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aderack



Joined: 12 Dec 2006
Location: Brooklyn, NY

PostPosted: Fri Feb 02, 2007 4:51 pm        Reply with quote

Well, yeah. It would be great if the system weren't so ill-conceived to start with. Still, I think this focus makes the best of what's there.

I must say I'm not thrilled, seeing the game in motion! The animation is kind of very stilted, and I'm not sure about the collision. Oh well. It's nice that they're taking the effort, anyway.
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Pijaibros



Joined: 04 Dec 2006
Location: Casino Night Zone

PostPosted: Fri Feb 02, 2007 6:55 pm        Reply with quote

Hopefully it'll sell more than Portrait of Ruin did. At least here in America. Since Rondo has never seen a stateside release. If it does maybe the next Castlevanias can veer in this direction! I can dream...

I know I'm going to get it. I'll even pay full retail price! The last one I played was Aria and the last one I enjoyed was Circle of the Moon. Aside from the cards to collect everything had a nice weight to it. At times it seemed they put an 8-bit man in this metrovania world. At least it seems that Konami is kind enough to leave in a classic mode in the style of Chronicles having an Original and Remixed mode.

The rather stiff walking animation is something that I appreciate over the floaty fliers of death that the newer protagonists have evolved to. Yet, I bet playing as Maria will be fun anyway.

Hey, I found a wordfilter!
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Fri Feb 02, 2007 7:36 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
I must say I'm not thrilled, seeing the game in motion! The animation is kind of very stilted


well, it's the "old belmont" way of doing things, you know.

the levels look as boring as ever, i guess. if this is being released in september, the art direction can only go up, though i'd prefer it if they made the stages more interesting. neither will happen, probably. perhaps they'll get sota fujimori to remix the original music.
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aderack



Joined: 12 Dec 2006
Location: Brooklyn, NY

PostPosted: Sat Feb 03, 2007 1:51 am        Reply with quote

More like it's the Igarashi way of doing 3D. The 2D sprites were always more fluid than this. Look at how abruptly everything moves. Look at how floaty and weightless all the objects feel. The only thing giving a sense of solidity is the sound design. (While we're here, how did they screw up one of the most awesome bits of background music in the series?)

Man, don't Japanese companies have central tech R&D divisions anymore? Teams to develop engines and techniques to distribute to all of the design teams, so they can just plug in their ideas and run with them, rather than wasting time programming then dealing with a shitty engine? I mean, it used to be common practice...
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Levi



Joined: 05 Dec 2006

PostPosted: Sat Feb 03, 2007 8:02 am        Reply with quote

At least we get an un-goofy looking Richter?
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aderack



Joined: 12 Dec 2006
Location: Brooklyn, NY

PostPosted: Sat Feb 03, 2007 9:17 am        Reply with quote

Somehow it didn't hit me until a short while ago that this is the exact same thing as the earlier Castlevania Chronicles: original game, plus souped-up remake. Thus, the name: Dracula X Chronicles. It's just, more is being remade here.

And in turn it hit me that this is the same project that Igarashi wanted to release five or six years ago for PlayStation. I guess it's the 3D remake, and a viable outlet (in the form of the PSP), that makes this release possible.

I mean. I guess this all is pretty obvious. I just didn't click.

So. Huh.
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JamesE
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Joined: 05 Dec 2006

PostPosted: Sat Feb 03, 2007 2:46 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
The 2D sprites were always more fluid than this.


No, they've always been very, very stilted (especially so on NES)
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JamesE
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PostPosted: Sat Feb 03, 2007 2:49 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
More like it's the Igarashi way of doing 3D. The 2D sprites were always more fluid than this. Look at how abruptly everything moves. Look at how floaty and weightless all the objects feel. The only thing giving a sense of solidity is the sound design. (While we're here, how did they screw up one of the most awesome bits of background music in the series?)

Man, don't Japanese companies have central tech R&D divisions anymore? Teams to develop engines and techniques to distribute to all of the design teams, so they can just plug in their ideas and run with them, rather than wasting time programming then dealing with a shitty engine? I mean, it used to be common practice...


