Iām not complaining the backdash is there, Iām simply commenting that itās sad once again weāre going to end up relying on a backdash to get around the game quickly. Some of you may or may not care but once youāve started using it to get around SotN quickly youād understand how annoying it can be to mash a single button to get around faster when a simple dash forward or double tap forward to run like what Richter has would have been a far more elegant a solution. Itās not even that a single button to dash is a bad thing, itās that the distance covered is small and you have to hear the same sound effect literally thousands of times to get around the game at a decent speed. Plus that you have to travel backwards. Iāve sunk thousands of hours into the game and after a while, that back dash and sound effect gets old and itās tedious.
You can zip around SotN as Richter and it feels great, and itās fun, even after playing the game for 20 years! You can also do the same in Harmony as Juste with the dash forward, which has further travel distance and is faster than back dashing all day as Alucard in SotN.
Back dash isnāt meant for speed traveling but we do it because weāve played the game hundreds of times and sometimes, we just want to get from point A to point B a little bit faster. The Saturn port of SotN had a run boots relic for Alucard and it made getting around so much nicerā¦
Itās been almost 20 years now since SotN came out, I think itād be OK to have a run mechanic from the start and not break the feeling of Castlevania.
@Pertho I loved HoD and it had a forward dash. It felt way more like a Castlevania than most Castlevania games that came out after it. Helps that it had a Belmont as the lead and your main weapon was a whip. It was more like playing Richter mode in SotN, which also felt like a Castlevania game. I donāt think people would be all that bothered.
Also, a very tight rope? Dude is literally carbon copying elements from his last game, right down to the story. I dunno, it just seems lazy. I get people want a Igavania but there is such a thing as trying something new while still remaining faithful to your style.
This man right here. He gets it. Tedious for the sake of being tedious, who seriously wants that? Itās like if a new Castlevania came out and jumps were identical to Haunted Castle after having graceful characters like Grant or Alucard to jump around with⦠but hey that was Castlevania so itās only being true to the source material.
And this is not the game to do it. Not when itās his first outing bringing back something that we hadnāt really seen in almost a decade (OOE came out in 2008). Maybe when thereās a Bloodstained 2 or even a 3rd game, but not now, not when people just want a new Metroidvania from IGA.
I disagree. Itās his first game to show he can do something else besides the same old stuff. Makes it seem like heās a one trick pony. Also missed the part about remaining faithful to your style. Still can freshen up things a bit without having to carbon copy yourself from 8 years ago.
Sure, in the right place in the right time I think that would be fun. Maybe a āportā of the Adventure games to NES presentation, similar to MM9. Those games never got the love they needed, and people missed out on some great soundtracks because of it.
Lmao I donāt evenā¦people have backed this because they wanted more Igavania and thatās what heās giving us. Something he hasnāt been able to do in years and he finally has the ability to do it.
Are yāall coming in with expectations of something else? Did people really think we werenāt getting a modern castlevania re-skin?
I mean thatās what I was throwing money at, was this the wrong Kickstarter?
Innovation blah something new blah sprint blah blah, thatās why we got lords of shitshow 1 & 2.
He made the same old stuff on handheld for like 11 years dude. Konami didnāt want to fund a full blown 2D game on console. In fact, they didnāt seem to want to give him funding or he didnāt fight hard enough for it to make anything other than the same old stuff, really. It shows by how much sprite recycling they did to keep it in the lower budget.
Every artist has a style. The reason why people become fans of them is because they do something in a characteristic way to them that garners attention. If you donāt think this applies to video games the way it does to music, writing and the various visual mediums, then you need to reexamine how you go about looking at video game design and what having a certain name attached to a project ultimately means for it.
Iām not disputing that, in fact I even wrote he could be true to his style without ripping everything off down to the story and character design from his last game. HoD was different enough from SotN that it stood on its own, and both were made by Iga.
Kojimaās MGS series has similar gameplay elements in each game, but does each one have a formulaic story? Is each one predictable from the start? Nah, most of them are quite different from one another. Even with clone characters, each one stands out on their own. Why is it Kojima can accomplish this while still having a name and style attached to his games that garners attention but Iga canāt? Both guys worked at the same companyā¦
Again, āthere is such a thing as trying something new while still remaining faithful to your styleā doesnāt mean making a carbon copy of your very last game.
Metal Gear actually did have a formulaic story once. The story for MGS is practically the same story as Metal Gear 2. Uses the same story concepts and set pieces.