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Post by EBBenjy on Jul 27, 2016 20:10:44 GMT -6
I thought Rondo of Blood had a great castle. Rondo of Blood? It's interesting, because this game was the first Castlevania to give a bit more freedom than normal. Like, you could fall down and actually land somewhere, rather than just always dying. Though there were obviously death pits too. Hm...the majority of the game didn't really take place inside the castle though. Bloodstained's Galleon Minerva does remind one of Rondo's ship level, however. And if people hadn't yet noticed - pretty much all of Symphony of the Night's Clock Tower area is taken pretty much directly from Rondo. - which is interesting, because the Rondo version is based on Castlevania 1 for NES's final level. Rondo / Symphony's collapsing bridge in the Clock Tower is supposed to be the same part of the castle as the NES game's bridge with the three giant bats.
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Post by BloodyTears92 on Jul 27, 2016 20:35:32 GMT -6
Ha! Rondo's castle was a lot of fun but honestly my favorite levels in that game are the outdoor levels, like rafting in the jungle or crossing the aqueduct or getting through the crystal caves. Rondo went nuts with its locales and I adore that about it.
I think one of the reasons Rondo feels so good is because the two paths make it feel like you're infiltrating the castle from any number of different points: -You can cross the bridge into the castle proper and hack your way to Dracula old school -You can go in partway after sneaking through a swamp -Bypass the werewolf guard through the woods -You can circumvent 90% of the castle and sneak into Shaft's chambers through the secret door behind the Hydra
Obviously I skipped a lot but I didnt want to drag this post out by listing EVERYTHING, but yeah, Rondo is good game XD
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Post by purifyweirdshard on Jul 27, 2016 22:17:10 GMT -6
What makes a great castle? Stuff in the walls No, seriously, that might be the most important thing to me lol.
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Post by LeoLeWolferoux on Jul 27, 2016 23:11:03 GMT -6
What makes a great castle? Stuff in the walls No, seriously, that might be the most important thing to me lol. _meat _meat _meat I love breakable walls in games, and I love Circle of the Moon due to the sheer volume of how many breakable walls there are. _hp up_mp up_hp up
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Post by estebant on Jul 27, 2016 23:22:46 GMT -6
I thought Rondo of Blood had a great castle. Rondo of Blood? It's interesting, because this game was the first Castlevania to give a bit more freedom than normal. Like, you could fall down and actually land somewhere, rather than just always dying. Though there were obviously death pits too. Hm...the majority of the game didn't really take place inside the castle though. Bloodstained's Galleon Minerva does remind one of Rondo's ship level, however. And if people hadn't yet noticed - pretty much all of Symphony of the Night's Clock Tower area is taken pretty much directly from Rondo. - which is interesting, because the Rondo version is based on Castlevania 1 for NES's final level. Rondo / Symphony's collapsing bridge in the Clock Tower is supposed to be the same part of the castle as the NES game's bridge with the three giant bats. I love throw backs like that. Earlier in the thread people were hating on that giant pit in SotN but I actually love it for being a CV1 throwback as well.
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Post by ghaleon on Jul 28, 2016 1:38:57 GMT -6
I like a castle that really makes you feel like 'someone would like to live here' in each room. with chairs, tables, bookshelves, nightstands, stained glass galore, art, a variety of it, not the same picture 5 times in a row... Just those cosmetic furnishings really. Normally I dont' give a rats ass about such things in games, but it's so hard to find a game that really does a good job of nailing that wealthy gothic mansion look. I've mentioned it several times, but also like in the chapel of sotn, it had that confession room too, it really made that entire area so much cooler even though it really kinda did virtually nothing. It just somehow made the entire chapel area feel so much more authentic.
I also like it if a castle makes you feel like you have multiple locations to go to at all times, rather than you have to go from area A to B to C to D because of keys and mobility unlocks and whatnot. I realize this makes balancing a bit harder but its a tradeoff I'm willing to have, especially since this game is going to have multiple difficulty settings anyway.
