Castlevania ~ Order of Ecclesia Anticipation Thread
You played the 2 most boring games in the series. Based on just those 2, I wouldn't like CV either.MX7 wrote:I really need to play a Castlevania game properly sometime. I played 1 and 4 a bit, but I feel I'm missing something.
Anyway, nothing seems very fresh to me; everything just feels so familiar, even when so many minor details have been changed. But that's perfectly fine; no looking a gift horse in the mouth here. I wasn't sick of the original Mega Man series at any time and in these days where finding a 2D sidescroller is as uncommon as finding a new source for oil, I'm even more thankful for what we have already: a solid and fun formula.
Of course, new sprites and more exotic locations would always be appreciated.
Jon wrote:You owe it to yourself to give Castlelvania III a try if your interested in the series.
8-bit bliss I tells ya. Even if it does get a little frustrating in spots.
Cool. I do feel pretty strange for wondering what the fuss is all about. I'll investigate some more.You played the 2 most boring games in the series. Based on just those 2, I wouldn't like CV either.
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Zebra Airforce
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Also worth mentioning that the later Castlevanias (Symphony of the Night and afterwards, including the GBA/DS games) have some fundamental differences to the older 'vanias, so you might want to try those as well.MX7 wrote:Cool. I do feel pretty strange for wondering what the fuss is all about. I'll investigate some more.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.
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Yes, same design, but not exactly sprite ripping there - GBA didn't allow that so they still had to redraw. Call it sprite reducing if you want.Ed Oscuro wrote:Not quite...flail skeletons from Dracula X, and the armor-wearing skeletons from SotN both make appearances.Turrican wrote:When was the last time that Iga's team drawn a Castlevania entirely from scratch? Harmony of Dissonance?
It's with DS that portable resolution managed to be enough to justify plain and simple rip.
But hey, if we just talk about "concept reused" as far as the series goes... It's been reusing since day two.
Yeah, I don´t care if sprites are reused, especially since most of them still hold up very well today, it´s the enemies in general that get old after a while. I wouldn´t care whether or not a Medusa head had new graphics, I still cringe when I encounter them.
Another problem is that enemies like those purple armored guys with the spears that were a real danger in Rondo are so stupidly nonthreatening in later entries. And degrading bosses like the Minotaur to simple enemies isn´t that pretty, either. However, I like how they added little touches to the Minotaurs in PoR, like their axes now flying out of their hands in the death animation. I just wish most enemies would be a little trickier again; even the Final Guards can´t fight back properly, despite their gigantic size.
Speaking of which, it almost broke my heart when I saw some of the bosses in Gunstar Super Heroes, like the new Seven Force or the first level boss, in all their multi-sprite-scaling-rotating glory, only to learn that they are total pushovers.
Another problem is that enemies like those purple armored guys with the spears that were a real danger in Rondo are so stupidly nonthreatening in later entries. And degrading bosses like the Minotaur to simple enemies isn´t that pretty, either. However, I like how they added little touches to the Minotaurs in PoR, like their axes now flying out of their hands in the death animation. I just wish most enemies would be a little trickier again; even the Final Guards can´t fight back properly, despite their gigantic size.
Speaking of which, it almost broke my heart when I saw some of the bosses in Gunstar Super Heroes, like the new Seven Force or the first level boss, in all their multi-sprite-scaling-rotating glory, only to learn that they are total pushovers.

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Necronopticous
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Give it time. It's been said this one doesn't really shine until about halfway when certain stuff happens, in terms of gameplay and story.zap wrote:Only played one level so far, I don't find it any special than the other ones.
That said, I really am loving this so far. I'm to the misty mountains. LOVE the music once you hit the Prison and Lighthouse area. Animation is a step up from the last two and is stunningly gorgeous, and the system is pretty fun. LOTS harder than the last few CV games, too!



Oh, and the art - win.
English voice acting is good cheezy fun, what's new, JP is selectable from the options if you think it sounds better, yay!
Very pleased with it, especially for a comparatively paltry $29.99.
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evil_ash_xero
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I'm having a hard time getting into it.
I like the graphics, sound, character designs and whatnot. But these stages are SO straightforward(thus far). I mean, some of them are genuinely just a straight path with tons of the same enemies attacking you over and over. I'm just not feeling it yet.
s/m
I like the graphics, sound, character designs and whatnot. But these stages are SO straightforward(thus far). I mean, some of them are genuinely just a straight path with tons of the same enemies attacking you over and over. I'm just not feeling it yet.
s/m
My Collection: http://www.rfgeneration.com/cgi-bin/col ... Collection
Same here.evil_ash_xero wrote:I'm having a hard time getting into it.
I like the graphics, sound, character designs and whatnot. But these stages are SO straightforward(thus far). I mean, some of them are genuinely just a straight path with tons of the same enemies attacking you over and over. I'm just not feeling it yet.
And I can´t be the only one who is massively disappointed by the lack of a proper castle. The world map just seems like a cheap cop out of making a nice, huge, interconnected castle. Putting ten flat rooms in a row isn´t good level design.
However, the game seems to get better after that crab-lighttower fight (MAN that was annoying), with the stages getting more atmospheric and interesting. But what a bad way to start a game...
Last edited by Frederik on Fri Oct 24, 2008 12:39 pm, edited 2 times in total.
Sort of like some of the old castlevanias?evil_ash_xero wrote:I'm having a hard time getting into it.
I like the graphics, sound, character designs and whatnot. But these stages are SO straightforward(thus far). I mean, some of them are genuinely just a straight path with tons of the same enemies attacking you over and over. I'm just not feeling it yet.
s/m
I'm pretty impressed by the difficulty so far. Definitely going to make the game a bit more interesting.
SHMUP sale page.Randorama wrote:ban CMoon for being a closet Jerry Falwell cockmonster/Ann Coulter fan, Nijska a bronie (ack! The horror!), and Ed Oscuro being unable to post 100-word arguments without writing 3-pages posts.
Eugenics: you know it's right!
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evil_ash_xero
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Actually, I didn't have a problem with the old ones.
I'm a regular player of Rondo Of Blood and part IV, and hey, at least you go up and down ladders and shit. Some of this one you genuinely just walk striaght through the woods or whatever, and do nothing but fight the same enemies over and over.
Now, it may get better. I haven't gotten past the light tower yet. But that has to do with the game boring me, thus far, rather than the difficulty.
s/m
I'm a regular player of Rondo Of Blood and part IV, and hey, at least you go up and down ladders and shit. Some of this one you genuinely just walk striaght through the woods or whatever, and do nothing but fight the same enemies over and over.
Now, it may get better. I haven't gotten past the light tower yet. But that has to do with the game boring me, thus far, rather than the difficulty.
s/m
My Collection: http://www.rfgeneration.com/cgi-bin/col ... Collection
Yeah. The old CV games had platforming elements such as pits, obstacles and clever enemy placement in it, but the flat forest level we´re talking about is still made in Metrovania-style, meaning no dangerous pits or tricky jumps. It´s simply a far cry from brilliant level design like in SoTN, AoS or DoS. If they really would have wanted a throwback to Simons Quest or something they should have gone in extra mile in terms of level layout.evil_ash_xero wrote: I'm a regular player of Rondo Of Blood and part IV, and hey, at least you go up and down ladders and shit. Some of this one you genuinely just walk striaght through the woods or whatever, and do nothing but fight the same enemies over and over.
But as I said, the game seems to pick up later on, that´s why I´ll keep playing and actually start to mildly enjoy it now. I just didn´t pull my by the hair and dragged me in like the other games.
OK, it is about time I put my praise in for this game, though it is really early.
I am actually digging it in a way I haven't dug castlevania in a while, and I can say it is in part because of the difficulty.
That woods level some of you are speaking about is one of the places I really started liking the game. Why? Because instead of platforming, the game was about enemy placement and making some really good weapon choices. I died several times here. Although the game is open to tons of strategies, this level in particular seemed to require only one of a few, and if you went in the wrong way, you would probably make it to the next level with little health left. As mentioned elsewhere, there were definitely some minor mind-games (putting enemies in places you needed to retreat to, etc.)
Certainly this game is going for variety since there are the castle levels and outdoor levels, but also the glyph system really does seem to allow about any sort of combat system you want, plus the ability to make real combos (yay! combat is fun again!)
I know I'm too early into this game to really say whether it is good or not, but it is starting out good. The last few castlevanias have been far too easy and depended too much on gimmicks. I've enjoyed what they were doing, but at their core their was always a degree of boredom which was only alleviated by collecting the next new doodad. Instead, with OoE I feel like we have something that is back to the core gameplay with more freedom than the previous games, and perhaps a little punishment for not making the right choices in how you choose to set up your character.
In my mind, these are good things and go right back to what good 2D game play should be about.
I am actually digging it in a way I haven't dug castlevania in a while, and I can say it is in part because of the difficulty.
That woods level some of you are speaking about is one of the places I really started liking the game. Why? Because instead of platforming, the game was about enemy placement and making some really good weapon choices. I died several times here. Although the game is open to tons of strategies, this level in particular seemed to require only one of a few, and if you went in the wrong way, you would probably make it to the next level with little health left. As mentioned elsewhere, there were definitely some minor mind-games (putting enemies in places you needed to retreat to, etc.)
Certainly this game is going for variety since there are the castle levels and outdoor levels, but also the glyph system really does seem to allow about any sort of combat system you want, plus the ability to make real combos (yay! combat is fun again!)
I know I'm too early into this game to really say whether it is good or not, but it is starting out good. The last few castlevanias have been far too easy and depended too much on gimmicks. I've enjoyed what they were doing, but at their core their was always a degree of boredom which was only alleviated by collecting the next new doodad. Instead, with OoE I feel like we have something that is back to the core gameplay with more freedom than the previous games, and perhaps a little punishment for not making the right choices in how you choose to set up your character.
In my mind, these are good things and go right back to what good 2D game play should be about.
SHMUP sale page.Randorama wrote:ban CMoon for being a closet Jerry Falwell cockmonster/Ann Coulter fan, Nijska a bronie (ack! The horror!), and Ed Oscuro being unable to post 100-word arguments without writing 3-pages posts.
Eugenics: you know it's right!
To the folks who aren't happy with the straightforward levels, I can explain something, but it's spoilertastic:
There is a castle, or some form of one, once you hit around 1/3 or halfway through the game. It changes gears and is far more vast and interesting than the straight paths if you don't enjoy them. Just hold out long enough.
There is a castle, or some form of one, once you hit around 1/3 or halfway through the game. It changes gears and is far more vast and interesting than the straight paths if you don't enjoy them. Just hold out long enough.

