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Post by ovenkitty on May 8, 2020 9:25:00 GMT -6
I agree with most of the comments, Zangetsu Mode is a bit disappointing. The character plays great, I like his abilities, but this is GBA Julius Mode again. I was expecting Zangetsu Mode to be an elevated DS Julius Mode. It's funny, it took a full year post-release to get to a comparable amount of features that Dawn of Sorrow had at launch 15 years ago. I know the landscape's different, (no major publisher/project had to be 2.5D because reasons), but the devs must have known what the expectations would be going into this project. Speaking for myself, (and, at least, a vocal part of the fan-base), they haven't met these expectations yet... but maybe they will after the rest of the 13 free DLCs.
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Post by NightmareGamma on May 8, 2020 11:21:58 GMT -6
I think there is something people might have forgotten. Zangetsu Mode was finished actually a while ago for PS4 and XB1 but they wanted to wait with the release until they finished it for ALL Systems to release simultaneously. Also the Switch Fixing got in the way too!
So this Mode was already done for quite a while for some Systems and we just didn't got it until it was ready for all.
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Post by ovenkitty on May 8, 2020 14:41:47 GMT -6
I think there is something people might have forgotten. Zangetsu Mode was finished actually a while ago for PS4 and XB1 but they wanted to wait with the release until they finished it for ALL Systems to release simultaneously. Also the Switch Fixing got in the way too! So this Mode was already done for quite a while for some Systems and we just didn't got it until it was ready for all. Question said as much in one of the last up-date posts. Which would suggest that the wait until the next DLC may not be quite as long, current international circumstances notwithstanding.
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Post by championeternal777 on May 8, 2020 15:34:53 GMT -6
I think there is something people might have forgotten. Zangetsu Mode was finished actually a while ago for PS4 and XB1 but they wanted to wait with the release until they finished it for ALL Systems to release simultaneously. Also the Switch Fixing got in the way too! So this Mode was already done for quite a while for some Systems and we just didn't got it until it was ready for all. So pitiful excuse to make...SOTN had Richter mode integrated in game when DLC's weren't even an idea 23 years ago and you praise what??? A laughable mode of a 2nd character that offers nothing besides a small diversion in gameplay that was ready not a whole year after the release of the main game but 3 months less of a year...Well you should give Pulitzer to the developers for their extraordinary effort. I guess journalists are journalists everywhere,always trying to make "white" seem "black". PS.As for the people that expect "13 free DLC" you know what you'll get eventually...13 cucumbers most likely
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Post by phantasos on May 8, 2020 17:17:04 GMT -6
Zangetsu mode works as it is. It was never supposed to be a revolutionary take on Julius mode, they never sold it as such. Zangetsu plays really well and his back dash can be chained which is hilarious, like it. Randomizer is also unexpectedly really fun which is a really good breath of fresh air. Roguelike mode never registered to me since it made no sense in an IGA metroidvania but this works much better.
What's not fun was finding out how 505 games completely botched the Japanese release, royally fucked the backers for months on end and learning that Iga and Artplay lost a shitload of money while the western release is probably his biggest success as a developer.
Small wonder why you guys wanted to push micro transaction bullshit when you should've been focusing on the Switch version. I just want this DLC prison to be over so Artplay can make another game. Being a fan of this game beyond merely playing it is just a fucking swamp of disappointment.
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Post by jlgo on May 8, 2020 17:20:32 GMT -6
LOL, 13 cucumbers. Anyways and others GBAs and DSs had Alucard, the Vampires Twins ( I forgot their names) and others already integrated in those older Castlevania games. SOTN had Ricther and Maria in the game. I had the gameshark for my PS1 and I was able to play as Maria and unlock all of the familiars that were put away for the USA version and they had their names written in japanese letters. All that was in 1999. Lol
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Post by gunlord500 on May 8, 2020 18:18:12 GMT -6
Guys, while I understand this release may be polarizing in some ways--some folks are very happy with it, while others find the new modes underwhelming--let's keep things respectful, please. championeternal777 , again, I can understand being disappointed with Zangetsu mode, but don't accuse others of making "pitiful excuses." Remember that when Richter Mode was added back in SoTN days, they could re-use all of Richter's sprites, Richter was already playable in the very beginning of the game, and of course there wasn't a coronavirus going around making work harder. Yes, the wait was annoying, but considering the effort involved in making a brand-new game from scratch with no assets from previous games, combined with having to do so under a global pandemic, I think it's reasonable to be a little less harsh on both the developers and the fans.
