|
|
View previous topic :: View next topic
|
| Author |
Message |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sun Jan 21, 2007 9:44 pm |
|
|
taking into account por, i am exceptionally fearful for the quality of a game that will be added to the rob arc. the team had better get their asses into gear. a little extra time wouldn't hurt, either.
edit: also it's "miserable little pile of secrets"
^_____^ |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sun Jan 21, 2007 10:54 pm |
|
|
no actually it's just terrible
man i wish iga's team would hire me to do their level design ;__; |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Jan 22, 2007 4:14 am |
|
|
| showka wrote: |
| Every IGA game since Symphony, and every Castlevania game since Circle of the Moon, seems rushed. |
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."
Last edited by diplo on Mon Jan 22, 2007 4:15 am; edited 1 time in total |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Jan 22, 2007 6:04 am |
|
|
| Quote: |
| Hmm. What's that black orb anyway |
no idea. pretty cool background, though. reminds me of the beginning of akira.
i think the issue of time constraints is a bit confusing. hod and aos were developed alongside, and each had around eight months devoted to them. even so, many agree that aria is one of the high-points of the series. with such a history, why did it turn out so well?
oppositely, dawn of sorrow had a longer development cycle and seemed to lose its artistic and architectural devotion right after the first area. it's like everyone started out fresh, and then something happened that put a clamp on that creativity. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Jan 22, 2007 6:07 pm Post subject: Re: What is a fan? A miserable pile of secrets! |
|
|
| Shapermc wrote: |
| If you ignore review scores you will see Castlevania sales have been dropping steadily, especially in Japan, for years now. |
eh. i don't know about some of the prior games, but por sold 149,798 in the december. dos sold 76,635 in its first month and sold 152,319 by the end of 2005. the total now stands at 210,009. por will surpass that in much less time.
it is also worth noting that por sold better than the other big konami title that month - mgs: portable ops, which was released on the same day. that sold 120,064 in december.
so, yeah, that's not really true, at least currently.
additionally, japan was never much of a force behind the sales of the series. for whatever reason, it never caught on over there. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Jan 22, 2007 6:45 pm |
|
|
i don't have a problem with the looseness of the enemy placement in the castleroids (metrovania whatever).
i am bothered that they often do not follow the standard that symphony set. within all of that game's looseness, there exists a rich, atmospheric intent. the frozen shades only appear in the coldest parts of the caves, mostly hovering over the icy pools of water. crows and ravens have their nests perches on the wooden structures on the sides of the towers in the chapel. ouja tables are nestled in the comfy corners of the marble gallery, where you'd imagine someone would go to read a book.
inversely, in dawn of sorrow, it feels like every other shaft had skelerangs hanging out on each alternating tier. certainly, there's some really neat stuff going on in specific portions - i always think back to that white dragon below the lost village that never gets tired of being jump-kicked - but it generally didn't have the same convincing effect of inhabitance and singularity that dawn had. i mean, there are dead pirates hanging out in the clock tower. huh?
one of the reasons why the enemy design isn't as tight is partially because many of the enemies from rondo of blood are still being used, which had the intention of combating a retro belmont - not the graceful, moon-jumping heroes of current times.
even so, considering my appreciation for the free-form design, i found por's enemy placement to be exceedingly dull and haphazard. basically nothing felt like it belonged in the respective areas, save for some parts of egypt. there are floating jellyfish around london!
Last edited by diplo on Mon Jan 22, 2007 6:47 pm; edited 1 time in total |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Tue Jan 23, 2007 12:44 am |
|
|
does anyone here agree that the series has always oscillated between calculated structure and bland/terrifying mediocrity? when i think of castlevania, i think of the first game, scv4, bloodlines, sotn, and aos. maybe hod and cv2.
the rest kind of fall short, don't they? i mean, haunted castle is just a quarter-eating disaster, dracula x has no idea what be except tough, cv3 is too big for its own good, the n64 games are sluggish, hazy blobs, cod is a virtual treadmill, etc.
maybe this is one of those slumps. there was a 4 year one after sotn. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Tue Jan 23, 2007 2:25 am |
|
|
| lolipalooza wrote: |
| Also, who would be this SotN guy who was in the lead before Iga? |
toru hagihara i believe |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Tue Jan 23, 2007 6:52 am |
|
|
| DarwinMayflower wrote: |
| I think one of the main problems is that they are reusing the Old School CV sprites far too much. |
aria and harmony were completely acceptable since they redid every enemy for each game, while including a bunch of new sprites. dawn started to get offensive when it borrowed 50% or so from sotn/rondo, and i got a sick feeling in my stomach when i counted portrait's bestiary, only to find about 20 new inclusions in the total ~140.
