Hagihara designed the general scenario before he left. It was after taking up the mantle that Iga, in response to games being sold on the aftermarket in short order after being beaten once, decided to take inspiration elsewhere (i. e. Zelda and Metroid).
And SotN is overrated. It has too much design cruft in comparison to Aria and Dawn of Sorrow, which eclipse it. Here are a couple examples:
This, along with there being less warp rooms, results in more backtracking.
Completely agreeAnd SotN is overrated. It has too much design cruft in comparison to Aria and Dawn of Sorrow, which eclipse it. Here are a couple examples:
This is just wrong.
SoTN has the best castle design in the entire series! To be fair I need to give Ecclesia another try, but the layout of the SOTN castle, the multiple ways to explore and sequence break, the drop dead gorgeous areas, and the fact that it FELT like a real environment makes it the best of the best. And it worked upside down.
So you don't mind that there are super long hallways and shafts that do little but serve as excuses for extra mass in between?
The reason is the designers had no ideas. There are flat hallways with literally the same background tiles and same enemies repeated 5+ times. That's just poor design, you can's just go Ctrl-F Ctrl-V Ctrl-V Ctrl-V Ctrl-V Ctrl-V and call that 'scale'.Nope. They add a great sense of scale to these areas. The castle is MASSIVE, it's unnatural, it that empty space is there for a reason.
The reason is the designers had no ideas. There are flat hallways with literally the same background tiles and same enemies repeated 5+ times. That's just poor design, you can's just go Ctrl-F Ctrl-V Ctrl-V Ctrl-V Ctrl-V Ctrl-V and call that 'scale'.
The reason is the designers had no ideas. There are flat hallways with literally the same background tiles and same enemies repeated 5+ times. That's just poor design, you can's just go Ctrl-F Ctrl-V Ctrl-V Ctrl-V Ctrl-V Ctrl-V and call that 'scale'.
Symphony reveals its nonlinear structure in waves. For the observant or curious, it presents slightly out-of-the-way hooks to entice you from early on. Eventually, though, it forces all players to backtrack. Yet even then, it continues to drop hints as to the free-roaming layout of the castle by providing you with tools and info that go hand-in-hand. At no point does the game directly state your need to explore or put a flashing icon on your map to lead you to your destination, though; instead, it eschews hand-holding in favor of diegetic design cues. Once you double back and acquire the Double Jump Pendant that allows you to advance, you have to backtrack again (or warp) to the Clock Tower... only to reach a point where you need to unearth the ability to fly, which means even more exploration. Mysterious doors, enigmatic corridors winding in the wrong direction, a map that reveals vast, unexplored spaces...
What is there to explore in a repeated 10 times flat corridor? Good design can create scale without just repeating the same thing literally 10+ times. You can make Mario 64 have a 'larger scale' by simply doubling the world size and therefore distance between objects, but it makes it a worse game - see Yooku Laylee for an example of exactly this. Heck SoTN's upside down castle is pure garbage from a design perspective, it clumsily adds 'scale/length' to the game with absolutely no concern for actual playability.the level design is constantly pushing the player to explore it. And yes, those open areas are part of that.
You can't just say 'are you serious' then ignore the point. There are parts of Sotn that are literally Ctrl-F Ctrl-V Ctrl-V Ctrl-V Ctrl-V Ctrl-V, or whatever equivalent Ctrl-F Ctrl-V functions their workstations had.
What is there to explore in a repeated 10 times flat corridor? Good design can create scale without just repeating the same thing literally 10+ times. You can make Mario 64 have a 'larger scale' by simply doubling the world size and therefore distance between objects, but it makes it a worse game - see Yooku Laylee for an example of exactly this. Heck SoTN's upside down castle is pure garbage from a design perspective, it clumsily adds 'scale/length' to the game with absolutely no concern for actual playability.
From a map design perspective SoTN is a Metroid game made by novices. Metroid and to some extent Metroid II had the exact same issues, repetitive repeated environments and enemies which made traversal tedious. Nintendo worked it out by Metroid 3, and it took Konami a few goes as well, despite already having Super Metroid to directly clone.