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Post by whitephoenix on May 9, 2020 3:25:33 GMT -6
I read you like a book.
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Post by rav4ishing on May 9, 2020 22:35:41 GMT -6
Flat is a good way to describe Zangetsu mode. You do start overpowered (this might be the biggest pitfall), and the attributes of an IGAvania game that makes it so fun are stripped from this mode. As others have mentioned, it's basically playing as Richter in SotN, PoR, and other similar modes from past games. It doesn't feel exciting. This is just my blunt feedback, and no ill will is meant of it. I just don't get excited about it.
Considering when the game was released, and when this DLC was released, it does feel like a year went by and not much value was added by introducing Zangetsu into the same map. Personally I have no qualms with paying extra for DLC if it brings new content. I think a story arc of how Zangetsu ultimately ended up in England to join Miriam would have been perfect. Zangetsu was clearly much stronger than Miriam from the get go, so why not create a campaign where we play him in his growth phase before meeting Miriam? Just random thoughts. I know these things are hard to develop and take time.
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Post by Busterific on May 10, 2020 11:53:21 GMT -6
You do start overpowered (this might be the biggest pitfall). I agree with this entirely. Would have been nice if the beginning weren't so trivial. This actually seems somewhat odd to me since they left the level system in place for him. Seems like they could have spread some of the abilities out so you didn't get them right away so it would take a little progression before you could get to some areas. Would have made it a bit more interesting.
Also seems to be a bit crashy on my X-Box.
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Post by NightmareGamma on May 10, 2020 13:12:01 GMT -6
After (almost) beating Zangetsu Mode (I am at Bael) I have to say it was pretty much so far what I expected. Though I really hope that in an upcoming patch they "fix" the hitboxes on the "Form is Emptiness" attack (forward, backward, forward + attack). I more often than not have it so that enemys stand right inside the gaps of the attack, missing them completely. They should make it that the hitboxes of the Attack overlap form flame to flame, or at least draw the flames so close together that there are no gaps. The move is powerful, but almost useless, especially if you know you can Spam "Empty Blade Cancel" (Press up + L1 and immediately press R2 to cancel the animation into a groundpound that uses the special elemental attack of the element you have. Incredibly powerful and you spam it to kill things incredibly easy.).
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Post by caer on May 11, 2020 14:39:36 GMT -6
I was disappointed at first, but now I'm quite enjoying myself. He is so ridiculously overpowered that it wasn't very fun at first, but then I started doing challenge runs on nightmare, and it's actually really great. I like him way better than secondary characters in older games.
I'm currently doing a run where I'm not allowed to chain anything into anything else until its full animation has ended, rising slash move may only be used once until landing again, no double jump. This makes the chain his main air mobility tool (which I'm loving) , and any mistakes in spacing for the leaping attack, etc. are heavily punished in boss fights.
I'm also experimenting with starting with nothing and then giving myself one more move to use for every boss beaten. That helps a lot with making early bosses way more interesting (except vepar, zan1 and craftwork, there's just no saving those fights). No elemental blades and only chain, kunai and the leap attack made andrealphus and bathin surprisingly great fights.
All this of course means that the implementation of Zangetsu was kind of a failure. The fact that I had to make up so many rules for myself to enjoy it speaks to that clearly. However with these rules in place I'm enjoying it immensely, which I never thought I would. The potential is there in spades, but the execution is really rough.
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Post by purifyweirdshard on May 11, 2020 15:43:26 GMT -6
caer that could be said for pretty much all of these games, couldn't it? They're just not challenging for some fans unless you often impose arbitrary challenge upon yourself. Having access to all manner of silly things is how all of Iga's games work out in the end. Zangetsu is static so he starts there.
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Post by caer on May 11, 2020 23:00:04 GMT -6
You are not wrong. But it is weird to have the character start there. For a regular playthrough of these games, I usually never even get to that level of power, because it requires a lot of grinding or lucky drops. With Zangetsu it is unavoidable since you start with everything, and I would argue that a very large mana pool coupled with fully invulnerable and infinitely chainable moves makes him just generally overtuned. Maybe not very different from a recycling hat and diamond bullets or Gebel's glasses and everything, but those have more the feel of extra bonuses for those who really want to put the time in rather than the intended end game power level for the character.and of course, you can choose to not equip them to have them not even be an issue even if you happened to get them. I guess I just want the game to cater to my self imposed challenges more, instead of just having to remember not to press button sequences that I would rather not exist. The main game actually does that very well in my opinion.