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Post by LeoLeWolferoux on Jul 28, 2016 2:02:43 GMT -6
I like a castle that really makes you feel like 'someone would like to live here' in each room. with chairs, tables, bookshelves, nightstands, stained glass galore, art, a variety of it, not the same picture 5 times in a row... Just those cosmetic furnishings really. Normally I dont' give a rats ass about such things in games, but it's so hard to find a game that really does a good job of nailing that wealthy gothic mansion look. I've mentioned it several times, but also like in the chapel of sotn, it had that confession room too, it really made that entire area so much cooler even though it really kinda did virtually nothing. It just somehow made the entire chapel area feel so much more authentic. I also like it if a castle makes you feel like you have multiple locations to go to at all times, rather than you have to go from area A to B to C to D because of keys and mobility unlocks and whatnot. I realize this makes balancing a bit harder but its a tradeoff I'm willing to have, especially since this game is going to have multiple difficulty settings anyway. IGA has stated though that mobility plays a huge role in navigation of the castle, though. It's highly unlikely that he'll stray away from this though, since his previous work did this very little.
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Post by jboogieg on Jul 28, 2016 15:27:23 GMT -6
I find it strange that people are saying that half the game in Order of Ecclesia is an 'afterthought'?
Not the main focus? Most definitely! But an afterthought? Really?
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Post by LeoLeWolferoux on Jul 28, 2016 18:30:57 GMT -6
I find it strange that people are saying that half the game in Order of Ecclesia is an 'afterthought'? Not the main focus? Most definitely! But an afterthought? Really? Let's face it, Dracula's Castle in Order of Ecclesia was the most boring repetitive castle in the series. Sure it might be different since it requires a parameter to be met before even having access to it, but that isn't grounds for how underwhelming it was.
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Post by CastleDan on Jul 28, 2016 19:20:49 GMT -6
I find it strange that people are saying that half the game in Order of Ecclesia is an 'afterthought'? Not the main focus? Most definitely! But an afterthought? Really? As someone said below, it's an afterthought in the sense that it doesn't have much effort put into the design like other castles. It's an afterthought because the main focus of the game was the hub element and the castle is more of a surprise element so it doesn't get much of a focus. Unlike other IGAVANIA's where all the focus is on the castle and you can tell the difference. Ecclesia there's a LOT of repetition and not much unique rooms.
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Post by Olrox on Jul 29, 2016 10:27:23 GMT -6
I think a great castle should be balanced with how to traverse it. My one complain from the SoTN castle is that it maybe has way to many long hallways without much else going for them. We also see the extreme opposite with HoD, where the 2 castles are a single mess to traverse, with cramped spaces and plataforming everywhere. CoTM and Aria seems to find a balance between not just getting empty hallways but not making a plataforming mess out of every single room.
The backgrounds also play a huge roll on the castle. Dawn and Aria seem so much more light hearted castles that CoTM or SoTN, with more contrast and light colors used. Areas like the study in Aria seem so lively where in CoTM the death mansion looks gloomy and dreadful. This isn't necessarily bad, but it affects the castle atmosphere heavily.
Interestingly enough the size of the character in relation to the background makes a huge difference. Nathan's sprite looks tiny for the rest of the castle, which somehow made the castle look even bigger than what really is.
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Post by BloodyTears92 on Jul 29, 2016 10:43:26 GMT -6
I think a great castle should be balanced with how to traverse it. My one complain from the SoTN castle is that it maybe has way to many long hallways without much else going for them. We also see the extreme opposite with HoD, where the 2 castles are a single mess to traverse, with cramped spaces and plataforming everywhere. CoTM and Aria seems to find a balance between not just getting empty hallways but not making a plataforming mess out of every single room. The backgrounds also play a huge roll on the castle. Dawn and Aria seem so much more light hearted castles that CoTM or SoTN, with more contrast and light colors used. Areas like the study in Aria seem so lively where in CoTM the death mansion looks gloomy and dreadful. This isn't necessarily bad, but it affects the castle atmosphere heavily. Interestingly enough the size of the character in relation to the background makes a huge difference. Nathan's sprite looks tiny for the rest of the castle, which somehow made the castle look even bigger than what really is. There is one important factor here. I'm not trying to undermine your point, not at all, I think its a good one, but one of the big reasons Harmony of Dissonance and Aria of Sorrow were so much brighter than Circle of the Moon was that a number of players found CotM very hard to see: the game was of course on the GBA and until the SP model of that system was released, the GBA did not have a backlight for the screen like a television did. Harmony in particular was made much brighter and more colorful to account for that lack of light so that players would have an easier time seeing the game. Obviously the DS titles, especially Eccesia, got to tone the vibrant color back down thanks to the DS having built-in backlights (resulting in an aesthetic that I found very pleasing: its was colorful and had some real variety but never got quite as garish as Juste's blue soul aura), although even OoE never got back to COTM levels of dark and dingy. The layout point you make is also interesting, since it highlights an issue with Harmony I'd never considered: just how much jumping you have to do. Bloodstained, at least the Galleon Minerva, seems to have maintained that Aria of Sorrow-onwards balance of hallways and vertical spaces.
