linkboy said:
Castlevania 64 is one of those games that had a lot of potential, but was screwed up. There's a good game in there just wanting to come out.
I'd love to see a remake on LIVE or PSN.
I very much wish that they'd have made another 3d platformer Castlevania, for sure... but unfortunately, in Iga's infinite wisdom, all we get out of 3d Castlevania this or last generation are hack-and-slash action-RPGs. Now I don't hate that kind of game or something, but I like 3d platformers more... and N64 Castlevania was good. It'd have been great to see more along those lines.
cartman414 said:
You're putting too much weight onto branching paths and multiple characters, then, I think. That and you have a dislike I'll never understand for 8-direction whipping...
Rondo of Blood also had stair hopping, and a decent amount of midair control.
True, at least it didn't get rid of EVERYTHING added in SCIV. It's just that they shouldn't have removed what they did at all. But yes, at least it did have that.
The problem with SCV4's 8-way whipping along with the flailing (not to mention the closed in depth of field) was that it borked the difficulty by letting you flank your earthbound adversaries from below, for instance. The amount of finesse and tactics required in other games was reduced.
I talked about this last time. You're defending bad controls by saying "but I like it harder, it makes it too easy when the controls aren't awful!" And I'm saying that that kind of design decision is terrible design, and games should not be handicapped with bad controls just because the designers can't think of any other way to make it challenging. It just leads to a great deal of frustration and annoyance that should never have had to happen.
But really, better controls are better, period. It sounds kind of lame but it's true. I mean, it's not a complete deal-breaker or something, there are lots of great games with limited controls. But imagine them with better controls and it's hard to imagine them being worse as a result...
Take Resident Evil 2 for example, the N64 version has an N64-exclusive "3d mode" in the movement controls options which gives the game true analog controls, unlike any other version of a classic-style Resident Evil game. Does the option make the game worse? No, not really. I mean, sure, you eventually adjust to usual RE controls. But that option shows what those games would be like with true analog controls... it's still great. Just a little less annoying, and maybe slightly easier.
I won't disagree. Though I feel that the 8-way whip would be a better fit for a Metroidvania as a special ability, since those games are more expansive, with more enemies that aren't bound to a single axis of movement.
Well here I agree at least, the fact that no Metroidvania has 8-direction attacking with normal weapons is completely insane. What the heck were they thinking? It should be there as an upgrade you get eventually!
You're way off base. Bloodlines may not be as high as CV3 or Rondo on my list either partly due to the lack of branching paths, but simple, limited diagonal attacks are fine.
No, that was sarcasm. I thought that you'd come up with some way to justify not disliking Bloodlines as much, and indeed you did... I don't agree though, while Bloodlines is a decent to good game, the graphics, sound, gameplay, controls, and most importantly continue feature are all far worse than CVIV, and most of them are worse than Rondo as well. I haven't played much of SNES Dracula X so I can't compare it to that one, but of the three 16-bit Castlevanias I have played it's well behind in third.
Single sitting or not, it is much too long for a single playthrough, which is what I am referring to. And it gets kind of boring near the end because of the typically slow Belmont pace combined with the lack of challenge over that many levels.
I know you had this complaint regarding certain Gradius (sub-)franchise games vs. Gradius III, so let me counterpoint again: longer isn't always better. Rondo had just the right length for a single playthrough of a CV game in my book, and the alternate paths/levels added a lot of variety.
What, about how Gradius III is probably my favorite Gradius game and I don't mind that it's a little longer than some of the other games? True... I did think of that when writing this post, actually.
I don't always like longer games more or something, though, one of my other favorite Gradius games is Gradius: The Interstellar Assault for the Game Boy, which is quite short and somewhat easy. If a game is good and engaging the whole way through it doesn't matter that much how long it is, particularly if it has replay value of some kind if it's short. Given how many times I've played The Interstellar Assault (it's a lot), I'd say that that qualifies there, for me at least.
So sure, longer isn't always better.
But still, Castlevania games (other than the NES cart versions of the first one) all have saving of some kind, so I don't think this matters very much. I mean, games now are orders of magnitude longer than SCIV. So it has 12 levels. So? They aren't that long, and every one of them is very well designed and interesting. Bloodlines may only have six, but they're ridiculously long... that game feels too long not because it has too many levels, but because with that stupid credit limit and the very long levels finishing a single level without crippling your whole game with using the credits early is a major accomplishment, really, for me at least. I don't think I've gotten past the third level without using up too many credits to be able to finish or make writing down the password worthwhile...
But anyway, whether you are having fun is more important than how long a game is. Someone may not finish even a very short game if it's no fun. Of course length comes into the picture for issues like whether it drags on, gets repetitive, etc, but SCIV doesn't do those things at all, so that's not an issue. I think here it's just about whether the player likes the game...
Bloodlines was the only CV game released between Rondo and SotN, and was from a different team. SotN was from the Rondo team, and took a lot more after Super Metroid.
True. They obviously just wanted a Genesis Castlevania game, so they made one, whether or not it actually matched up to the others.
Playing with Maria is easy, but in contrast to SCIV Simon, she's actually fun to play with, given that she has actual agility to match her moveset. And I felt that Rondo had actual legitimate difficulty with enemies that took strategy to defeat, especially the bosses.
And now we're back to where we started, with me just having no idea how you could dislike 8-direction whipping so much.
I mean sure, it's fun to play as Maria. No question. And yeah, Simon in SCIV does control somewhat stiff. But he makes up for it with versatility, with the great 8-direction whip and the occasionally useful 'hold the button down and flail it around' mode. Maria's probably more powerful than Simon, as I said, but it's definitely plenty fun to play as him. I guess this is a matter of opinion, but I just can't quite see why ow 8-direction whipping, a control improvement, could make you dislike it so much...
Heh. I know that feeling.
Yeah.