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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Sun Jan 21, 2007 10:22 pm |
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Wait, CotM wasn't an IGA game? That explains certain things...
This place turned me into a Castlevania fan. I'm not even exactly sure why; I don't even particularly love gothic/undead-style things. I guess it's mainly because it remains a pretty solid 2d platforming franchise at a time when all the other longrunning franchises for one reason or another no longer appeal to me. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Mon Jan 22, 2007 3:22 am |
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I think one point of praise that IGA's handheld games deserve is that aside from HoD (which had too damn many to polish them properly) they have had very awesome bosses. My favorite is AoS's Death; he has a randomness in his movements that makes him transcend the usual boss patterns -- every battle against him is different. One of the things I like to do with AoS is start it up on Hard and go through it as fast as possible, use the edge-of-platform trick to sequence break into the garden as soon as I have the double jump, and then rush up the clock tower and fight Death with an underleveled Soma. Makes for a truly epic fight.
There are lots of other great bosses, too. AoS's Balrog (love the Vampire Bat bait-and-switch there), PoR's Medusa, etc. Gotta love when you fight Belmonts, too. It's a nice twist on the old "fight a clone of yourself" cliche.
showka, you are right though that they are rushed. The release cycle is really short. This isn't likely to change, unfortunately. Working on games on a "when it's done" basis only works for huge sellers like Half-Life.
| showka wrote: |
| But what developer worth his salt would want to work on Castlevania these days? Just imagine it: IGA propositions you, and shows you some footage that looks the exact same as the game they just released. And you can tell the artists traced over the walk animation for the protagonist in the last Castlevania, just so it would feel as similar as possible. How could anyone who ever had dreams of doing something exciting or new want to work under leadership like that? |
There have been new ideas, if incremental, in each Castlevania to date. It's not Megaman. And IGA doesn't strike me as someone particularly uncreative. Remember that he left the Tokimeki Memorial team after the first installment because he felt there was nothing further that could be done with the series. (He was right; everything added in Tokimeki Memorial 2 and 3 were annoying gimmicks.) I think it's more that the schedule is too tight to take the time to try out radical new ideas.
Anyway, there are a lot of jobs much less inspiring than working on Castlevania, so I don't think there's a staff problem. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Mon Jan 22, 2007 5:47 am |
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| diplo wrote: |
on the contrary, portrait of ruin is the first game to really make that impression on me. i view aria is one of the tightest and most enjoyable games in the series.
i mean, while we're talking about legion, compare the appearance of him in the previous entries. each has context: rising from the catacombs' mountain of skeletons (sotn), a holy version in the chapel (hod), a zombie version in the skeleton cave (hod), and, again, the catacombs, but with a much cooler lead-up (aos).
in por legion just appears because the team was like "lol sprite is as big as black orb in back." |
I thought Legion's appearance in PoR was really cool actually. It's like he is so big that he determines gravity -- in the four sides of the square forming the level, down is in the direction of Legion for the level layout and many of the enemies.
Hmm. What's that black orb anyway, and why are there bricks apparently frozen in the process of being blown away? It's like a nuclear bomb exploded and then time stopped. And Legion is all the corpses... |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Mon Jan 22, 2007 6:12 am |
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Man, who knows. All kinds of things can happen in a dev cycle. Staff changes, realizing that a given feature takes longer than anticipated, changes in toolsets that slow down your team, unexpected crippling bugs, late changes to the design forcing redoing stuff...
Anyway, there's no reason why the first area that the player sees would be the first created. Might have been one of the last ones created, when they had more experience working with the DS. Must've required quite a bit of effort to have those 3d houses in the background.
Last edited by Broco on Mon Jan 22, 2007 6:15 am; edited 1 time in total |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Wed Jan 24, 2007 6:11 am |
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| FortNinety wrote: |
| Dracko wrote: |
| http://www.castlevaniadraculascurse.com/ |
Sorry to detract from the arguing, but, I have to ask... what do you folks think of the guy in charge of the art for this thing? Just curious. |
He seems pretty awesome! Almost all of the artwork on his website is poignant in some way.
Lots of SB avatar material here methinks! |
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