The Castlevania Thread

Who is David Cocks?

The Director of Lords of Shadow and it’s sequels.

I’m pretty sure it’s Cox but hey everyone can make a Freudian slip

I just want the classic sound back… Lords of Shadow series would be perfectly fine if they would just can the bland orchestral crap and return to the series musical roots.

Why would you get rid of Yamane and replace with, whoever the fuck they replaced her with and churn out this forgettable, God of War wannabe “epic” orchestrated drivel?

I now return you to your regularly scheduled Rugaltarian ranting and raving.

haha i didt even notce lol

Fairy sub weapons.

The first developer diary video for Lords of Shadow 2. This video discusses how Dracula in this game is different from other incarnations of the character.

Yeah only problem I have is the OST, not Castlevania enough for me, that’s it

Only issue with making the music sound more Castlevania-like is does that fit the tone that Mercury Steam is going for? It doesn’t. It would be jarring. What they do here is what works best with this game. I love the CV soundtracks but they don’t fit in the Shadow games.

I love that Mirror of Fate added fall damage. Could the game have done without it? For sure. But adding it adds some challenge to the platforming which btw to me is some of the best ever done in an interconnected map Castlevania. It was actually fun to get around and be challenged instead of the usual stuff we’ve seen. Though the lack of a Medusa head segment is a severe oversight. Props to using the fire breathing monster skulls as environmental hazards. Very clever.

PS! Anyone who argues with my man Ruga IS the idiot. Dude is going to have his opinions and you won’t change them. Get over it.

One one trying to change his dumbass opinions. There’s no need for him to shit up the thread whenever Lords of Shadows is discussed.

I just wish they’d give the music some more identity.

The Lords of Shadow games have plenty of legit issues that should be focused on: the music, while competently composed, is generic and lifeless; the combat doesn’t escape the God of War problem of having tons of moves with only one or two being truly required; the tell-don’t-show approach that the pre-chapter narrations went with; etc.

Arguing about fall damage, the style of play, or whatever on the basis that it “isn’t Castlevania” is retarded. Symphony of the Night “wasn’t Castlevania” either; it was Metroid. Even Rondo of Blood was missing a lot of the tight level design of classic Castlevania, thanks to somewhat-hack-despite-his-strengths Iga.

Just a general throwing out there of my own opinion on the matter, partly because I love the sound of my own voice (so to speak), partly because I despise, and The Rock means despise, the kind of GameFAQs level reasoning that Lords of Shadow haters tend to employ.

Not really a fan of LoS the combat is weak and there aren’t enough weapons to keep me interested.

Nothing really has really kept me hooked like SOTN when I first found Weapons like rods and maces and knuckle weapons, and mist form and super jumping and dash cancelling, and Muramasa, when I got Muramasa I was so eager to see how far I could take the sword, and when I started to get the air slashes per swing without needing input of any kind I was stoked and it made me eager to turn the sword up to eleven.

I don’t really remember ever enjoying any type of tech or weapon enjoyment out of that los as it was

And nothing really compares to the cool tricks that you can do in Super castlevania 4.

I guess the only thing that seems somewhat redeemable for me is the story’s take on the castlevania lore, Because the gameplay is empty to me I wish there was more beyonetta inspiration than God of war because that was a shitty franchise by itself. but yeah get it how you live it I guess.

That’s why there are youtube videos for situations like this.

Yeah the combat is no Bayonetta but Bayonetta never had the level design or platforming as involved as Lords of Shadow. Games that are all about their combat generally suffer in other areas and Castlevania has never been a combat series in the first place. I’m glad they aren’t trying to be the next Devil May Cry or Ninja Gaiden.

I feel like Mirror of Fate does a good job keeping its attacks under control as I’ve found a use for almost all of them. I gotta put LoS on again and see what moves I skip. I vaguely remember using 80% of the moves.

I guess Specs never played Vampire Killer, which came out before Metroid.

lol, fall damage makes perfect sense, given that falling to your death was at least 75% of the reason for dieing in CV1-4, Rondo, and Chronicles - then in SOTN, due to the continuous Metroidvania formula, dieing by falling became impossible (and the game became consequently easy as fuck). If anything, it’s SOTN et. all which betrayed the Castlevania formula, and Mirrors brings it back on target.

Either way, regarding the LOS series as a whole, the truth is both Konami and Mercury steam really need to get past the idea that just because it’s in 3D now, Castlevania needs a retarded “combo combo combo, roll, rinse, repeat” combat system tacked on, let alone any QTE’s. Combat was way deeper in the 2D games, when everything died in 1 hit, but in order to land that one hit, you had to run up a flight of stairs, jump off a ledge, and stand on a tiny platform without getting hit by one of 10-20 flying bones, axes, medusa heads and fleamen. Compared to that, pumping out canned combos in a conveniently-empty flat area and occasionally tapping a roll button is just like…Eddy Gordo practice mode.

That was falling through some type of bottomless pit. it was for the sake of platforming.

Being motherfucking dracula and succumbing death to fall damage won’t really be something I’d actually like to sit through.

Eh, Alucard was supposed to be essentially “playable Dracula” in CV3, and he sure as fuck dies from fall damage. I guess then Alucard is just a shitty character and CV3 must be the worst Castlevania. :rolleyes:

Another example: in Demon’s Crest, you play the all-powerful, flying last boss of previous Arthur games, and they still managed to make it challenging.

In general if you’re going to take on an “all powerful” villain as protagonist in the game, you better have an idea of how to maintain the requisite points of challenge first, or you’re going to have a snorefest “hold forward till you win” game on your hands.

And fall damage is supposed to be some sort of challenge? Come on the game isn’t even on that level of platforming anymore make difficulty and challenge through enemies and situations you face, not some obnxious penalty for something the character himself doesn’t even face in the story.

Yes, if fall damage is the punishment for failure to platform, and platforming is a challenge, then fall damage = challenge.

Besides which, if it’s some kind of crucial plot point that Dracula is immune to fall damage, I’d much rather play a Belmont anyway. In a GAME, gameplay > story hackneyed excuse for a b-list bluray movie with tacked-on QTE’s.