:[ |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Tue Jan 23, 2007 9:34 pm |
|
|
guys i really don't see the grinding problem in aria
you only have to harvest two souls and most of the time those enemies relinquish them the first time
if not it takes 10-20 kills before they give it up and they die with about three hits
if you avoid like 60% of the enemies yeah then you will have to grind i guess (not really though because i just played through the game a few nights ago on hard mode and no items and did the double jump sequence breaker and completed it all at about level 16 while dying twice) but isn't part of the fun of the castleroids using your weapons on the enemies and seeing the big numbers and watching them explode in satisfying bursts of flames
or maybe not! who knows different strokes
i'll agree with dawn though
what the fuck were they thinking with making me get souls to get new weapons
also hey i just got a soul wops i need to get a few more of the same soul before it's moderately useable
the worst part is that iron golem which will ALWAYS take 50 hits to kill
i know it's all optional but isn't that kinda the point of the games - options
considering that the fat of the game shouldn't be drab
Last edited by diplo on Wed Jan 24, 2007 1:00 am; edited 1 time in total |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Jan 24, 2007 5:58 pm |
|
|
| Lestrade wrote: |
| Okay: where could a third Dracula X game go from here? |
uh. nowhere?
there's that 5 year period in between rob and sotn but nothing really happens then except richter somehow becoming controlled by shaft.
and maria obviously never had anything to do with alucard after sotn. unless they were to make some game where it would be like super maria love love bishie chase of dark blood moon where you control maria and stalk alucard through the woods as he makes his way back to his coffin and you must screw him before he goes to sleep again? |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Jan 24, 2007 6:28 pm |
|
|
| dessgeega wrote: |
| i'm not sure how this is obvious? one of the endings of symphony, if i recall correctly, implies that he intends to travel abroad and she intends to go after him. |
er. no. he says something along the lines of sealing himself away again as soon as possible due to his vampiric bloodline and then leaves. maria eventually follows without his knowing.
concerning alucard's character it's clear that he wouldn't want anything to do with humans anymore unless it had the gravest importance - ergo his appearance when soma comes into the picture |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Jan 24, 2007 9:41 pm |
|
|
| legends is not a part of igarashi's canon. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Fri Jan 26, 2007 4:15 am |
|
|
| zx |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Fri Feb 02, 2007 7:36 pm |
|
|
| 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. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sat Feb 03, 2007 9:36 pm |
|
|
| ruh roh |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sat Feb 03, 2007 9:54 pm |
|
|
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 |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sat Feb 03, 2007 10:49 pm |
|
|
| ;;;>__> |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sat Feb 03, 2007 10:55 pm |
|
|
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
^_^ |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sun Feb 04, 2007 11:32 pm |
|
|
| Deets wrote: |
| You're starting to sound like a GameFAQs forum member or something, shaper. |
well, the player does kind of suck! |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Feb 05, 2007 1:49 am |
|
|

Last edited by diplo on Mon Feb 05, 2007 3:11 am; edited 1 time in total |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Feb 05, 2007 3:10 am |
|
|
| BotageL wrote: |
Hell no, this is the Internet.
 |
|
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Mon Feb 05, 2007 10:27 pm |
|
|
| Shapermc wrote: |
| Let's talk about Castlevania Legends! |
utter tripe!
i agree with maztorre and i said about the same thing a while back itt. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Feb 14, 2007 3:30 am |
|
|
| showka wrote: |
| if he was going to include them he'd have bragged about it like he brags about everything. |
generally producers brag/make stuff sound good so that people will buy it
so yeah you're kind of bashing the man for doing his job gj next map |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Feb 14, 2007 10:19 pm |
|
|
| showka wrote: |
| To me he comes off as dishonest or egotistical, especially since he used to totally slam everyone besides him who'd made a Castlevania game since SOTN. |
i guess i'd also be perturbed to know that after i set about trying to put more structure into something, other individuals came by and did stuff in the messiest way yet.
i mean, was he wrong about circle of the moon being a boring looking game? was he wrong about the card system not having any context?