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Post by ovenkitty on May 12, 2020 10:15:24 GMT -6
Zangetsu is way too OP at the start, and it doesn't help that you level up every other enemy you kill. Richter in Sotn added some challenged since he couldn't level up and he was generally unsuited for boss fights. Even in DoS, where you could level up, it was still fairly challenging. I'll have to try playing on Nightmare. At least Zangetsu's a lot of fun to play.
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Post by purifyweirdshard on May 12, 2020 11:55:57 GMT -6
I'd say that on average, at least if you're able to do his special moves reliably and have familiarity already with the castle and how the enemies work, Zangetsu should at standard be played on Hard mode.
However, if you're someone that struggled with the techniques and something like chaining his invincible moves isn't something you feel like you can really do, Normal should be about right.
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Post by caer on May 12, 2020 13:50:03 GMT -6
And I would wholeheartedly recommend nightmare for those comfortable with the systems and looking for a challenge. The mid game from around valac onwards becomes way better (bloodless was amazing). Some end game bosses do start to become really difficult, but it actually kind of feels like a more smooth ramp up than playing a fresh Miriam run on nightmare.
I was worried that boss health pools would start becoming ridiculous towards the end, but since Zangetsu is so strong it doesn't become that much of an issue throughout.
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Post by Darnias on May 14, 2020 5:12:19 GMT -6
Imo I think the playability of Zangetsu mode is OK compared with other bonus character mode in Castlevania series, or it is better to say that its playability is actually better than most bonus character mode in Castlevania series.
However, it still has many shortcomings. Also as some other players have said "this is 2020"...
First, The control: About Annihilated Mind, is it necessary to switch sequentially with one button? Isn't it better to use R1+△/☐/✕/〇 or R1+↑/←/↓/→ to switch normal/thunder/ice/fire (just a personal example, I illustrate this according to the button-symbol color of DualShock, there can be other configurations) mode? As for Form Is Emptiness, isn't there an easier way to release it, like use ↓+L1 or just L2/〇? Is it because if its release easily then it will too powerful, so the devs make its release more complicated intentionally? Or just "maintain a unified control style"? And about airborne Empty Blade, why not just press L1 to release like Miriam's High Jump but need to press ↑+L1 like on the ground?
Second, skills & combos: The playable version Zangetsu does not fully reproduce all skills & combos of the boss version (although the playable version has his own abilities and more nimble combo). For examble the playable version lacks the three Ofuda skills, Death Seal (「死封印」 - the "black hole" skill), the high-speed dashing with afterimage, targetable Throw Knives; and the combo that "Downward Slash" after Restrain - The playable version can release this "Downward Slash" (its appearance similar to Wild God's Blade but with different performance) after Empty Sword but not after Restrain like the boss version can do. I know that the three Ofuda skills and Death Seal are difficult to implement (identically) in Zangetsu mode, but at least we can expect adjusted versions? After all the official said "players will be able to play through Bloodstained using all of Zangetsu’s movement and combat abilities".
I know someone think Zangetsu is overpowerful (or at least in early stage), added three Ofuda skills & Death Seal & Afterimage Dashing & targetable Throw Knives & etc will only make him more op. But to be honest balance (and story) has never been the focus of bonus character(s) mode in Castlevania series. Personally what I value more is whether I can use all skills/abilities/actions of the bonus character.
And about the "Throw Knives - Ice", the playable version is different from the boss version. Personally I hope devs can adopt the boss version because one: It is the original version and it's not unsuitable for Zangetsu mode; two: the playable version "Throw Knives - Ice" not only similar to "Throw Knives - Thunder" but the former is less practical than the latter. So here I am seriously asking if devs can change "Throw Knives - Ice" to the original version? Or maybe players can use two versions of "Throw Knives - Ice": the current version for normal Throw Knives, the original version for targetable Throw Knives (the premise is that devs added this system).
Third, the enemies: Although there is a original boss in this mode but it is unfortunately that players can't fight O.D, Kunekune and IGA. Does the devs think it is too difficult for Zangetsu to fight O.D & IGA? Or because they set the final boss of Zangetsu mode in Castle-master's room so they think it maybe conflict with IGA (since he also appeared in there)? How about setting it like Zangetsu can only fight IGA after he defeated Gebel but before he defeated Dominique & Bael? As for Kuneknue, just let Zangetsu can sit on the chair by the window since he can sit on Chair Mimic...