It also has shit system and action design too, but that's another issue altogether. My conclusion is that SOTN is a beautifully presented, detail packed, dull game with pretty poor overall game design.
And nobody should trust articles that openly state the game being covered "was the first major purchase I performed after securing my first part-time job" to be anywhere near objective.
And nobody should trust articles that openly state the game being covered "was the first major purchase I performed after securing my first part-time job" to be anywhere near objective.
No, but if that information is included in the article, it's a clear signifier that the article is not even attempting to be objective, but is a personal take.Hi! The USgamer article linked above was written by someone else as a way to tie my existing SOTN columns together. The first game *I* bought after securing my first part-time job was a Super NES console with Super Mario World. I suppose that means I shouldn't be allowed to write about Super Mario World.
Hi! The USgamer article linked above was written by someone else as a way to tie my existing SOTN columns together. The first game *I* bought after securing my first part-time job was a Super NES console with Super Mario World. I suppose that means I shouldn't be allowed to write about Super Mario World.
No, but if that information is included in the article, it's a clear signifier that the article is not even attempting to be objective, but is a personal take.
I have to admit that I also played SOTN after CotM, DoS, OOE etc, and generally found it inferior to them too.THANK YOU! It's okay to like the game, but I've found SotN dull and not very exciting in any way. I played it after CotM and thought that game was WAY superior. Again, it's okat to disagree with me, I just got excited someone finally agrees.
No, but if that information is included in the article, it's a clear signifier that the article is not even attempting to be objective, but is a personal take.
The article was definitely an individual editorial that was part of a bigger feature. Only bishopcruz was at fault for incorrectly attributing it to Jeremy.
I don't know what I like more between Super Castlevania or Rondo. SCV4 has the better music, graphics and whip physics but has a shitty final Dracula boss that for some weird reason he never transforms. Rondo has the branching paths, challenge and epic finale with the guardian boss gauntlet followed by a great Dracula fight.
The article was a series of links to Jeremy's article. As anyone who actually read the thing would know. The article was saying "here read this four part article talking about SoTN"
Agreed, I thought the Dracula fight, including what leads up to it and the ending afterward, was pitch perfect in CV4. It was so dramatic, and the window breaking letting light in while the organ played was as good as it got back then.I've always felt it was the opposite. Rondo's final boss feels like a weak imitation of Castlevania 1's (which is still one of the most interesting and demanding Dracula fights in the series), whereas CV4's Dracula has some pretty interesting attack patterns (his fireballs are very cool) and his final stage is one of the most climactic finales in a Castlevania game, even if it's not terribly difficult. I definitely like Rondo more than CV4 but this is one area where CV4 comes out on top.
No, it was a casual bloggy article in and of itself, which linked to five articles, the first of which was written by the same author. The main article and the first linked article are clearly framed with 'emotional memories from my youth about this game'. Aka their implied purpose is to list good things about the game, not analyse it more objectively.The article was a series of links to Jeremy's article. As anyone who actually read the thing would know. The article was saying "here read this four part article talking about SoTN"
And I believe that reason is not game design. But content. Lots and lots of nice looking and sounding things that fit within the game universe very well. A poorly designed game can still be a good one if other stuff makes up for it. I believe people often get gotten caught up in all the stuff they do like about a game and then re-interpret other parts of it as better than they are.there is a reason that that it's considered one of the greatest games of all time. And it wasn't for its combat.
Interesting. I feel very different about this. I personally did not enjoy OoE very much and fucking loved Portrait of Ruin (got the over 100% map and enjoyed all the secret bosses!). Are you a bigger fan of the classic, linear ones over the Metroid style map, RPG ones?Good thread, and I mostly agree with your perspective! It's one of my favorite franchises and OOE is the best. As for portrait, you're not missing anything. It's just not good.
Erick fucken Lecarde is on the cover but not Shanoa?
Being a classic does not defer a game from getting critisism, even more when there are better options on the genre on the same franchise.Man some of you guys are so abrasive when it comes to shitting on games that people traditionally hold up as classics.
Man some of you guys are so abrasive when it comes to shitting on games that people traditionally hold up as classics.
You have offered literally no defence for the game.Symphony is still a classic no matter how bad people don't want it to be anymore.