did he really ever "totally slam" anything? he had valid critiques of the failings of kcek's games. they were responsible for putting castlevania into a three or four year rut. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Feb 14, 2007 10:48 pm |
|
|
| we really don't know how much each member was involved, for sure, ultimately. i'm willing to believe that symphony was mostly the product of a freshly inspired igarashi and tightly knit team of extremely capable, and now mostly missing, designers. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Fri Feb 16, 2007 4:09 pm |
|
|
| showka wrote: |
| So if IGA did say that he was wrong |
lol
circle of the moon may have a darker pallette, but the game is nearly impossible to see on a gba. besides that, there is a tremendous lack of creativity in the art. every area seems to be a variation on brick colors or simple arches. there's really nothing that makes you peer closer to check out whatever may be hiding in curious details.
it's a bit funny how you can play portrait of ruin and see just what places the circle team worked on. they're the only locations with just brick walls.
also, each of circle's sprites have, like, two frames of animation - keeping in line with nathan's game and watch sprite, i guess! a far cry from the beautifully detailed shit in hod through dos.
| Quote: |
| No, but that didn't matter. The context was that the cards were magic, so he used them just like you'd use any item in a videogame. In fact, IGA's insistence on explaining everything would be welcome if it weren't so stupid. The entire intro of Lament is just so we won't freak out that Leon is using magic items - see, he has a magical gauntlet! |
i don't really see what's stupid about that? i think it's pretty cool that the guy cares so much about explaining all those abstractions! he's still got some stuff to do, like the morning star transformation, and i wish he'd pay equal attention to other things, but - hey.
| Quote: |
| Also, Juste could use magic books, which is a much bigger break from context than the card thing in Circle - those at least work with the whip (if Richter could set his whip on fire, why couldn't someone else use magical cards to boost its power?). The explanation - that Juste inexplicably has a lot more DNA from Sypha Fernandez, who mated with Trevor over 200 years earlier, than any other playable direct male descendent that has existed before or since, isn't what I'd call satisifying. |
i don't know what to say here man
i guess lol?
no matter what way you look at it, it's got more support than circle's "so i herd u liek yugioh" gimmick. i mean, an explanation > no explanation as long as it's got some coherency. and that certainly does!
believing circle's card system to be superior probably arises from the game's difficulty. slip aria's soul system or hod's spellbooks into it and you've got a much more cohesive, smart structure. i appreciate discreetness, but not to a fault - circle's card system has you pray that you end up with more than two cards near the end and requires you grind on a select few enemies in order to produce anything.
compare that to aria, where every single monster may relinquish something. not only do you have a much better chance of interacting with the fat of the game, but you've got more variety. in harmony, to experience all the system has to offer, exploration is all that's required. that's nice.
| Quote: |
| Here's the big difference. IGA's latest games have made me bored with a series I once greatly respected, where as KCEK's games did not (even though they were far from perfect). |
could you explain to me how that is a big difference? i'm not sure how personal dissatisfaction completely rules out a person's claims.
| Quote: |
| Aria was a damn fine game, and probably the best thing he's done since SOTN, really, but it is hardly a successor to SOTN |
i disagree!
aria's probably got the most intelligently designed castle since symphony. what it loses in gobby, loving looseness and airiness it gains in momentum, perfect pacing and very entertaining conciseness. i'll definitely agree to it not reaching the level symphony set, but it's probably the most accessible and easily playable entry in the series. aria's free of the "grind to get weapons and more powerful souls" bullshit, as well as the heavy copy-pasting of dos and por. the caves feel like actual caves, the clock tower is a clock tower crammed with gears and spikes, and the enemies invariably have memorable and fitting, though usually not demanding, situating.
it's a splendidly made game, mostly hampered by the boring soundtrack.
i don't know why you bother posting such long stuff when hardly any of it is backed up. ;___; |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Fri Feb 16, 2007 10:08 pm |
|
|
| showka wrote: |
| Also, explanation that is nonsense or illogical = no explanation to me. |
i'm still not seeing how juste being unique, in terms of having prominent belnades genes, is a horrible reason. he's a prodigy.
| Quote: |
| It has to do with how great the music and the first area is, really. The game starts off by surprising you- you confront Dracula at the intro, and start playing in the Catacombs to some of the best music in the series. You then pick up your first DSS card, and thus begin to experiment with that, and afterwards you fight a boss who's actually capable of killing you if you don't pay attention. |
so, in summary, cotm is a true successor because it begins with good music and a boss battle in which you can die?