Fourth, the systems: Zangetsu could not get the HP MAX UP which in the disk-saw room of Livre Ex Machina, and he has no skill to heal himself. Since "Restrain" is called 「魂縛」(Soul Chain/Binding) in Japanese, then how about make this skill can recover/absorb a little HP every time it hits a enemy, and can draw item to Zangetsu (I know these may not matter since he have some invincible actions and can get more MAX UP by playing more round/loop)?
Fifth, the glitches: According to other player's discovery, although the timer is not displayed on the screen but if you stay over 5 minutes before you fight Glutton Train then Zangetsu will be forced to teleport to the right platform, and he can no longer fight Glutton Train (even if he takes the train again) - in other words: clear the game - with this savedata.
Because the opening and closing of the door of boss room is different from Miriam mode, Zangetsu can leave some boss room even if the battle has begun and reenter the boss room to restart battle; or lead some boss out of the room and shut them out; or skip some boss battle.
If you use Form Is Emptiness from "planar-moving" room (area-changing channel is not included) to "stereoscopic-moving" room (like the outdoors of Towers of Twin Dragons, front of the castle gate and its underground, etc) or vice versa, you will found that Zangetsu can not stop himself until he hit something. A exception is from indoors to Valac-battle area.
And Zangetsu can block the ice thorn that created by his own Wild God's Blade & Flying Vajra & "Downward Slash".
When Restrain with element hits bosses and some enemies it will not launch the additional elemental attack, nor when the chain hit the enemy at its longest range; the difference is that the former still consumes MP, the latter is not.
May I solicit devs to please check Japanese & English & etc walkthrough/guide net/wiki of RotN to see HOW MANY glitches this game have (I even found many myself)? I knew that debug is a hard job, but players have done a lot for you... Well in terms of so many glitches, RotN has the remnant of SotN...
Sixth, the translation: Since IGA san is Japanese so I presume that the original name is Japanese.
小斬り/Quick Slash, 大斬り/Fierce Slash Well it is weird to translate them into "Small Slash & Big Slash" or "Minor Slash & Major Slash", but at least they can be called "Light Slash & Heavy Slash"...
苦無/Throw knives This, the translator can directly use its romanization like Shuriken. Even if the translator want to use paraphrase, is it better to translate this into "Throw(ing) Dart/Daggers"?
魂縛/Restrain Where is the "Soul" (「魂」)? And should it be "Restraint"? I personally will use "Soul Chain" (a pun. xd) or "Soul Binding".
灰身滅智/Annihilated Mind The translator only translated 「滅智」 but not 「灰身」 (Incinerated Body). Of course I understand that the full translation may be too long as a skill name...
虚空剣/Empty Blade Should 「虚空」 be translated as "Void"?
荒神剣/Wild God's Blade Considering the "God Cross" was renamed to "Gold Cross" in a update, I'm not sure is this translation ok...So how about called it "Wild Deity's Blade"? And I personally might translate 「荒」 to "Stormy" but "Wild" is also ok I think.
飛び金剛/Flying Vajra 「飛び」 means not "flying" but "leaping" in this context.
久遠/Eternity This should be ok I guess.
空即是色/Form Is Emptiness "Form Is Emptiness" means 「色即是空」, the translator reversed the meaning. It should be translated as "Emptiness is/precisely Form".
And here is a personal configuration that can contain all Zangetsu's skill (perhaps). The buttons are based on DualShock. I only list the parts that are different from the original. R1+△/☐/✕/〇: Switch Annihilated Mind R1+Right Stick: Targetable Throw Knives L2+△/☐/✕/〇: Three Ofuda skills & Death Seal R1 or L2+←→: Afterimage Dashing (similar to Miriam's Accelerator but only on ground and without damage field)
This configuration has not changed much from the original, of course there can be other combinations/layouts.
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Post by caer on May 24, 2020 1:40:15 GMT -6
After having finally finished nightmare with Zangetsu, I have to amend my previous statement and say that the Gremory fight made the whole update worth it. Holy crap, that was a really good figh! I'd encourage people not to skip it just because it's optional. Both sides doing huge damage, with a ton of deadly shit flying through the screen but you have all the tools needed to get through it, given enough focus and precision. So good I'm liking the randomizer so far as well, but I really wish that key items and key shards were separate options. I love looking through every nook and cranny for key items when they are set to "Anywhere", but I do NOT love having to grind possibly every enemy for their shard in the hopes of finding dimension shift. Giving me the option for "anywhere" key items and "shuffled" key shards would make it perfection
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