And it's very early pre-alpha footage
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JamesE
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PostPosted: Sat Feb 03, 2007 6:17 pm        Reply with quote

Stage 2 direct comparison:

PSP: http://www.gamevideos.com/video/id/8909
PCE: http://www.youtube.com/watch?v=33zAvuOIqsg

They're both different kinds of stiff but I think that's inherent to the pace he moves at. It's traditional for Belmonts to move like they've just shit themselves and they're trying to hide an erection, moving like he just shit himself alone is something of an improvement.

It's nice to see they're trying to improve on the original's horribly bland tileset. I think nice sprites overlayed on 3D backgrounds would be the way to go with this but no dice, at least the whip is nice and... whippy.
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aderack



Joined: 12 Dec 2006
Location: Brooklyn, NY

PostPosted: Sat Feb 03, 2007 6:41 pm        Reply with quote

I wasn't even talking about the protagonist.

I mean, seriously. Check out those barrels.


Last edited by aderack on Sat Feb 03, 2007 6:44 pm; edited 1 time in total
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BotageL
pretty anime princess


Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Sat Feb 03, 2007 6:44 pm        Reply with quote

JamesE wrote:
And it's very early pre-alpha footage

Now, now, that's no reason not to completely dismiss this out of hand as an abomination and a personal offense to series die-hard fans.
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JamesE
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Joined: 05 Dec 2006

PostPosted: Sat Feb 03, 2007 7:19 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
I wasn't even talking about the protagonist.

I mean, seriously. Check out those barrels.


They look about the same and it's proto footage? The PCE game has nice barrels and stiff everything else; the new game has fluid everything else and maybe slightly off-kilter barrels but probably not and it's work in progress anyway. The NES games had maybe three frames of animation for the rotating cogs. Bloodlines is kinda neat but uses balljoint. I realise we all want to spoon IGA's eyes out with our kiddy sporks as a sacrifice to the elder gods, but come the fuck on. That's just looking for a chance to attack the poor dude.

(NGJ, fact checking, actually playing the games within recent memory, etc)
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Sat Feb 03, 2007 9:25 pm        Reply with quote

The candles floating free in 3d space kinda seem weird.
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sat Feb 03, 2007 9:36 pm        Reply with quote

ruh roh
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Sat Feb 03, 2007 9:38 pm        Reply with quote

JamesE wrote:
Stage 2 direct comparison:

PSP: http://www.gamevideos.com/video/id/8909
PCE: http://www.youtube.com/watch?v=33zAvuOIqsg

They're both different kinds of stiff but I think that's inherent to the pace he moves at. It's traditional for Belmonts to move like they've just shit themselves and they're trying to hide an erection, moving like he just shit himself alone is something of an improvement.

It's nice to see they're trying to improve on the original's horribly bland tileset. I think nice sprites overlayed on 3D backgrounds would be the way to go with this but no dice, at least the whip is nice and... whippy.


Actually the stage 2 footage of the remake looks considerably better. The animation and enemy models are still pretty bad, and there are weird oversights (like the candles floating in 3D space), but it's a dramatic improvement over the stage 1 footage I saw earlier. The music is also much better done, too.

I still think the original game is more consistent in its look and feel, though. I guess they have time to improve that, but given how lazy igarashi's output has been of late I don't have much reason to hope for them to apply much polish to this.
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JamesE
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Joined: 05 Dec 2006

PostPosted: Sat Feb 03, 2007 9:44 pm        Reply with quote

Uh Toups, the candles float free in 2D space in the original game lots too. An awful lot. It looks very weird there too.

(IGA-bashing, sourpuss, etc)
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JamesE
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PostPosted: Sat Feb 03, 2007 9:49 pm        Reply with quote

Mister Toups wrote:
I still think the original game is more consistent in its look and feel, though. I guess they have time to improve that, but given how lazy igarashi's output has been of late I don't have much reason to hope for them to apply much polish to this.