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Post by Redogan on Jul 29, 2016 17:54:58 GMT -6
Here is what I think makes a great castle:
(1) The size. There is a trend in IGAvania games where the castles seem to be getting smaller. Or at least it feels smaller (see individual maps for locales in OoE). This could be due to the game map being a summation of smaller maps. When I open up the map on Bloodstained for the first time, I want there to be a tiny indicator for where I am way down at the bottom--indicating that the game map will eventually take up the entire screen. I'm not a fan of the inverted castle, reused portrait maps, castle A, B, A+B, etc. SOTN is my favorite game of all time, so I forgive a lot of things that others complain about. That being said, the inverted castle was difficult to traverse due to the need to use an ability in order to make most jumps. (My double-jump would miss most ledges by a hair which caused me to have to change into a bat/mist or use my moon jump. That gets old real fast.) The fact that Bloodstained will be IGA's biggest castle ever couldn't make me happier. To me, that means that there won't be an inverted castle or the like.
(2) Background touches. I really like it when the backgrounds have cool things going on as you traverse an area. It could be anything from the floating eyeball outside the window, the waves crashing on the galleon Minerva, birds/bats flying by, lightning, lava flares, water fountains (blood fountains), to interactive elements like the confessional in SOTN or the telescope that you can use to look out at the ferryman. In particular, I like weather effects to be going on where appropriate--snow, rain, lightning, heat, aurora borealis, meteor shower, etc. I particularly like the water dripping in the caves in SCIV.
(3) Locales. The more locales the castle has, the better. If this is a castle, then I expect: forest surrounding the castle complete with moat and drawbridge (galleon Minerva could crash onto land at the edge of a forest), castle exterior wall, courtyard, castle proper/entrance, greenhouse, maze garden, castle center, east wing, west wing, dungeon, catacombs, four towers, mess hall/dining hall, ball room, bell tower, master's chambers, science/alchemy laboratory, etc, etc. The list goes on. More locales means more awesome backgrounds as well as eliminating the problem of rooms seeming repetitive. I agree with what was said of SOTN. The areas seemed to change frequently enough to prevent that repetitive feel.
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Post by CastleDan on Jul 29, 2016 18:14:54 GMT -6
I think a great castle should be balanced with how to traverse it. My one complain from the SoTN castle is that it maybe has way to many long hallways without much else going for them. We also see the extreme opposite with HoD, where the 2 castles are a single mess to traverse, with cramped spaces and plataforming everywhere. CoTM and Aria seems to find a balance between not just getting empty hallways but not making a plataforming mess out of every single room. The backgrounds also play a huge roll on the castle. Dawn and Aria seem so much more light hearted castles that CoTM or SoTN, with more contrast and light colors used. Areas like the study in Aria seem so lively where in CoTM the death mansion looks gloomy and dreadful. This isn't necessarily bad, but it affects the castle atmosphere heavily. Interestingly enough the size of the character in relation to the background makes a huge difference. Nathan's sprite looks tiny for the rest of the castle, which somehow made the castle look even bigger than what really is. You actually hit what I was trying to explain earlier although I don't agree SOTN had too many hallways without much platforming. i think it hits the balance well much like Aria. It actually explains well why they're my two favorite castles. You travel a lot horizontally and the vertical elements are never TOO crowded, nothing feels too messy in terms of design. It's concise and well thought out. Which explains why I like Dawn a bit less because it started bunching things up more. To someone elses point that Dawn has a more vivid color palette and design to the castle this i'm torn on. I love the colors in a lot of the areas like the garden and the demon guest house, but at the same time i feel like SOTN has a more realistic castle type look to it's areas. I feel like a sweet spot between the two is preferred.
