Not Spaceghost
Spaceghost
Alright so I had a great time with this when I played it on release but I never got around to playing the two DLC's so I figured screw it, I'll pick up this fucker on steam with the two DLC's and go through it all over again in anticipation for LoS2!
Well first things first, the PC version is absolutely incredible even playing it with the keyboard controls is pretty solid, or at least more solid than WASD + IJKL has any right to be. It's visually stunning, runs as smooth as a smooth thing and on top of that it loads quickly! So after setting my keybinds to perfections I started my adventure on the Warrior difficulty and made it through the tutorial with no hitch. After that is where my memories of all the faults I had with this game started creeping back to me.
This game has an incredible wealth of combat mechanics. It has a perfect block system, a solid dodge system, two magic stances that accomplish different things, a focus meter that rewards you for not getting hit during combat, a host of items that let you sprint or super punch, four sub weapons and a ton of abilities that you can play with that help you manage crowds or deal massive damage. Now that sounds like a lot of shit right? Well you're not wrong the game has a ton of shit, but the implementation for it instead of making it feel like you have a ton of options just makes it feel like you have a ton of bloat.
For example, the perfect parry in this game leads to counter attacks that do a lot of damage, all you have to do it hit block the frame that you get hit (game is a bit lenient on this though so it's more like 4-5 frames) that sounds like a fun mechanic right, I mean metal gear rising has that and that was fun! Well it's not very functional outside of boss fights because your average heavy mook telegraphs his unblockable and his blockable attack the exact same way with the exception that one glows close to impact and the other does not. Now this isn't really that bad because you can learn their patterns and figure out how to bait their blockable attack, the problem with this is that it's completely unnecessary. Because countering only gives about a 20% damage boost and a full focus bar so you're better off rolling away and using the heavy combo on mooks from a distance because your attacks come from a whip which has huge range!
This is one huge gripe I have with the game that I hope they fix in the sequel, give me purpose for using your mechanics don't just assume I'll try and use them, make me want to integrate this stuff into my gameplay. If I can figure out how to circumvent core combat mechanics for the bulk of the game what's the point of making them core combat mechanics? Also once you unlock the grab with the whip (which lets you pull a smaller enemy to you and finish it off with a single QTE) you realize that entire animation gives you invincibility frames which further negates the games mechanics, hilariously enough by chapter 4 I found myself looking for an enemy to grab as a defensive mechanics more than I found myself relying on the actual systems the game has to offer.
Speaking of other issues the game has a frustratingly long ramp up time, the game doesn't really get goign until after Chapter 3 which is after you kill your first lord of shadow. The first 2 chapters are too long and only really serve to get you your full armaments so you can continue the rest of the game, they don't really establish THAT much plot at least not as much as it forces you to play through some of the most boring levels I've seen in a castlevania game. "The lost city of Agharta" is a phrase that should make you recoil in regret. I hate that portion of this game with a passion, it's just disjointed ruins that doesn't really further the storyline at all. You know what actually? I would hazard a guess that most of the poor reception the game got was due to these chapters. In fact I have a theory, my theory is that if you make it past chapter 4 you are 70% more likely to finish the game but if you stop before that you are pretty much guaranteed to never pick this game back up, that's how poor these early chapters are.
EDIT: http://steamcommunity.com/stats/234080/achievements if you look at the steam achievements for this game I was kinda close, 60% of the people that finished chapter 4 went on to finish the game. (it ends at Satan the other two are DLC chapters)
Honestly my final fault with this game is that the large bosses all feel extremely cumbersome and not particularly fun or satisfying to fight, especially the flying serpent thing in chapter 11. However that's where my major disagreements with the game end.
No just kidding I have one more thing to bitch about: The fucking chupacabra that steals all your powers and equipment and then you get to play hot or cold for 10 minutes before you can progress. When I say this is pointless I want you to understand that I mean these sections add literally nothing to the game besides frustration and a sense of wasting your own time. The first time it is encountered it happens right before the final door of the area, a simple go back and find the key to open this would have sufficed but no this little shit steals everything. Every follow up encounter is that but with a twist, it's stupid and I hate it because it feels like they're padding out an area for the sake of padding it out, it doesn't really teach me anything meaningful.