From what I've seen so far, the alternate levels have had much, much more polish lavished upon them. Regluar stage 2 is a boring crock of shite with abysmal enemy placement, stage 2' is actually fairly interesting, regular stage 3 is boring again. Weird game, and certianly inconsistent (hey didn't you admit to barely having played this up thread someplace how would you even know)
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sat Feb 03, 2007 9:54 pm        Reply with quote

james is right. the games have always had candles hanging around in free space.





edit: watching that second video makes me more confident in the visuals. the castle interior looks pretty nice! still, there's the prevalent flatness of structure... perhaps this release will allow people to see that rondo really isn't all it's cracked up to be.


Last edited by diplo on Sat Feb 03, 2007 10:12 pm; edited 1 time in total
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Sat Feb 03, 2007 9:59 pm        Reply with quote

JamesE wrote:
Uh Toups, the candles float free in 2D space in the original game lots too. An awful lot. It looks very weird there too.

(IGA-bashing, sourpuss, etc)


For the most part they are presumed to affixed to the wall in the background as can be seen in that very youtube video you linked. -- notice how once richter gets inside the castle nearly every candle is right in the center of a pillar in the background. Even the ones that aren't (there's one weird one that's on a window) still don't look strange because the background isn't scrolling in parallax.

Either way, it looks much stranger in 2.5D than regular 2D.



As for the "consistent look and feel" I'm just going by the aesthetics of it. I've played through a good deal of Rondo of Blood a few years ago and I remember it pretty clearly, but you can even see the difference just going by those videos you just linked. The PSP version is prettier but it's also garish. The original game doesn't have as much going on visually but everything hangs together much better. That's all I'm saying.
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JamesE
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Joined: 05 Dec 2006

PostPosted: Sat Feb 03, 2007 10:13 pm        Reply with quote

Mister Toups wrote:
JamesE wrote:
Uh Toups, the candles float free in 2D space in the original game lots too. An awful lot. It looks very weird there too.

(IGA-bashing, sourpuss, etc)


For the most part they are presumed to affixed to the wall in the background as can be seen in that very youtube video you linked. -- notice how once richter gets inside the castle nearly every candle is right in the center of a pillar in the background. Even the ones that aren't (there's one weird one that's on a window) still don't look strange because the background isn't scrolling in parallax.

Either way, it looks much stranger in 2.5D than regular 2D.


You're whipping candles to produce hearts to let you throw knives and you're fixating that the candles (by necessity) aren't affixed to the walls?

Rondo has plenty of candles not attached to the walls but instead thin air, just not in the videos I linked (because the walls are everywhere categorically).

This isn't an IGA choice - he has to retain an old level design AND incorperate a 3D backdrop. In most of his games there are multiple candle types to fit the situation at hand.

But let me repeat: You're whipping candles to produce hearts to let you throw knives in Dracula's castle. Get over the abstraction: it's the least weird thing there.


Quote:
As for the "consistent look and feel" I'm just going by the aesthetics of it. I've played through a good deal of Rondo of Blood a few years ago and I remember it pretty clearly, but you can even see the difference just going by those videos you just linked. The PSP version is prettier but it's also garish. The original game doesn't have as much going on visually but everything hangs together much better. That's all I'm saying.


We'll see. It's not finished yet.
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JamesE
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PostPosted: Sat Feb 03, 2007 10:14 pm        Reply with quote

And they aren't even proper hearts, they're stylised

Hearts don't look like that
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Sat Feb 03, 2007 10:25 pm        Reply with quote

JamesE wrote:
Mister Toups wrote:
JamesE wrote:
Uh Toups, the candles float free in 2D space in the original game lots too. An awful lot. It looks very weird there too.

(IGA-bashing, sourpuss, etc)


For the most part they are presumed to affixed to the wall in the background as can be seen in that very youtube video you linked. -- notice how once richter gets inside the castle nearly every candle is right in the center of a pillar in the background. Even the ones that aren't (there's one weird one that's on a window) still don't look strange because the background isn't scrolling in parallax.

Either way, it looks much stranger in 2.5D than regular 2D.


You're whipping candles to produce hearts to let you throw knives and you're fixating that the candles (by necessity) aren't affixed to the walls?

Rondo has plenty of candles not attached to the walls but instead thin air, just not in the videos I linked (because the walls are everywhere categorically).