okay!!
circle of the moon is a technically fine game. and i guess my biggest beef with it is that: it generally has an acceptable, sufficient framework, though it never achieves genuine interest.
really, it's pretty cold. it's like kcek finally realized how poor their other efforts were, and decided to go back to the winning formula of symphony, though, in the process, forget how to make it feel like it belonged to the series.
not to say igarashi isn't guilty of neglecting that certain feeing. portrait of ruin, at many points, seems to be an entirely different creature.
still, i chastise cotm for simply of doing the math and forgetting to investigate, to bring out the aesthetics in the curve and angle of the numbers.
when i play harmony of dissonance or aria of sorrow, there's this gushing, geeky love that totally blows circle out of the water. this isn't all there is to the series, but it's an undeniably big part.
castlevania installments have often been average action games with a fantastic sense for atmosphere. when this is betrayed, the games feel more generic. perhaps they are structurally sound, but they lack the flavor, the mood that makes delving into what they have to offer unique and personal and charismatic.
in the end, circle of the moon doesn't really have soul. it's a neat diversion, but the only thing it has to offer over aria is a bigger challenge - and that arises because of greater damage dished out, rather than intelligent placement or superior enemy behavior. furthermore, the challenge isn't significant, unless you place it alongside, say, harmony. people who deem the game "tough" probably haven't played too many castlevania games, or games in general.
i never thought "difficulty" was one of the selling points of castlevania, anyway. instead, i viewed intelligent design as the more important facet. bloodlines is an easy game, but it's enormously fun to plow through because every section has you doing something different. circle of the moon makes you run through corridor after corridor, killing the game line of enemies over and over - and it's a bit tough. but it's not fun.
aos's guilty of this sometimes, too. but, well - there are things to do, like the trial rooms in the arena and pushing the boat down the slope. shit actually goes on in the clock tower, instead of it being a bunch of platforms that go up and down with some fox archers here and there.
aria's castle may be smaller, and i concede that i long for a game with its design along with larger boundaries, but it's simply more well-considered. circle of the moon has some really good places - the machine tower, chapel, and observatory tower - yet, it is overwhelmingly weighed down by big, plain boxes and tiringly zig-zaggy rooms.
aria is more subtle - more...i don't know, rhythmic and varied. cotm is procedural and stilted, out in the open, forcing you to continue onwards in alternating motions of an extremely dull, concentrated manner. as a result, progression and attractiveness suffer.
as i said before, it also does not help that there's almost nothing to see in the castle. coming upon majestic sights was one of the strong points of symphony, as it was in aria, or harmony, too, but that sensibility is lost to cotm, which decides on solely containing the exploratory rewards in the HP, MP, or Heart power-ups littered about. i'm very aware of the importance of mechanics and "good, old, plain satisfaction," but circle deprives the player of the joy of coming to new areas and immersing themselves in any rich atmosphere. again, there's the math, but without the art. this is an enormous component of the series, and cotm is a huge mess of grey and brown squares.
the music is okay, but kcek kills "the sinking old sanctuary," and the remixes aren't that hot. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sat Feb 17, 2007 12:51 am |
|
|
| showka wrote: |
| Just because someone's take on Castlevania isn't 100% IGA approved its unjust to say they were just farting it out. |
who said this was something to do with iga? you're pretty eager to equate the guy with any negativity.
this is something that the series has striven for since simon's quest.
circle feels like an 2d action/adventure game with an artificial "castlevania glossing."
| Quote: |
| many of these areas do have a sense of atmosphere. |
sadly, that atmosphere is listless and uninspired. there're no moments where you are able to imagine the artists' eyes sparkling and saying, "now, this will blow them away!" or maybe they were just delusional, and thought people would be floored by the varied textures of bricks!
cotm being an early gba title doesn't have that much to do with the graphics. harmony was igarashi's team's first gba release, and it's still probably the best looking thing for the handheld.
in portrait of ruin, there's a battle arena - and the background looks exactly like one in circle. technical freedom doesn't make a difference when people are artistically dead.