You're probably thinking "but you hated the bulk of the gameplay why on earth do you enjoy this game Mr. ghost?" well I would have to tell you that honestly the game feels good, it feels great to hit stuff and to rip things to shreds, and pulling off counter attacks against a boss feels incredible, the zoom in with the particle effects, slow mo and the screenshake are just an insane sensation overload of FUCK YES THIS IS AN AWESOME THING I DID!
Also the scenery oh my god the scenery, there is one moment in chapter 4 I have seared into my mind and that's the first time you see the vampire's castle in the background as you're heading into the village.
This is an awful image but it's the only one I could find of the moment I'm thinking about. Just look at that background scenery, the way the focus is on the castle, how huge it is, how uninviting it looks, the whole thing just leaves you with a looming sense of "oh boy this is gonna get bumpy". Also can we just take a moment to fully appreciate how fantastic the UI design is for this game? It's really clean and all the most important information is communicated to you right there. The enemy and character design is just top notch as well, Carmilla's design is so fantastically Gothic while at the same time feeling like it has its own original flair about it. The voice acting too! My god I don't skip cutscenes just to hear them speak, I honestly could care less about what they're saying (though the story is pretty solid) but just hearing all the characters speak is fantastic.
Level art is also pretty fantastic, there isn't that much I can say for design since most of it is corridors connected by puzzles. You have a surprising amount of variaty with levels as well, you've got swamps, ancient ruins, a ghostly desert thing, a castle and all the things you might find within one, a gothic tower, snowy areas, a medieval looking village, and more.
TL;DR Honestly this is a great game soured by almost over ambition. The thing about this game's combat is that I could trash it to hell and back but in the end it's still extremely enjoyable because it feels really good. The game tried to do too much with its combat and didn't quite account for how everything would actually weave together they just assumed that it would but they didn't really consider if it would be worth doing so, if that makes sense.
But seriously the PC port of this game is really well done!
EDIT: JESUS THIS TURNED OUT WAY LONGER THAN I THOUGHT
Well first things first, the PC version is absolutely incredible even playing it with the keyboard controls is pretty solid, or at least more solid than WASD + IJKL has any right to be. It's visually stunning, runs as smooth as a smooth thing and on top of that it loads quickly! So after setting my keybinds to perfections I started my adventure on the Warrior difficulty and made it through the tutorial with no hitch. After that is where my memories of all the faults I had with this game started creeping back to me.
This game has an incredible wealth of combat mechanics. It has a perfect block system, a solid dodge system, two magic stances that accomplish different things, a focus meter that rewards you for not getting hit during combat, a host of items that let you sprint or super punch, four sub weapons and a ton of abilities that you can play with that help you manage crowds or deal massive damage. Now that sounds like a lot of shit right? Well you're not wrong the game has a ton of shit, but the implementation for it instead of making it feel like you have a ton of options just makes it feel like you have a ton of bloat.
For example, the perfect parry in this game leads to counter attacks that do a lot of damage, all you have to do it hit block the frame that you get hit (game is a bit lenient on this though so it's more like 4-5 frames) that sounds like a fun mechanic right, I mean metal gear rising has that and that was fun! Well it's not very functional outside of boss fights because your average heavy mook telegraphs his unblockable and his blockable attack the exact same way with the exception that one glows close to impact and the other does not. Now this isn't really that bad because you can learn their patterns and figure out how to bait their blockable attack, the problem with this is that it's completely unnecessary. Because countering only gives about a 20% damage boost and a full focus bar so you're better off rolling away and using the heavy combo on mooks from a distance because your attacks come from a whip which has huge range!
This is one huge gripe I have with the game that I hope they fix in the sequel, give me purpose for using your mechanics don't just assume I'll try and use them, make me want to integrate this stuff into my gameplay. If I can figure out how to circumvent core combat mechanics for the bulk of the game what's the point of making them core combat mechanics? Also once you unlock the grab with the whip (which lets you pull a smaller enemy to you and finish it off with a single QTE) you realize that entire animation gives you invincibility frames which further negates the games mechanics, hilariously enough by chapter 4 I found myself looking for an enemy to grab as a defensive mechanics more than I found myself relying on the actual systems the game has to offer.