I'm surprised we don't get these kind of hate topics about truly dated software from the N64. Hell, I still class Ocarina a classic even though I'd never play it again. I'd actually take a stab at SotN if the PSP version worked decently in the X remaster. Last time I tried it the thing wasn't emulating right. I could always emulate the original as well.
SotN besides its horrific voices in the non-psp stuff still holds up pretty damn well IMO. A heck of a lot better than those "classics" that look and play like mush on the N64.
It might have some problems here and there, but it's still a solid game.
Symphony is still a classic no matter how bad people don't want it to be anymore.
I'm surprised we don't get these kind of hate topics about truly dated software from the N64. Hell, I still class Ocarina a classic even though I'd never play it again. I'd actually take a stab at SotN if the PSP version worked decently in the X remaster. Last time I tried it the thing wasn't emulating right. I could always emulate the original as well.
SotN besides its horrific voices in the non-psp stuff still holds up pretty damn well IMO. A heck of a lot better than those "classics" that look and play like mush on the N64.
It might have some problems here and there, but it's still a solid game.
Saying that I prefer a handful of other Castlevania games to SOTN is hardly 'shitting on' it. There's literally several hundred games I think SOTN is better than, including a dozen Castlevania ones.Man some of you guys are so abrasive when it comes to shitting on games that people traditionally hold up as classics.
Exactly. I personally specifically described it as a great experience. I am simply arguing against it being described as 'design perfection' or 'one of the greatest open worlds ever made' when on a design level it is IMO very weak.Has anyone here said that SotN is shit?
Most of us are saying that there are other games which improved the formula.
Seems unlikely since there are larger non-repetitive parts without any extra loading. But yeah maybe could play into it to some extent. I think it's more likely they simply didn't understand what they were doing yet, as you can do ctrl c ctrl v in a more linear action game and have it work, because it's a gauntlet you have to survive, but this is broken with saving rooms and levelling. So it ties into the control/action, which gives a first impression of 'quality' due to fluidity, but is IMO a misinterpretation of satisfying combat and platforming mechanics and turned combat into mindless grinding hack and slash.About "ctrl c ctrl v" maybe they did that so the loading could not be big and make better use of the RAM? This defense of course cant work for the portable games...maybe the RAM part.
Agreed. Ironically all the content actually hurts it being tightly designed, but it's a trade-off most seem to prefer, which is fair enough.SOTN is still king with the number of content: enemies, potions, weapons, armors, capes, guardians, secrets...there is a DS igavania game that rivals sotn in that aspect? IMO thats why people love sotn, not the map.
lolThere also the fact thats the only igavania on playstation so...
I always found the level in Castle 4 to be better than Rondo. They just throw in so many different ideas in each level. One minute you're dealing with a rotating room, the next you jump platforms from a swinging chandelier. Rondo is fun too, but the levels just don't feel as creative. Not bad by any means, but 4 just feels more special.
I know this D.Lo says it. Because environment, exploration and advancement all working in pretty much perfect harmony mean a whole lot of nothing because of "empty space" and back tracking or some such. Never mind how the game pushes you in the right direction, has tons of alternate routes, has the most coherent and interesting of environments in the metroidvania styled games, or the best enemy designs in the entire series, none of that is important. It's really garbage.
I'm so happy I found this thread. Without it I would have never known that one of the greatest games of all time was secretly trash.
I still need to play more of the series, only having beaten the first Akumajo Dracula for Famicom. But it seems like X68000/Chronicles forever remains the underdog. More people mention 64 than that game. So what if it's a remake? It's got plenty of its own unique, specific touches, and mostly new levels and bosses.
I agree to some extent, except those were only like a couple of the levels, which on the whole were comparatively hurt by the lack of reduced enemy threat, which makes Simon's slow gait pointless.
That's just 2 examples. The entire game is filled with interesting sections in long levels. One level you're racing against a wheel, another level involves all kinds of rotating gears and stuff. Seriously, Castlevania 4 had the best clock tower stage of any Castlevania game. It did so many interesting things when it comes to platforming and using the whip to swing.
Rondo had interesting levels too, but they were nowhere near CV4.