Pretas wrote:Squire Grooktook wrote:They're making new stages for the mode.
Uhh, no.
In Classic Mode, existing assets and screens from the game will be rearranged linearly
If they had just said "existing assets" you'd have a leg to stand on, but "screens" clearly indicates that they'll be slapping existing rooms together, probably in haphazard fashion.
Re-arranging existing assets
and screens means the "screens" will have different layouts and therefore be completely new except for aesthetics. The smallest amount of reading comprehension skills can tell that the statement in no way implies that existing rooms will be re-used without substantial layout change (how would the screens remain unchanged if the "assets" comprising them are re-arranged?). Think how romhackers take a Mega Man tileset and create a new stage. Being
linear at all is enough to say that the levels will be a
completely different beast (most of the rooms in these games have 3 or more exits in the first place).
Even if the stages were simply reprogrammed from existing rooms, that's still a lot to work with. Take a large room that's not just a rectangular hallway, fill it with spikes and some platforms. Boom. You got a Mega Man Zero layout.
Fucking hell, I just came here from Ninja Gaiden which literally IS just rectangular rooms with a few enemies, platforms, and instant death hazards on the floors.
Pretas wrote:
Squire Grooktook wrote:Who said anything about traditional Castlevania?
Maybe the people running the Kickstarter did?? "Classic Mode," "since controllers had two buttons," "In grand classic platformer fashion..."
So no one, then?
Pretas wrote:
Rogue Legacy is artless garbage for dumb retrohipsters ignorant of the genre and the medium itself, so I don't see why you thought this helped your argument. IGAvania physics are way too floaty, weightless and forgiving to be conducive to great platformer design, they're best served by spacious rooms filled with large, mobile enemies. Even Ecclesia's Training Hall is rather lacking and poses relatively little challenge.
Everything you just said is bullshit.
Rogue Legacy is an incredibly responsive action platformer with top notch bosses (particularly fond of the balance between strategy and unpredictable rng attacks), good uses of enemies, and excellent platforming and spacing despite being semi-randomly generated (it's more accurate to say the rooms are constructed from pre-designed setpieces and then have enemies and platforms slightly re-arranged). The game becomes as well paced and intense as any arcade style action game if you go for a low death run as well. My 3 death run was by far one of the most enjoyable experiences I've ever had with a 2d game.
The game doesn't even look or sound "retro", being far from 8-bit, so I don't know where your getting "retrohipsters"* from. Not even sure where that audience or demographic is.
Nothing you said about the Igavania's physics hold true either. Perhaps the only (subjective) issue with them (besides not being able to attack on the ground) is that the move speed could be slightly faster. Otherwise being floaty and weightless (not exactly the words I'd use to describe them anyway) is only bad in the context of their surroundings. Irem's Ninja Spirit is deliberately floaty to the point of moon jumping with a tap, but it's one of the most intense action platformers around. I could probably think of plenty platformers that are even more "floaty" yet do an excellent job of emphasizing environmental hazards. As a general thumb, "great platforming design" is rarely about the exact type of movement scheme you use, more how its applied.
At any rate, the Rogue Legacy comparison was to showcase a game with similar controls that handles platforming and environmental hazards extremely well (which it does).
*Ironic considering the only hipster I see here is you, something which nearly your entire posting history in recent memory attests too.
Pretas wrote:
You're going to deny that someone who shows up to promo events dressed like a vampire hunter and carrying a novelty whip is a fanboy?
Nintendo does the same thing. Playing off the publisher and franchise =/= fanboy.
Besides, you say that like it's a bad thing.
Pretas wrote:
because he was so blindly in love with the series
Pretas wrote:
And no, of course I'm not saying that Koji has been solely responsible for crafting every IGAvania, but his interviews indicate that he's always had a surplus of influence over them - look at how even his FURNITURE obsession managed to creep into Harmony and Curse, for God's sake.
I'd like to see those interviews please.
An optional bonus room that had no impact on gameplay, yeah that's a lot of substantial influence.
Then again, considering that the 3 ds games were excellent and all showed substantial improvement from Symphony and the GBA games, I'd argue that him having a "surplus of influence" is not a bad thing, though what designers and programmers end up working under him will also have an un-discountable and likely even greater influence.