Speaking of other issues the game has a frustratingly long ramp up time, the game doesn't really get goign until after Chapter 3 which is after you kill your first lord of shadow. The first 2 chapters are too long and only really serve to get you your full armaments so you can continue the rest of the game, they don't really establish THAT much plot at least not as much as it forces you to play through some of the most boring levels I've seen in a castlevania game. "The lost city of Agharta" is a phrase that should make you recoil in regret. I hate that portion of this game with a passion, it's just disjointed ruins that doesn't really further the storyline at all. You know what actually? I would hazard a guess that most of the poor reception the game got was due to these chapters. In fact I have a theory, my theory is that if you make it past chapter 4 you are 70% more likely to finish the game but if you stop before that you are pretty much guaranteed to never pick this game back up, that's how poor these early chapters are.
EDIT: http://steamcommunity.com/stats/234080/achievements if you look at the steam achievements for this game I was kinda close, 60% of the people that finished chapter 4 went on to finish the game. (it ends at Satan the other two are DLC chapters)
Honestly my final fault with this game is that the large bosses all feel extremely cumbersome and not particularly fun or satisfying to fight, especially the flying serpent thing in chapter 11. However that's where my major disagreements with the game end.
No just kidding I have one more thing to bitch about: The fucking chupacabra that steals all your powers and equipment and then you get to play hot or cold for 10 minutes before you can progress. When I say this is pointless I want you to understand that I mean these sections add literally nothing to the game besides frustration and a sense of wasting your own time. The first time it is encountered it happens right before the final door of the area, a simple go back and find the key to open this would have sufficed but no this little shit steals everything. Every follow up encounter is that but with a twist, it's stupid and I hate it because it feels like they're padding out an area for the sake of padding it out, it doesn't really teach me anything meaningful.
You're probably thinking "but you hated the bulk of the gameplay why on earth do you enjoy this game Mr. ghost?" well I would have to tell you that honestly the game feels good, it feels great to hit stuff and to rip things to shreds, and pulling off counter attacks against a boss feels incredible, the zoom in with the particle effects, slow mo and the screenshake are just an insane sensation overload of FUCK YES THIS IS AN AWESOME THING I DID!
Also the scenery oh my god the scenery, there is one moment in chapter 4 I have seared into my mind and that's the first time you see the vampire's castle in the background as you're heading into the village.
This is an awful image but it's the only one I could find of the moment I'm thinking about. Just look at that background scenery, the way the focus is on the castle, how huge it is, how uninviting it looks, the whole thing just leaves you with a looming sense of "oh boy this is gonna get bumpy". Also can we just take a moment to fully appreciate how fantastic the UI design is for this game? It's really clean and all the most important information is communicated to you right there. The enemy and character design is just top notch as well, Carmilla's design is so fantastically Gothic while at the same time feeling like it has its own original flair about it. The voice acting too! My god I don't skip cutscenes just to hear them speak, I honestly could care less about what they're saying (though the story is pretty solid) but just hearing all the characters speak is fantastic.
Level art is also pretty fantastic, there isn't that much I can say for design since most of it is corridors connected by puzzles. You have a surprising amount of variaty with levels as well, you've got swamps, ancient ruins, a ghostly desert thing, a castle and all the things you might find within one, a gothic tower, snowy areas, a medieval looking village, and more.
TL;DR Honestly this is a great game soured by almost over ambition. The thing about this game's combat is that I could trash it to hell and back but in the end it's still extremely enjoyable because it feels really good. The game tried to do too much with its combat and didn't quite account for how everything would actually weave together they just assumed that it would but they didn't really consider if it would be worth doing so, if that makes sense.
But seriously the PC port of this game is really well done!
EDIT: JESUS THIS TURNED OUT WAY LONGER THAN I THOUGHT