This isn't an IGA choice - he has to retain an old level design AND incorperate a 3D backdrop. In most of his games there are multiple candle types to fit the situation at hand.

But let me repeat: You're whipping candles to produce hearts to let you throw knives in Dracula's castle. Get over the abstraction: it's the least weird thing there.


Any time a game makes a transition to 3D certain concessions need to be made because anything in three dimensions will always be less abstract than in two. When rendered in 2D, a stray candle that isn't "attached" to anything doesn't really look that strange and is easy to ignore. In 3D, it stands out a lot more.

I'm just saying it wouldn't kill them to make pillars be on the same layer as the candles so it looks like they're hanging from something. It would just make it look nicer.

And like I said, I know it's early, but I have no reason to believe that IGA & co. will address these problems in the final build. Going by various E3 demos of other IGAvanias I've played, the areas present were almost entirely unchanged in the final version, and the sprite art hadn't changed or improved either. Aside from that both Dawn of Sorrow and Portrait of Ruin have a half-assed, rushed quality to them, which would suggest to me that they probably aren't going to bother revising the visuals (or anything else, for that matter) too much in this. I'd love to be proven wrong, but so far the evidence is against them.
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!=



Joined: 04 Dec 2006
Location: the planet of leather moomins

PostPosted: Sat Feb 03, 2007 10:27 pm        Reply with quote

What are the hearts supposed to represent anyway! Talk about inconsistency.

So is this remake a sort of "Let's translate gilgamesh into the current slang of the day" type of effort?


Last edited by != on Sat Feb 03, 2007 10:28 pm; edited 1 time in total
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bort



Joined: 04 Dec 2006
Location: Are you related to Bandai and Namco takes of games Sent from my iPhone

PostPosted: Sat Feb 03, 2007 10:27 pm        Reply with quote

Magic candles that float in the air are cooler than normal ones I think.
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JamesE
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Joined: 05 Dec 2006

PostPosted: Sat Feb 03, 2007 10:41 pm        Reply with quote

Mister Toups wrote:
JamesE wrote:
Mister Toups wrote:
JamesE wrote:
Uh Toups, the candles float free in 2D space in the original game lots too. An awful lot. It looks very weird there too.

(IGA-bashing, sourpuss, etc)


For the most part they are presumed to affixed to the wall in the background as can be seen in that very youtube video you linked. -- notice how once richter gets inside the castle nearly every candle is right in the center of a pillar in the background. Even the ones that aren't (there's one weird one that's on a window) still don't look strange because the background isn't scrolling in parallax.

Either way, it looks much stranger in 2.5D than regular 2D.


You're whipping candles to produce hearts to let you throw knives and you're fixating that the candles (by necessity) aren't affixed to the walls?

Rondo has plenty of candles not attached to the walls but instead thin air, just not in the videos I linked (because the walls are everywhere categorically).

This isn't an IGA choice - he has to retain an old level design AND incorperate a 3D backdrop. In most of his games there are multiple candle types to fit the situation at hand.

But let me repeat: You're whipping candles to produce hearts to let you throw knives in Dracula's castle. Get over the abstraction: it's the least weird thing there.


Any time a game makes a transition to 3D certain concessions need to be made because anything in three dimensions will always be less abstract than in two. When rendered in 2D, a stray candle that isn't "attached" to anything doesn't really look that strange and is easy to ignore. In 3D, it stands out a lot more.

I'm just saying it wouldn't kill them to make pillars be on the same layer as the candles so it looks like they're hanging from something. It would just make it look nicer.

And like I said, I know it's early, but I have no reason to believe that IGA & co. will address these problems in the final build. Going by various E3 demos of other IGAvanias I've played, the areas present were almost entirely unchanged in the final version, and the sprite art hadn't changed or improved either. Aside from that both Dawn of Sorrow and Portrait of Ruin have a half-assed, rushed quality to them, which would suggest to me that they probably aren't going to bother revising the visuals (or anything else, for that matter) too much in this. I'd love to be proven wrong, but so far the evidence is against them.