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Post by pockey5566 on Jul 31, 2016 6:56:51 GMT -6
My favorite castle map is "Portrait of Ruin", because it noticed that the room map is matched the exterior appearance of the castle image. Here is the room map. And the image. From this map, you can obviously find several towers gradually extending to the throne just as the image showed. Also, in other protrait map it can be found the room set really matches with a circus for "Nation of fools", pyramids for "Forgotten city", haunted mansion for "Forest of Doom", and Victorian buildings for "13th street". That would impress players that "I'm indeed in this labyrinth, not just mosaic pathway." By the way, because the castle was set in 1944, Lord Dracula resurrected in a form of early-20th Dracula movie, not as handsome as before XD. So, for the story of Bloodstained was set in 17th England, some devils or bosses can come out in more 17th-style. Urgh... Renaissance or Baroque style ?
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Post by estebant on Jul 31, 2016 12:33:41 GMT -6
My favorite castle map is "Portrait of Ruin", because it noticed that the room map is matched the exterior appearance of the castle image. Here is the room map. And the image. From this map, you can obviously find several towers gradually extending to the throne just as the image showed. Also, in other protrait map it can be found the room set really matches with a circus for "Nation of fools", pyramids for "Forgotten city", haunted mansion for "Forest of Doom", and Victorian buildings for "13th street". That would impress players that "I'm indeed in this labyrinth, not just mosaic pathway." By the way, because the castle was set in 1944, Lord Dracula resurrected in a form of early-20th Dracula movie, not as handsome as before XD. So, for the story of Bloodstained was set in 17th England, some devils or bosses can come out in more 17th-style. Urgh... Renaissance or Baroque style ? Portrait of ruin is under rated. The nation of fools area was amazing. Simply flipping gravity depending on which side you're on was genius. It did such a great job breathing new life into old enemies like the medusa heads.
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Post by BloodyTears92 on Jul 31, 2016 15:33:42 GMT -6
I adore Portrait to little pieces. It was a great way to give us settings both fitting (like the Victorian cityscapes and dark forest ruins) and unexpected (carnivals and Egypt levels). It really makes the game a standout because it wasnt JUST a nice big castle to explore. Although the re-use of the 4 areas (albeit re-arranged) after the Brauner fight to pad out the length grates on me the same way the Inverted Castle from SOTN and the A/B dimension hopping from HoD do. I understand the budget and time restrictions IGA had placed on him by Konami, but I cant help but think of how the game could have been even BETTER if he'd had the time he needed to give us even more unique Portrait environments as opposed to needing to heavily juggle assets.
All that being said, Portrait will always have a soft spot in my heart, even if Ecclesia is my favorite. It was my first IGAvania, and I will always love it.
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Post by Redogan on Jul 31, 2016 20:18:17 GMT -6
I thought it was cool in PoR where you could attack a zombie with a fire weapon and have it turn in to a skeleton. Pretty cool because it makes sense. Burn all of the zombie's flesh away and all you are left with are the bones!
Anyway, PoR's castle was pretty good. Not a fan of reusing the portraits though.
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Post by LeoLeWolferoux on Jul 31, 2016 20:22:50 GMT -6
I thought it was cool in PoR where you could attack a zombie with a fire weapon and have it turn in to a skeleton. Pretty cool because it makes since. Burn all of the zombie's flesh away and all you are left with are the bones! Anyway, PoR's castle was pretty good. Not a fan of reusing the portraits though. Yeah same here. Really cool, yet oddly enough, not something I want re-incorporated into Bloodstained. :p
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Post by Overlord on Aug 4, 2016 7:13:01 GMT -6
I just want hidden/secret/optional areas. I love searching for them, and then trying to figure out how to access them. Trying to get through the waterfall in Aria of Sorrow was great. Also, the Nest of Evil and the Training Hall are two of my favorite areas.
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