| Quote: |
| How can a game be both "procedural" and "concentrated" yet "out in the open?" |
it is procedural because interaction is marred by the poorly implemented controls. i think castlevania 1's mobility is in excellent conjunction with the stages, so preference isn't really an issue, here. it's more of "why the fuck do i have to stop, position myself, and then double tap the walk button whenever i platform." it may feel more involving at first, but it quickly becomes annoying and almost turns nathan into a stickshift car. there's no reason for it to be there. baggage gained after the pointless "you were walking but now you can run too oh god dude" section. controls that achieve a constant median are the best for the metroid formula.
it is concentrated, because platforming is often extremely repetitious. almost every tower is a zig-zagging tower where the spacing between stuff rarely changes.
it is out in the open, because a lot of the rooms are quite large and because the game does nothing to mess with the redundancy of the platforming. dullness is laid bare, and the spaces containing it are mostly big.
| Quote: |
| (they're a bit better than the ones in Dawn of Sorrow). |
that's not saying too much, since the ones in dawn were shitty versions of the rondo remixes. :[ |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Sat Feb 17, 2007 4:26 am |
|
|
| showka wrote: |
| Circle looks more like the classic games than Aria of Harmony. |
no you're wrong i have graphics i can prove it
hell, man - harmony is overflowing with the aura of the classic games.
you've got the same characteristic, chimerical, gaudy colors and uneasy architecture. i think aderack has said it before: the nes games almost looked like they flickered, in the fashion of some classic horror movie. it was a combination of the pallettes' tones and landmarks that achieved this slightly surreal ambience.
dracula xx is probably the only thing that comes close to cotm's look.
meanwhile!
| Quote: |
| This is an amazing statement because it allows you to exonerate IGA from any blame in how bad POR is. Its only bad because he let those dirty people who worked on Circle of the Moon touch it, I guess! |
all right, i can't tell if you're trolling here. you should probably think a little harder before saying silly stuff like this.
| Quote: |
| Meanwhile you're defending a game like HOD, where you get anywhere fast you have to constantly mash the buttons on the top of the GBA. |
it's a nice convenience. still, juste's normal walking speed is considerably swifter than nathan's, so, no, you don't have to do that. |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Feb 21, 2007 6:46 am |
|
|
oh antitype-kun ^_^
Last edited by diplo on Wed Feb 21, 2007 7:18 am; edited 2 times in total |
|
| Unfilter / Back to top |
|
 |
diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
|
Posted: Wed Feb 21, 2007 7:16 am |
|
|
| showka wrote: |
| I'd say this scene looks more like the Castlevania I know that this |
i can't see the screenshot for circle, but i still will agree, anyway, because i am well aware of how devious the sky walkway is!
take note, though, that such pretty delicacy is almost exclusively relegated to the chapel in that game. every other locale is an intelligent merging of the flowery direction of igarashi and the garish, dilapidated sensibility of the "classics," which, i think, is a perfect location for the series: hovering in the past while simultaneously advancing the aesthetic.
with that said, i'd like to defend the chapel's presence: even if it isn't gloomy, it's much more of a memorable and inspired place than any dingy sector of circle's castle. additionally, it allows for the startling, progressive tension of going through the caves and then emerging in the cloudy heavens. i find it a rather profound situation: one place of exquisiteness in an otherwise caliginous structure.
| Quote: |
| Maybe you could just explain how you know what parts of the game the Circle artists drew instead of giving me this backhanded shit about trolling. |
sorry - i found it hard to believe that someone could be that silly outside of trolling!
i know what parts are from the cotm team because, having played circle, and having compared its style to kcet's efforts, i can accurately point out what stuff is done by whom.
example: look at the battle arena background in circle and compare it to the room in portrait where you fight the behemoth. not only is the coloring the same, but so is the shading (kcek's members had a very different, more raw way of shading) and usage of certain architecture.
| Quote: |
| If the background looks EXACTLY the same as the one from Circle, well, IGA has never had any trouble recycling graphics from the past games, why blame the Circle guys? |
because por is the first igavania to enlist the help of the cotm team members.
look man no offense but you're the same person who said you hadn't noticed any ripping of graphics in the saturn version of sotn in however many years when it should have been pretty obvious
i think i know my graphics lol :(
(also: igarashi had never borrowed any environmental art until portrait, which takes some tiles from dawn's lost village and pinnacle and slips them into the city of haze, nation of fools, and master's keep) |
|
| Unfilter / Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2002 phpBB Group
|