You are upset by flying candles in a platform game

YOU ARE UPSET BY FLYING CANDLES IN A PLATFORM GAME

What the fuck

It is a platform game
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sat Feb 03, 2007 10:49 pm        Reply with quote

;;;>__>
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aerisdead



Joined: 17 Dec 2006
Location: Toronto, Canada

PostPosted: Sat Feb 03, 2007 10:51 pm        Reply with quote

guys what is up with dracula's interior design

he has to like jump over a pit to get to his dining room and candles float in the air

p.s. I have made this joke before
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JamesE
banned


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PostPosted: Sat Feb 03, 2007 10:53 pm        Reply with quote

aerisdead wrote:
guys what is up with dracula's interior design

he has to like jump over a pit to get to his dining room and candles float in the air

p.s. I have made this joke before


As a child I often wondered why Dr Robotnik didn't just surround his entire base with a huge unjumpable spike pit

I was a sad child :(
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sat Feb 03, 2007 10:55 pm        Reply with quote

man my room's level design is pretty boring
hey i should put a few spikes here and there
after all living on the edge is what makes life exciting
^_^
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aerisdead



Joined: 17 Dec 2006
Location: Toronto, Canada

PostPosted: Sat Feb 03, 2007 11:00 pm        Reply with quote

JamesE wrote:

As a child I often wondered why Dr Robotnik didn't just surround his entire base with a huge unjumpable spike pit


I was going to say "because he couldn't go to the shops and pick up some milk then" but I forget he could fly
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Balzac



Joined: 04 Dec 2006

PostPosted: Sat Feb 03, 2007 11:01 pm        Reply with quote

JamesE wrote:
It is a platform game


Abstraction has no place in the HD era. Today's gamers need well thought out exposition in their vidcons.

If Konami were really serious about this remake, stage zero would be replaced with an anime cutsene in which Death explains that confronting Castle Dracula has unleashed Richter's "heart of the soul", allowing him to transmaterialze weapons out of thin air so long as he collects "soul hearts" scattered throughout the castle's only pure visage.

Those floating candles? They are that purity.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Sun Feb 04, 2007 6:33 am        Reply with quote

JamesE wrote:
Mister Toups wrote:
JamesE wrote:
Mister Toups wrote:
JamesE wrote:
Uh Toups, the candles float free in 2D space in the original game lots too. An awful lot. It looks very weird there too.

(IGA-bashing, sourpuss, etc)


For the most part they are presumed to affixed to the wall in the background as can be seen in that very youtube video you linked. -- notice how once richter gets inside the castle nearly every candle is right in the center of a pillar in the background. Even the ones that aren't (there's one weird one that's on a window) still don't look strange because the background isn't scrolling in parallax.

Either way, it looks much stranger in 2.5D than regular 2D.


You're whipping candles to produce hearts to let you throw knives and you're fixating that the candles (by necessity) aren't affixed to the walls?

Rondo has plenty of candles not attached to the walls but instead thin air, just not in the videos I linked (because the walls are everywhere categorically).

This isn't an IGA choice - he has to retain an old level design AND incorperate a 3D backdrop. In most of his games there are multiple candle types to fit the situation at hand.

But let me repeat: You're whipping candles to produce hearts to let you throw knives in Dracula's castle. Get over the abstraction: it's the least weird thing there.


Any time a game makes a transition to 3D certain concessions need to be made because anything in three dimensions will always be less abstract than in two. When rendered in 2D, a stray candle that isn't "attached" to anything doesn't really look that strange and is easy to ignore. In 3D, it stands out a lot more.

I'm just saying it wouldn't kill them to make pillars be on the same layer as the candles so it looks like they're hanging from something. It would just make it look nicer.

And like I said, I know it's early, but I have no reason to believe that IGA & co. will address these problems in the final build. Going by various E3 demos of other IGAvanias I've played, the areas present were almost entirely unchanged in the final version, and the sprite art hadn't changed or improved either. Aside from that both Dawn of Sorrow and Portrait of Ruin have a half-assed, rushed quality to them, which would suggest to me that they probably aren't going to bother revising the visuals (or anything else, for that matter) too much in this. I'd love to be proven wrong, but so far the evidence is against them.


