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Castlevania remake in Unreal Engine 4 Demo and Kickstarter are up

from the first video

you guys are dicks
kPInC8A.png

Or NeoGAF is trying to stop people from falling for a scam.
 
The guy commented this on one of his videos:

"if i called Konami and told them i was gonna give them 50 000 USD, and offer them a future deal with royalties for sales for a game i had developed purely using my own means, they would refuse it?
they would have to be insane.."

...i have no words

3risbcx.jpg
 
The camera placement is weirdly unpleasant.

The room transitions look kind of cool, and that's the only positive thing I can say about this. Hopefully this guy gets some good learning out of building this project, but he's definitely not going to have a successful Kickstarter.
 
The shifted perspective part is bad not just because it looks wonky, but because it actually affects gameplay.

-Stairs. As everyone has seen already, the animation for getting on stairs... isn't there. Maybe he's still trying to figure out how you can have an animation that convincingly shifts Simon into the background instantaneously, since you can't have a delay getting on stairs. In Castlevania world, stairs exist on the same plane as floor, the player, and enemies.

In games like A Link Between Worlds, developers got around the fact that you can't have incorrectly drawn perspective in a 3D game by warping objects and the world so it "looked right" from the shifted top down perspective:

Mzsl0qY.jpg


This project doesn't really consider that at all, so you have stairs and whatnot being on different planes than the rest of the game, which not only makes the game look more cluttered and poorly animated, but also poses a gameplay issue: do enemies hurt you if you're on stairs? That's a pretty important part of Castlevania's gameplay, so I would assume yes, right? Otherwise, you've broken a significant part of the game. I can't find a video confirming this either way, but by shifting the perspective and putting stairs on a different plane, you either have to A) make Simon immune to enemies, as would appear logical, or B) say that Simon is getting hurt even when nothing is apparently actually touching him, just passing in front of him. Players can't even trust their own eyes now!



-Another, bigger issue is enemies across different floors.


So here's the first room of Stage 2 of Castlevania:

qxogpjn.png


Even when you start out, you can see the knight, you can see the bat, all of that from the very beginning. Do you climb the stairs and attack the knight with the whip or a subweapon? If you fought the Giant Bat at the end of Stage 1 with the axe, then you'll still have it right now, and throwing it will teach the player (if they hadn't already noticed) that the axe goes through floors.

Stage 2 has more to consider vertically than Stage 1 did with its couple of stairs; Stage 2 has floors over floors, Medusa Heads bobbing up and down, etc.

Here's what Stage 2 looks like in this project:

YFqI036.png


There's no bat. The top of the screen is taken up by a massive stone archway. The knight hasn't spawned yet, and I think it might not spawn until you get close enough to the stairs. Even if it had, would you have noticed the bottom of its feet? Could you have attacked it with an axe from below?


And remember when I said Medusa Heads? One of the most infamous enemies in the series for their maddening sine wave motions as they constantly spawn, often during areas with spikes or bottomless pits. At least you can always see them, so you can see them coming from above or below.

w3bjPGt.png


Like in this screenshot. See the Medusa Head?



Wait, you don't?



It's the tip of the black indistinguishable blob that's clipping through the floor, right behind Simon's feet.
 
The guy commented this on one of his videos:

"if i called Konami and told them i was gonna give them 50 000 USD, and offer them a future deal with royalties for sales for a game i had developed purely using my own means, they would refuse it?
they would have to be insane.."

...i have no words

I have a couple of words.
 
The guy commented this on one of his videos:

"if i called Konami and told them i was gonna give them 50 000 USD, and offer them a future deal with royalties for sales for a game i had developed purely using my own means, they would refuse it?
they would have to be insane.."

...i have no words
Dude needs a GoFundMe instead to get an education.
 
I think it looks kinda cool for an early thing that would be far off, if he had official backing and perhaps a bit more focus on the gameplay part id actually be interested. As is though, this will be a waste of time for the poor guy.
 
Why do people do this.

You have the talent it seems to make your own game. WHY REMAKE SOMETHING YOU DON'T OWN.

Make new characters, design new levels using your own assets. That way you get to make a game and you make money if it's good. This is just going to shut down with no hope.
 
The shifted perspective part is bad not just because it looks wonky, but because it actually affects gameplay.

-Stairs. As everyone has seen already, the animation for getting on stairs... isn't there. Maybe he's still trying to figure out how you can have an animation that convincingly shifts Simon into the background instantaneously, since you can't have a delay getting on stairs. In Castlevania world, stairs exist on the same plane as floor, the player, and enemies.

In games like A Link Between Worlds, developers got around the fact that you can't have incorrectly drawn perspective in a 3D game by warping objects and the world so it "looked right" from the shifted top down perspective:

Mzsl0qY.jpg


This project doesn't really consider that at all, so you have stairs and whatnot being on different planes than the rest of the game, which not only makes the game look more cluttered and poorly animated, but also poses a gameplay issue: do enemies hurt you if you're on stairs? That's a pretty important part of Castlevania's gameplay, so I would assume yes, right? Otherwise, you've broken a significant part of the game. I can't find a video confirming this either way, but by shifting the perspective and putting stairs on a different plane, you either have to A) make Simon immune to enemies, as would appear logical, or B) say that Simon is getting hurt even when nothing is apparently actually touching him, just passing in front of him. Players can't even trust their own eyes now!

