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What happened to IGA (Koji Igarashi)?

Yes, it's a classicvania with nods to modern game design because it's a modern game. If you're going to try to contradict that, have some common courtesy and give a better reason than, YOU'RE WRONG!!1! because I'm not seeing any from you.

I wouldn't call it a classicvania either. It's simply it's own thing. For one, classicvanias didn't have monster arenas where you basically get trapped in a certain area and are forced to face swarms after swarms of monsters just to beat them all to a pulp and continue on(after you've defeated all of them). It's more of a brawlervania(hey, maybe I've coined a new term), focusing more on attack chains and combo moves used against heavy enemies. LoS(and LoS2) are like that as well, but IMO, the brawlervania aspect feels much better an experience in 3D. I still feel, some things just aren't meant to be in 2D that work well in 3D.
 
Why are we still having this SotN is the best discussion when Order of Ecclesia is just better in almost every way?

...

OoE's environments are obviously more varied and the fact that it has a ton of areas besides just the castle make the game feel a lot bigger and the stakes feel a lot higher. Sure just having a castle more fleshed out is probably going to lead to a better designed area but i'd argue that each area of the smaller OoE castle feels unique enough and pretty neatly designed over all. It's the shock factor of having cleared like 8 areas and then THE HUGE castle opens up. To me that left a bigger impression than the inverted castle existing.

The areas in OoE also had less bloat, each area was designed more meticulously in OoE, which lead to over all tighter feeling design, especially when it comes down to enemy placement.

The Glyph sleeve lets you hold 3 load outs at the same time to minimize inventory management.Your traversal methods if you ask me are more fun, it's a shame that the wings glyph is only unlocked at the end though, but using Magnes was really neat.

These are the main points I always disagree with people on about OoE. The game was not the second coming like some people say.

The environments were filled with long, boring corridors that did nothing interesting whatsoever, and were just filled with enemies. More so than any Castlevania I've ever played ever.

The three Glyph loadout thing was a holdover from previous games. And it was basically the soul system all over again. Magnes was cool though, I"ll give you that.

A lot of people cite the game's difficulty as being a good thing also. But I didn't find the game difficult at all after the first hour. Once you start unlocking "souls", it's back to the same old same old easy-peasy Castlevania gameplay.

Give me more The Adventure Rebirth any day. But if I had my choice, today, between the same old and more LoS, I'd take an OoE2 in an instant.
 
I wouldn't call it a classicvania either. It's simply it's own thing. For one, classicvanias didn't have monster arenas where you basically get trapped in a certain area and are forced to face swarms after swarms of monsters just to beat them all to a pulp and continue on(after you've defeated all of them)..
no?
 
They stole his soul and made him their slave.

But....

The same can be said for all game publishers.
 
Congrats, you've named the two ways it differs from classicvania that I didn't: some puzzles and QTEs. There are all of about 3 puzzles in the whole game (although I'd point you to CV2 to say it's not unheard of in Castlevania). The QTEs are the only part that is really overdone.

God of War does not have multiple character arcs, open map design (it's an extremely linear game), and most importantly it's not fricking 2D. Any similarities between GoW and MoF are superficial-I've played both and it doesn't play like GoW. Outside of enemies taking longer to bring down and optional backtracking, it has a very, very similar feel to classicvania and yes, a key part of that is the traversal even if you dislike it.

Really? block, parry, juggle enemies, combos are basically systems from a lot of action games and specially the combat system plays on MoF reminds a lot of GoW. The fact GoW is 3D is irrelevant, the game is designed as a 2D version of a modern action game. Except GoW dosn't have backtracking.

The simple plataforming is basically 100% GoW, there's not a single trace of the tight plataforming design of classicvanias as old games in general. And how the game divides perfectly the combat sections and plataforming. Something old games like Castlevania or many others integrates in it's design.

Is basically a modern action game made in 2D, and GoW is a modern action game.
 
I see that you continue to grasp at straws, as always...

I'm sure you can see the difference on a full stage of boss fightings and shitty arena rooms (like LoI had).
One thing moprhs into another, really, you can't just pick two games 20 years apart and complain why are they so different, elements carry into the other in different ways.
 
That's more a mini boss rush comprised of the classic CV1 bosses(Giant Bat, Medusa, Mummy, and Frankenstein's monster, sans Death and Dracula himself). That and it's fought in a specialty room specifically acting as a boss room. Same can be said for the Scylla Worm battle before you actually fight Scylla in SotN. That is different than, say, Richter was walking in a normal room and suddenly magical barriers lock him into a specific screen as skeletons, zombies, axe knights and medusa heads start appearing as fodder to "move on". Oddly enough, as Maedhros said, the arena things aren't exclusive to LoS. IGA's 3D CVs did that too, but said practice is more excusable with 3D games. 2D, without depth(like something like Final Fight, Double Dragon, or other BEUs), it just doesn't work.
 
Mist form is actually excellent for getting past certain difficult/frustrating enemies. My description of Marsil's special attack is hardly exaggerated. Its normal attack is firebrand's special attack and its special attack fills most of the screen with fireballs. (Start at 7:10)
That's not really the same as making ''the whole fricking screen explode'', is it?

The map screen appears and disappears almost instaneously in SoTN, it's much, much faster than messing around in your inventory screen. DoS has flying armor, bone ark, puppet master, and paranoia. PoR has toad morph/owl morph. OoE has magnes, paries, and volaticus.
This become obsolete once you get the uppercut (or double jump) and the bone ark is rarely used (once?). OoE allows 3 sets of souls (I made a mistake earlier) so you only have to set the those 3 souls once.
Even if it's faster to consult the map you have to do so more often.

Dawn has a few areas that you can miss if you don't mind the bad ending, it's not remotely comparable to how much can be missed in SoTN. Everything I mentioned other than olrox's quarters and the underground caverns is quite easy to skip, not hard at all. Dawn has a handful of small things, but it doesn't compare to the amount of secret rooms, items, and other extras in SoTN (Dawn doesn't even have any real secret rooms). There are a lot of things that were clearly put into SoTN just because they could (see: Outer Wall elevator).
Look, you have a map. If you find it hard to spot clearly marked unexplored areas, that's your problem and not something the average gamer would have trouble with.
Um, Dawn most definitely has secret rooms. There's even a soul dedicated to making it easier to find them.
It would be a pain to go and count everything but as far as weapons go (the most important thing as far as I'm concerned), Symphony has ~90 and Dawn has ~70 +~65 attack souls for a total of 135 (I wasn't precise so the numbers aren't exact).
Regarding the extras, Dawn is still king with it's Julius mode. Symphony doesn't even have a boss rush mode.
Name me the ways that MoF isn't like classicvania games outside of the maps you can backtrack through and the ability to hang from ledges (which itself is similar to Grant's abilities in CV3). There aren't many.
Pointless cutscenes interrupting gameplay every few minutes (I'm not stupid, I can figure out which gate was just opened), boss fights being interrupted by hints on how to defeat bosses, QTEs to open chests, regular enemies taking forever to kill. I only played the demo, so I don't know how the game fares, but I would never in a million years compare what I played to the classic Castlevania. Those are carefully designed games that put a lot of emphasis on platforming and enemy placement and not on damage sponges and hand holding.
 
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