

Once this basic gameplay mechanic has been established, other elements can be added on like combos. Like Zelda, pointing your control stick in different directions could cause different effects (ex. while locked onto an enemy pull back on the control stick while swinging your whip to throw the enemy in the air. From there, you can attack him in the air and throw him to the ground. Once on the ground you can then use holy water to finish them off.)

The point is, your whip should be your primary weapon and they should focus on keeping it simple. Imagine if an enemy gets too close, you let go the lock-on button and mash and hold the attack button. This opens up a new combo sequence and you grab onto the enemy. Once you grab them you can then beat them with the butt of your whip, your cross, daggers or holy water.

Your whip could also be used to take down bigger enemies or flying enemies. Imagine if your fighting a boss. You lock onto his face and once you attack him enough, be bends over to rub the blood off of his eyes exposing the horns on top of his head. You then lock onto the horns with your whip. Once your whip is attached, you pull back on the controller and pull him to the ground. From there you are automatically put on top of him and have to tap the attack button repeatedly to finally kill the beast. That's one example, perhaps you would pull his feet out from under him, or his hand into a meat grinder instead. The point is to keep the gameplay simple.

Variety - The idea of leveling up could be collecting materials (herbs/chemicals/metals/money) that you could then take to a blacksmith/alchemist/shop and fuse the items to your whip/armor to make it more powerful. Some items should come from fallen enemies (ex. all enemies drop herbs/meat which will heal you. They also drop daggers which you throw for long distance attacks. However, a fire/ice enemy will occasionally drop fire/ice essence which can be fused to your dagger to cause more damage to certain enemies.) and bigger items should be found throughout the levels.

Level Design - The jump button is there for a reason - use it. Your whip can also attach onto things - use it as well. Think Tomb Raider, Prince of Persia or Bionic Commando for platforming/swinging. Your whip can be used to pull switches and solve other puzzles as well as platforming. Items like bigger bags for carrying more holy water or daggers should be hidden throughout the stage. Power-Ups like double jump boots should be received once you beat a boss.
 
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