Actually, in castlevania, you have a narrow entrance window where you begin climbing stairs - entering this mode actually changes the player's state. If you are not in that window, and you press up near stairs, the game will actually move you to the correct location, displaying a walking animation as you walk backwards to the stairs.

So the game actually accommodates the very type of animation you are talking about, and has since the original castlevania. His game merely lacks that feature.
 
from the first video

you guys are dicks
kPInC8A.png

I'm okay with people thinking I'm a dick if that means I care about games being properly represented

"eh, good enough" is not the kind of thinking that made a game like Castlevania become a classic

And if this is honestly the best they can manage, then it's DEFINITELY not good enough
 
I'm okay with people thinking I'm a dick if that means I care about games being properly represented

"eh, good enough" is not the kind of thinking that made a game like Castlevania become a classic

And if this is honestly the best they can manage, then it's DEFINITELY not good enough

Not saying this is comparable on any level, but Resident Evil 4 - considered one of the greatest games of all time - has plenty of instances in its texture work where "eh, good enough" was applied. :P
 
Why doesn't Kickstarter check to see if you have licensing for a huge IP before trying to crowdfund a fan remake..? That seems like a huge oversight. Highly doubtful Konami will even consider an offer of that size either, lol.

Reminds me of that Open World Star Wars kickstarter last year or whenever that was.
 
Why do people do this.

You have the talent it seems to make your own game. WHY REMAKE SOMETHING YOU DON'T OWN.

Make new characters, design new levels using your own assets. That way you get to make a game and you make money if it's good. This is just going to shut down with no hope.
it takes orders of magnitude more ability to create a (good) level than to copy one.
 
Why doesn't Kickstarter check to see if you have licensing for a huge IP before trying to crowdfund a fan remake..? That seems like a huge oversight. Highly doubtful Konami will even consider an offer of that size either, lol.

Reminds me of that Open World Star Wars kickstarter last year or whenever that was.
I wouldn't if I ran KS.
 
Why do people do this.

You have the talent it seems to make your own game. WHY REMAKE SOMETHING YOU DON'T OWN.

Make new characters, design new levels using your own assets. That way you get to make a game and you make money if it's good. This is just going to shut down with no hope.

I think some fan games are worth attention, and it's not always about the money.

This is how we have Sonic Mania, for example, and how Bohemia Interactive hired a modder who made free campaigns in ArmA II to become full-time staff for ArmA III.

That said, there is a better Castlevania fan project going on, but I'd like to not talk about it for fears of DMCA takedowns ruining that..
 
The guy commented this on one of his videos:

"if i called Konami and told them i was gonna give them 50 000 USD, and offer them a future deal with royalties for sales for a game i had developed purely using my own means, they would refuse it?
they would have to be insane.."

...i have no words

It's pretty easy, you just send money to ceo@konami.com via PayPal and you get a PDF of the IP rights in a day or two. shocking no one does this
 
Not saying this is comparable on any level, but Resident Evil 4 - considered one of the greatest games of all time - has plenty of instances in its texture work where "eh, good enough" was applied. :P

Sure, but that's a single element. This seems to have an "eh, good enough" mantra applied to... well, almost everything, really, including the core game mechanics
 
Sure, but that's a single element. This seems to have an "eh, good enough" mantra applied to... well, almost everything, really, including the core game mechanics

I'm not even sure that's even actually that accurate.
It's a gamecube game to begin with that got ported rather quickly to another less capable machine.
I'd love to hear the technical argument that shows that they intentionally didn't make the best they could at the time. If we're talking el cheapo ports, that's kind of the issue when you don't have a large enough budget.
 
The gameplay doesn't even look good. It's visually a mess and there's just tons of problems. It doesn't look like a quality product.

The naivete on the license issue doesn't help much either.
 
Why do people do this.

You have the talent it seems to make your own game. WHY REMAKE SOMETHING YOU DON'T OWN.

Make new characters, design new levels using your own assets. That way you get to make a game and you make money if it's good. This is just going to shut down with no hope.

For the same reason it's easier to do a mediocre cover of a great song rather than write your own.
 
Why do people do this.

You have the talent it seems to make your own game. WHY REMAKE SOMETHING YOU DON'T OWN.

Make new characters, design new levels using your own assets. That way you get to make a game and you make money if it's good. This is just going to shut down with no hope.

I guess This is what the 'fuck konami' crowd eventually ends up doing.
 
Why can you change the camera angle? Why does the whip glow? Why is everything so dark? And most importantly, how the fuck does this exist in a world where we have Bloodstained? Why didn't this guy see what IGA is doing and just copy that?

Next month on Kickstarter - Blood Stains: Ritual of the Dark by Dejawolfs.
 
How hard is it to self illuminate moving characters in UE4? Genuine question, not sarcasm. That should help visibilty somewhat.
 
the other challenge is working out all the legal stuff.
i prefer to fill my brain with how to make games, not how to do business,
so i'll probably get someone else to help me out on that.

I don't even know where to start with that.
 
Never ends well for people who thinks they can use an IP they don't own in a commercial fashion, this one is no different. By all means make a game inspired by castlevania in UE4, but using the actual IP is just asking to get sent a cease and desist, and then sued if you refuse that.
 
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