Diomedeskun
Member
_dementia said:Do yourself a favor and continue this trend
Seriously, PoR is an awesome game and 80% is absolutely brilliant.
_dementia said:Do yourself a favor and continue this trend
KevinCow said:Eh. I thought it felt like Aria with crappy level design, a horrendous art style, some really shitty power-ups (the one where you throw the doll specifically comes to mind; it had absolutely no use outside of letting you through arbitrary holes in walls), and tacked-on touch screen controls.
I only played it once though, back when it came out. Maybe I'd like it better if I played it again.
GrotesqueBeauty said:1. CotM doesn't get the credit it deserves. Besides some janky character animation and palette swapping on the sprites it's actually a very good game. The castle layout and platforming elements are actually stronger than any of the Metroidvanias that followed, and the difficulty is the most balanced of the handheld games. It could also be argued that the DSS system had more depth than the souls of AoS and DoS. I also think this is the last game that felt like a true blue Castlevania, which is more difficult to quantify, but I suppose comes down to theme and structure of individual areas. Wasn't it also the last 2D Castlevania developed by KOEI? With each sequel Iga's hand became increasingly apparent in some of the more redundant aspects of the gameplay.
Mejilan said:It was slow, the jumping felt off, the art was largely garish, and the music was absolutely awful. Basically NES/GB quality at times.
While I feel CotM is the better game overall, I'd much rather replay Harmony due to the latter's default walking speed is faster and the ability to beat the game without using any skills; just use the whip and subitems, like classic CV games. Hell, the game even lets you play as 8-bit Simon in boss rush mode, as throwaway as the mode in the game is.That said, it wasn't a terrible CV game by any measure. I do consider it to be the crappiest Metroidvania of the bunch, and probably the crappiest 2D CV, franchise-wide.
Eventually you can press down, rather than up, to warp to other points within the same castle.GrotesqueBeauty said:I think the very first warp point does that, and there may be another odd one out like that, maybe two. None of them cycle between all warp points to give you full freedom to move around the castle though.
lyre said:NES/GB quality sound isn't a completely bad thing; the entire MM Battle Network series uses samples that could pass off as 8 bit samples but they're still all wonderful music. Harmony's music just plain sucks save for two tracks (both remixes as well).
cartman414 said:Speaking of which, the random item drop system also had to be among the worst in the past several years.
Already agreed with that.Mejilan said:There's definitely room for 8-bit chiptunes in the world (and, to be frank, on my iPod). But HoD's music was atrocious from any standpoint. It was a total mess.
The only complaint I have about the card system is the two best cards (the black and white card I think) can only be found in the colosseum and even then they're rare drops. It goes without saying, I just said 'fuck it' and just abused the DSS glitch.Saint Gregory said:The various items that increased your lck made getting the rare cards almost laughably easy. The on;y one I remember being a real bitch was the one you get from the Skeleton Sprinter since he was hard as hell to kill in the first place. I'll agree with the card combo observation though. The combo that replenished your health when you stood still would have been really helpfull if I realized what it did earlier.
lyre said:The only complaint I have about the card system is the two best cards (the black and white card I think) can only be found in the colosseum and even then they're rare drops. It goes without saying, I just said 'fuck it' and just abused the DSS glitch.
Music aside, I think that sounds more like CotM.Mejilan said:It was slow, the jumping felt off, the art was largely garish, and the music was absolutely awful. Basically NES/GB quality at times. It felt like a severely stripped down SotN clone, when such was basically impossible on a GBA.
Couldn't find the AoS Soma sprite and figured it was good enough.lyre said:<<< then explain plz.
You say backtrackiness like it's a bad thing. I love backtracking.cartman414 said:The design may have not been necessarily as strong, but it was still a far sight better than the backtrackiness of SotN and HoD.
Saint Gregory said:The various items that increased your lck made getting the rare cards almost laughably easy. The only one I remember being a real bitch was the one you get from the Skeleton Sprinter since he was hard as hell to kill in the first place. I'll agree with the card combo observation though. The combo that replenished your health when you stood still would have been really helpfull if I realized what it did earlier.
KevinCow said:You say backtrackiness like it's a bad thing. I love backtracking.
KevinCow said:Music aside, I think that sounds more like CotM.
Couldn't find the AoS Soma sprite and figured it was good enough.
Anyway, like I said, I'd probably like DoS better if I played it again. But after looking forward to it so much, I was really disappointed in it and it left a bad taste in my mouth. Aria was actually my first Castlevania, and I was excited to get a direct sequel, but the touch screen stuff and the way they destroyed the awesome art style of Aria really ruined it for me.
cartman414 said:What I was referring to was making items such as leather armor dirt common, while making normal potions not as common, or as easy to pick up at least, even though they recover a paltry 20 HP a pop.
Saint Gregory said:Yep, I misread the "random item bit", my bad. I don't remember that being an issue but I was more concerned with the rare items than the potions and stuff.