Wow, it really DOES start to pick up later on. I´m at the beginning of "Giants dwelling" now and it´s awesome, with these HUGE multi-sprite enemies. And right now the action reminds me of Harmony Of Dissonance, with all the quick attacking and backdashing. And boy, the music is so brilliant.
It´s funny how I first was very disappointed with this game, but now I´m really starting to enjoy it.


Ah, okaykozo wrote:To the folks who aren't happy with the straightforward levels, I can explain something, but it's spoilertastic:

I like the graphics, sound, character designs and whatnot. But these stages are SO straightforward(thus far). I mean, some of them are genuinely just a straight path with tons of the same enemies attacking you over and over. I'm just not feeling it yet.
uhhh.... that was kinda like all the castlevanias before symphony.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
He was probably raised on SOTN. In that case, people who've never played (and loved) pre-Metroidvania Castlevanias might not appreciate this sort of setup, particularly if they have not played Rondo of Blood/Dracula X Chronicles (I'm talking about stuff beyond pits, like enemy placement, items behind walls, secret rooms, etc). The pacing it just right with OoE's layout, IMO.Strider77 wrote:I like the graphics, sound, character designs and whatnot. But these stages are SO straightforward(thus far). I mean, some of them are genuinely just a straight path with tons of the same enemies attacking you over and over. I'm just not feeling it yet.
uhhh.... that was kinda like all the castlevanias before symphony.
I loving this game so far. Unlocked the Training Hall and Large Cave and completed the former. This is really a nod back to old-school Castlevania design and difficulty (alot of the enemies do massive damage, and some of the bosses can get nasty later on). I don't think "grinding" for experience will help you in this installment, either: You need to dodge in order to survive and can't symply rely on spamming glyph unions.
I just picked this up tonight, and I haven't gotten too far into it (I'm at the underwater part right now) and it's starting to click, but it still seems a bit slow. The attack choices seem rather limited, and the glyph combos just take way too many hearts to be of much use (usually somewhere between 15-50 or more, and it takes forever to get them back since the candles seem to be a lot more sparsely placed than in other CV games.)Even so, I'm enjoying it so far.
As for the pre SotN Castlevania games, I think the main problem I had with them was not the fact that they're linear, but the fact that I end up fighting the controls more than the enemies at times.
As for the pre SotN Castlevania games, I think the main problem I had with them was not the fact that they're linear, but the fact that I end up fighting the controls more than the enemies at times.