You are upset by flying candles in a platform game

YOU ARE UPSET BY FLYING CANDLES IN A PLATFORM GAME

What the fuck

It is a platform game


Jesus man I just said it looked weird okay.

I'm not over here like pounding on the keyboard or anything.
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chompers po pable



Joined: 04 Dec 2006

PostPosted: Sun Feb 04, 2007 9:42 am        Reply with quote

hopefully they fix not being able to jump on stairs in the remake. (at least it appeared that it wasn't doable in the video link provided by james san).

though it won't help much, i mean we should just accept that the remake will be bad. konami should just go the other way with it and make it intentional in ridiculous ways.
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JamesE
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PostPosted: Sun Feb 04, 2007 4:02 pm        Reply with quote

chompers po pable wrote:
hopefully they fix not being able to jump on stairs in the remake. (at least it appeared that it wasn't doable in the video link provided by james san).

though it won't help much, i mean we should just accept that the remake will be bad. konami should just go the other way with it and make it intentional in ridiculous ways.



Psssst: hold up while you jump and you'll land on stairs in the original.

Toups, it feels like you are looking for any excuse whatsoever to be a misery about Castlevania/videogames in general and it's bumming me out. Nobody likes a negative nancy.
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Toups
tyranically banal


Joined: 03 Dec 2006
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PostPosted: Sun Feb 04, 2007 9:28 pm        Reply with quote

JamesE wrote:
Nobody likes a negative nancy.


...
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Deets



Joined: 05 Dec 2006

PostPosted: Sun Feb 04, 2007 9:35 pm        Reply with quote

James is the worst joke account ever :(
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JamesE
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PostPosted: Sun Feb 04, 2007 10:07 pm        Reply with quote

I'm only negative about things that are awful, though.

You're negative about crazy shit because you have fucking awful taste in games.

I mean don't take that as a flame but you really do, man. I get the feeling you'd complain about a blowjob from Salma Hayek if you noticed something stuck in her teeth.
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The Drunken Samurai
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PostPosted: Sun Feb 04, 2007 10:12 pm        Reply with quote

JamesE wrote:
a blowjob from Salma Hayek


quoted for good thoughts
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Shapermc
crawling in his skin


Joined: 04 Dec 2006
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PostPosted: Sun Feb 04, 2007 11:07 pm        Reply with quote

You know what my largest complaint about the remake is? Richter's voice actor.

Yes, that's it.

Seriously, the people complaining the most are just trying to justify that the PSP isn't worth it. It's not. One can only hope that the PSP has a version 2.0 by then.

Also, how the hell was that Rondo of Blood PCE version captured? It has such a low frame rate it makes my stomach hurt. Dessgeega captured a pretty good run through her VHS tape which captures the feel a bit better of the game if you want a comparison.

And! What's with the guy playing the remade version? He sucks! Did they remove the ability to land on the stairs from jumping? Also, was the fleaman hive replaced with meat, or is that a memory failure? Another thing, the beast that chases you through the castle.... I didn't see him until the end, I hope they make it more impending-doom-like.
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Deets



Joined: 05 Dec 2006

PostPosted: Sun Feb 04, 2007 11:27 pm        Reply with quote

JamesE wrote:

You're negative about crazy shit because you have fucking awful taste in games.

What does that even mean? You don't like games that toups likes so he has "fucking awful taste"? You could have at least accused him of having some kind of psychosis that only you realize he has.

Quote:
And! What's with the guy playing the remade version? He sucks!

You're starting to sound like a GameFAQs forum member or something, shaper.
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mechanori



Joined: 04 Dec 2006

PostPosted: Sun Feb 04, 2007 11:30 pm        Reply with quote

JamesE wrote:
I'm only negative about things that are awful, though.

You're negative about crazy shit because you have fucking awful taste in games.

I mean don't take that as a flame but you really do, man. I get the feeling you'd complain about a blowjob from Salma Hayek if you noticed something stuck in her teeth.


This is fucking unnecessary and you know it.

We've discussed this before: some shit just doesn't work when games move from 2D to 3D, or from an unrealistic style to a realistic or detailed one. Toups's complaint isn't ridiculous; you're the one going overboard here.
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