Christopher said:I've played recently SotN on PSN as well as the two DS games....and while they are enjoyable games, I can't help to think that the Castlevania games are "missing" something that just keeps them from being satisifing...I don't know what it is.
Allan Holdsworth said:The series just feels boring next to Metroid.
I find all of the Metroidvania's after SotN to be equally predictable as far as general progression goes. CotM was good about sprinkling obstacles for each power up throughout the castle so that revisiting areas was usually rewarding. And although wall breaking was uniformly the way to uncover secrets they were always placed in that "just so" manner that got my Metroid sense tingling and made them a joy to seek out. Playing through Portrait of Ruin, which makes uncovering hidden areas is a joyless chore, really helps me appreciate the intuitive placement of everything on the CotM map.cartman414 said:I actually found the difficulty to be the most awkwardly balanced for a couple reasons. This had a lot to do with the linear stat increases at level up made your character's power progression incredibly inorganic. The DSS system was crippled by the facts that various cards were rare drops, and figuring out what various combos did required either trial and error, or a FAQ. Speaking of which, the random item drop system also had to be among the worst in the past several years. Aside from that, the secrets were always secret rooms containing permanent HP/MP/Heart Max Ups tuckered away behind breakable walls.
Aside from all that though, as a Metroidvania, it had arguably the most transparent lock/key progression scheme of any.
Now that's just factually wrong. Potions are exceedingly common in CotM, and you can carry up to 99 of them. I typically end up with a huge surplus. By the end of the game it's even easy to harvest potion high (250 HP) if you know the right enemies. I should know, I just replayed it a couple weeks ago.cartman414 said:What I was referring to was making items such as leather armor dirt common, while making normal potions not as common, or as easy to pick up at least, even though they recover a paltry 20 HP a pop.
GrotesqueBeauty said:I find all of the Metroidvania's after SotN to be equally predictable as far as general progression goes. CotM was good about sprinkling obstacles for each power up throughout the castle so that revisiting areas was usually rewarding.
Regarding DSS drops, the biggest problem is that you don't have the same sort of comprehensive check list that the later handheld games did. However, I didn't have any real problems experimenting to figure out which cards did what. Once you find a single combination that works for any individual action card the rest typically fall into place easily. I had fun experimenting on my first play though, and after beating it twice on my own I don't have any qualms about referring to a FAQ to fill in the blanks when I replay it to save myself from any undue frustration.
As far as gaining experience goes I guess we'll just have to agree to disagree. Every time I get to a boss it feels challenging with resorting to being cheap, and the first time through any area is perfectly tuned to keep the player on their toes between save rooms. I really liked the way leveling works, and I don't care for how enemies give less exp after a while in the other Metroidvanias, even as the exp needed between levels goes up exponentially. It gives the player even less incentive to plow through old areas in search of items and secrets.
Now that's just factually wrong. Potions are exceedingly common in CotM, and you can carry up to 99 of them. I typically end up with a huge surplus. By the end of the game it's even easy to harvest potion high (250 HP) if you know the right enemies. I should know, I just replayed it a couple weeks ago.
Dash Kappei said:Do we have a release date set already?
GrotesqueBeauty said:I'm looking in vain for the PoR "haters" mentioned in the last few posts. Just because someone finds a game flawed doesn't mean they hate it. With the exception of one post urging someone not to try PoR everyone has articulated what they do and don't like about the game pretty well, listing its strengths along with its shortcomings. Who cares if some of us think it's one of the weaker Metroidvanias? The worst of them is still good, just not necessarily as good as the others in some people's eyes. Besides, I don't think any of them offer a definitive experience, which is why there's so much room for debate depending on what elements of the series draw you in.
The DS CV games were always touted as 'difficult', but that is more of a showing of how much guys like Shane suck at the games. I'll take this claim of difficulty with a brick of salt.Ike said:Shane on the 1upy said this was the hardest CV game yet. Caaaannooot wait.
lyre said:The DS CV games were always touted as 'difficult', but that is more of a showing of how much guys like Shane suck at the games. I'll take this claim of difficulty with a brick of salt.
Ike said:Shane on the 1upy said this was the hardest CV game yet. Caaaannooot wait.
He has also stated that he has died a lot in Order of Ecclesia. So it definitely sounds like it is harder.sp0rsk said:It sounded more like he just couldn't figure out how to get past the bad ending, I doubt it's hard.
Wrong thread?Mejilan said:JP only, so far.H aven't heard anything yet about the US. Not looking so likely at this point.
Ike said:Wrong thread?
Mideon said:Where is my Euro date Konami!!!????
Atreides said:Caslevania: Order of Ecclesia (Konami) - 17.11.2008 - 39,99 Euro
http://www.neogaf.com/forum/showthread.php?t=333086Mideon said:What's the source of this info though?
What preorder bonuses?Anasui Kishibe said:man them juicy bonuses look really good, I might very well pick the Japan version as well, hold the bonus and resell it on Ebay to some ignorant loon for more than the price I paid for it
hell yeah, doing it now
Probably the leather bound notebookNotMSRP said:What preorder bonuses?
The Main Event said: