djtanng
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Post by djtanng on Feb 17, 2016 14:08:40 GMT -6
Farming money and finding secret areas were my 2 favorite activities in Symphony of the Night that I really hope get carried over to Bloodstained. The other Castlevania games following SOTN seemed to have a bit less fun in the farming and discovery department, and I hope IGA takes that part of the gameplay back to the roots. I think this is because in SOTN the farming seemed unintentional, which gave me the satisfying allusion that I was a genius who just out smarted the game. In the newer Castlevanias, the farming spots made me feel like, oh, well the devs just put this in here intentionally for us to find. Alrighty then.
An example of cool farming spots that I loved in SOTN was this area where I could change into a bat and fly across the room and grab $400 over and over again. Another was a room full of powerful enemies guarding a huge money bag that I could grab as many times as I wanted. There was also a spot where I could stand at the beginning of the game where the infinite spawning enemies couldn't get me, so I could just let my familiar kill them for me for XP while I left the game on all night. Ahh... those were the days. I hope IGA leaves us some stuff like that in Bloodstained while making it seem unintentional, but unexploitable to a certain degree.
Secret areas. I don't know why, but they were just so much more fun to find in SOTN than they were in any other game. It really gave me that "Indiana Jones feel" while I have no memory of that kind of excitement from the newer Castlevanias. Maybe it was the music and art design. Who knows, but I'd like to relive those moments in Bloodstained.
Does anyone else feel where I'm coming from with all this? Did this kind of stuff make the game more fun for you or is it just me?
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XombieMike
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Post by XombieMike on Feb 17, 2016 17:03:32 GMT -6
I don't like grinding in general. I do like discovery though.
In my opinion, your experience shouldn't require grinding, but if you get stuck and a few extra levels would fix it, I hope there are rooms that are set up kind of like a fun and rewarding thing to do a few times. Maybe a quest of sorts... Not sure there.
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Post by jboogieg on Feb 17, 2016 18:04:05 GMT -6
I, on the other hand, love farming.
Most of the time it was never a necessity. Just something fun to figure out.
But getting all the drops from all the enemies is never done through just exploring. If you have an rpg that has rng elements it's just a thing that exists that you can do.
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Sliditanko
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Post by Sliditanko on Feb 17, 2016 18:55:58 GMT -6
I think farming is one of the key elements. Especially when it is unintentional and rewarding through that. Game itself should just make it happen while your concentration is kept on exploring. You shouldn't meet many spots which tells you to "STOP WHATEVER YOU'RE DOING AND GET FARMING TO PROCEED" or make it totally unnecessary..
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Post by crocodile on Feb 17, 2016 19:06:41 GMT -6
It feels a lot like what the OP is arguing is just nostalgia. Secret areas are in abundance in pretty much every IGAvania. If SOTN feels different it might only be because there are non-insignificant portions of the castle you don't even have to explore to beat the game. So maybe they "felt" more secret? They certainly weren't hard to find or navigate however. As for farming, you never needed to farm in SOTN. The game is too easy and the only things monsters drop are equipment and disposal items. In other games (COTM, AOS, DOS, OOE) the monsters actually drop abilities and magic (this will also be true in Bloodstained) so farming was more important. Having areas on the game that are conducive to farming are a helpful quality of life thing and are more important than "feeling clever" IMO. Farming spots are pretty common across RPGs anyway so its something I've become used to.
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Post by Reiji Mitsurugi on Feb 17, 2016 19:36:36 GMT -6
There was also a spot where I could stand at the beginning of the game where the infinite spawning enemies couldn't get me, so I could just let my familiar kill them for me for XP while I left the game on all night. Ahh... those were the days. I don't want to sound rude, please don't take me wrong, but is that really your idea of fun? Why do you seem to have fondness for leaving your game running while you sleep (that is, not playing it at all)? Personally I never cared for levelling familiars in any Castlevania game, but if I did, I'd rather do it myself than just cheese the game like that. Honestly I'd laugh at the idea of leaving this power-thirsty, heat-dumping monster that is my computer on just to level familiars as I try to sleep. As far as grinding spots go, I feel that if developers want you to grind, they shouldn't make it hard, especially if the game is singleplayer (and thus has no online economy). It felt really good in OOE when I equipped two gold rings, Winged Boots and Irine Pecunia, found the room with the closest candle possible and racked up 100k gold in less than two minutes. I wanted to have lots of money to compensate for my lack of skill, and the game, mercifully, didn't ask me to spend hours on that task. I don't see why farming in SOTN was any more special or objectively better (if such a thing existed).
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djtanng
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Post by djtanng on Feb 17, 2016 19:56:19 GMT -6
There was also a spot where I could stand at the beginning of the game where the infinite spawning enemies couldn't get me, so I could just let my familiar kill them for me for XP while I left the game on all night. Ahh... those were the days. I don't want to sound rude, please don't take me wrong, but is that really your idea of fun? Why do you seem to have fondness for leaving your game running while you sleep (that is, not playing it at all)? Personally I never cared for levelling familiars in any Castlevania game, but if I did, I'd rather do it myself than just cheese the game like that. Honestly I'd laugh at the idea of leaving this power-thirsty, heat-dumping monster that is my computer on just to level familiars as I try to sleep. As far as grinding spots go, I feel that if developers want you to grind, they shouldn't make it hard, especially if the game is singleplayer (and thus has no online economy). It felt really good in OOE when I equipped two gold rings, Winged Boots and Irine Pecunia, found the room with the closest candle possible and racked up 100k gold in less than two minutes. I wanted to have lots of money to compensate for my lack of skill, and the game, mercifully, didn't ask me to spend hours on that task. I don't see why farming in SOTN was any more special or objectively better (if such a thing existed). This was back in the 90s man, lol... and yea that was my idea of fun. I was like 15 years old and just the thought of figuring out how to make my favorite game work for me while I sleep on a snowy night was the greatest discovery in history to me. I honestly hope something like that slips into Bloodstained for the sake of nostalgia just so I can guiltlessly do it again lol..
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flaviog
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Post by flaviog on Feb 18, 2016 2:51:08 GMT -6
For me, this grind was never fun. Some of the drop rates are pretty bad, especially in SoTN (Heaven Sword for example, just what were they thinking?). Also souls in AoS/DoS had pretty bad drop rates and the item that helps you with the drop rates, it was like 300K. Dang! Not cool.
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Post by Maker on Feb 18, 2016 11:31:40 GMT -6
Exploration is gonna be one of those things you want to really really go ham on for game design. In SotN iirc there were a lot of places with very very subtle hints that things could work here or there and were even omitted from maps. Really unusual stuff too like the demon familiar opening up an area for an item. Stuff like that was fantastic.
Along with some of the unintentional things (bat glitch etc: )
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Post by CastleDan on Feb 18, 2016 13:15:18 GMT -6
It feels a lot like what the OP is arguing is just nostalgia. Secret areas are in abundance in pretty much every IGAvania. If SOTN feels different it might only be because there are non-insignificant portions of the castle you don't even have to explore to beat the game. So maybe they "felt" more secret? They certainly weren't hard to find or navigate however. As for farming, you never needed to farm in SOTN. The game is too easy and the only things monsters drop are equipment and disposal items. In other games (COTM, AOS, DOS, OOE) the monsters actually drop abilities and magic (this will also be true in Bloodstained) so farming was more important. Having areas on the game that are conducive to farming are a helpful quality of life thing and are more important than "feeling clever" IMO. Farming spots are pretty common across RPGs anyway so its something I've become used to. Let me guess SOTN is not your favorite IGAVANIA? I get what the OP is saying, and I don't think it's nostalgia based though. Like you said there's a lot of the castle in SOTN that isn't there for any exact purpose and the other reason being that the castle is pretty well designed compared to a lot that came after ( copy and pasting started getting more and more prevalent which killed exploring for me) . The lack of purpose is what gave that castle character compared to the games that came after. It felt like an actual character to the game. There's a lot of optional content that's there just for the fun of it. That is part of the joy that game had, not everything is necessary but the fact that it's there anyways is a joy. It makes you want to explore. I think people here have the particular game they like most either SOTN or POST SOTN and that very clearly shapes their opinions. For instance, the equipment drops were more enjoyable to me than the soul drops ( though I wouldn't mind a more equal balance of both). I preferred the spell system with button inputs and relics over a soul system for instance, i preferred the huge assortment of equipment and items over the huge assortment of magic. Its really a flip side of a coin. People say a lot of the equipment was pointless like the shields, but to me a lot of the souls would be pointless as well. It's all preference. I definitely think there should be a return of a castle that feels way more part of the character in the story, with locations that might not have much purpose other than something fun to explore ( confession room ) or bosses that are not necessary to beat but if you find them you can fight them or a place that's hiding a cool equipment piece.
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Post by Maker on Feb 18, 2016 18:29:51 GMT -6
The lack of purpose is what gave that castle character compared to the games that came after. It felt like an actual character to the game. wanted to quote that but messed up, either way this is what the modern games are missing. Think about that for a moment, the more refined something is the less waste there is. However in life wasted time you enjoy wasting isn't wasted time. Case in point, Ash Lake from Dark Souls has almost no point. Yes some quests end there, theres a cov there etc: but upon discovery it is hilariously unusual and seemingly pointless. (souls series in general has a lot of this and it makes the world feel real) Granted in the end its a 2d ish castle this point needs to be made as clear as the quote more often. I prefer my games kinda layed out then left up to me to wander or deal with. the only time i consider a layout bad is if i have to backtrack multiple times to the same place for little reason. Then again, i say that and have done SotN playthroughs with nothing more than knuckle duster weapons etc:.
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Post by CastleDan on Feb 18, 2016 18:54:23 GMT -6
The lack of purpose is what gave that castle character compared to the games that came after. It felt like an actual character to the game. wanted to quote that but messed up, either way this is what the modern games are missing. Think about that for a moment, the more refined something is the less waste there is. However in life wasted time you enjoy wasting isn't wasted time. Case in point, Ash Lake from Dark Souls has almost no point. Yes some quests end there, theres a cov there etc: but upon discovery it is hilariously unusual and seemingly pointless. (souls series in general has a lot of this and it makes the world feel real) Granted in the end its a 2d ish castle this point needs to be made as clear as the quote more often. I prefer my games kinda layed out then left up to me to wander or deal with. the only time i consider a layout bad is if i have to backtrack multiple times to the same place for little reason. Then again, i say that and have done SotN playthroughs with nothing more than knuckle duster weapons etc:. The best way to say it is... Exploring every nook and cranny of SOTN's castle was an absolute joy, finding a new area was an absolute joy. Later in the Igavania's as it relied more on copy and pasting ( which I assume was budget and time related) it became less a joy and more of a.... how quickly can i get through this area to see something different. I'm really hoping for the former here, it's so unbelievably important to come up with a very memorable castle with many interesting and unique rooms with lots of hidden nuggets and secret rooms to find. ( with awesome equipment hidden in them not just health items that gives searching more incentive)
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Astaroth
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Post by Astaroth on Feb 18, 2016 19:09:49 GMT -6
it was also a byproduct of the space limitations on the gba/ds carts and the amount of relearning the move to 3d took for loi and hod, coupled with the shoestring budget and time constraints konami put on iga and his team after sotn, all things considered they did a pretty awesome job with what they had
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Post by crocodile on Feb 18, 2016 19:16:38 GMT -6
It feels a lot like what the OP is arguing is just nostalgia. Secret areas are in abundance in pretty much every IGAvania. If SOTN feels different it might only be because there are non-insignificant portions of the castle you don't even have to explore to beat the game. So maybe they "felt" more secret? They certainly weren't hard to find or navigate however. As for farming, you never needed to farm in SOTN. The game is too easy and the only things monsters drop are equipment and disposal items. In other games (COTM, AOS, DOS, OOE) the monsters actually drop abilities and magic (this will also be true in Bloodstained) so farming was more important. Having areas on the game that are conducive to farming are a helpful quality of life thing and are more important than "feeling clever" IMO. Farming spots are pretty common across RPGs anyway so its something I've become used to. Let me guess SOTN is not your favorite IGAVANIA? I get what the OP is saying, and I don't think it's nostalgia based though. Like you said there's a lot of the castle in SOTN that isn't there for any exact purpose and the other reason being that the castle is pretty well designed compared to a lot that came after ( copy and pasting started getting more and more prevalent which killed exploring for me) . The lack of purpose is what gave that castle character compared to the games that came after. It felt like an actual character to the game. There's a lot of optional content that's there just for the fun of it. That is part of the joy that game had, not everything is necessary but the fact that it's there anyways is a joy. It makes you want to explore. I think people here have the particular game they like most either SOTN or POST SOTN and that very clearly shapes their opinions. For instance, the equipment drops were more enjoyable to me than the soul drops ( though I wouldn't mind a more equal balance of both). I preferred the spell system with button inputs and relics over a soul system for instance, i preferred the huge assortment of equipment and items over the huge assortment of magic. Its really a flip side of a coin. People say a lot of the equipment was pointless like the shields, but to me a lot of the souls would be pointless as well. It's all preference. I definitely think there should be a return of a castle that feels way more part of the character in the story, with locations that might not have much purpose other than something fun to explore ( confession room ) or bosses that are not necessary to beat but if you find them you can fight them or a place that's hiding a cool equipment piece. This isn't about what my favorite Igavania is. It's about the fact that I played SOTN for the first time not when I was a child in 1997 but when I was an adult in 2010 (and again recently during the campaign because I was feeling hype and I could actually easily access the game off PSN). I played it after I had played the other Igavania games. As such my perspective is different from a lot of the fanbase. There is no question that it is a superlative title that stands the test of time and will likely continue to do so moving forward. I however don't have the nostalgic attachment to it others do and I feel I'm more willing to recognize the game's faults and the very real way future Igavanias improved on the formula. Bloodstained should be a game that takes all the lessons IGA has learned over the past 20+ years to build a truly outstanding game. I feel way too many people are most interested in seeing the game become Symphony of the Night 2: Electric Buggaloo and I think that is a bit of a shame. With regards to "character", I agree that is an important element of a game. "Character" isn't built because some aspects of the castle may not be required to beat the game (again no overall section of the castle is hard to find or access) but rather through atmosphere, aesthetics, music, level design, etc. SOTN succeeds in many of those regards but somehow making an association between that and that "you don't need to 100%/200% the map to beat the game" seems nonsensical to me. I mean certainly think some of the optional content in SOTN is super cool and the fact that said content is cool adds to the "character" of the game but just the mere fact that said content is optional I don't think has anything to do with "character". Like, Galamoth doesn't become more impressive a boss battle just because its optional. The confession room isn't more impressive an Easter egg just because it was skippable. At least that's how I feel. Does that make sense what I'm saying? Finally, the Soul and Glyph systems are very deep and allow for an immense amount of customization of your abilities - the collective movesets of Soma and Shanoa both dwarf that of Alucard. It's not a surprise that something of that nature is set to return for Bloodstained. The equipment list in SOTN is impressive but with a few exceptions (Shield Rod being the one that sticks in my mind the most but there are others of course) the weapons aren't doing things even a fraction as interesting as the Soul/Glyph systems. The average equipment is not as large a fundamental change to your moveset as your average soul/glyph.
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Post by CastleDan on Feb 18, 2016 19:28:28 GMT -6
Let me guess SOTN is not your favorite IGAVANIA? I get what the OP is saying, and I don't think it's nostalgia based though. Like you said there's a lot of the castle in SOTN that isn't there for any exact purpose and the other reason being that the castle is pretty well designed compared to a lot that came after ( copy and pasting started getting more and more prevalent which killed exploring for me) . The lack of purpose is what gave that castle character compared to the games that came after. It felt like an actual character to the game. There's a lot of optional content that's there just for the fun of it. That is part of the joy that game had, not everything is necessary but the fact that it's there anyways is a joy. It makes you want to explore. I think people here have the particular game they like most either SOTN or POST SOTN and that very clearly shapes their opinions. For instance, the equipment drops were more enjoyable to me than the soul drops ( though I wouldn't mind a more equal balance of both). I preferred the spell system with button inputs and relics over a soul system for instance, i preferred the huge assortment of equipment and items over the huge assortment of magic. Its really a flip side of a coin. People say a lot of the equipment was pointless like the shields, but to me a lot of the souls would be pointless as well. It's all preference. I definitely think there should be a return of a castle that feels way more part of the character in the story, with locations that might not have much purpose other than something fun to explore ( confession room ) or bosses that are not necessary to beat but if you find them you can fight them or a place that's hiding a cool equipment piece. This isn't about what my favorite Igavania is. It's about the fact that I played SOTN for the first time not when I was a child in 1997 but when I was an adult in 2010 (and again recently during the campaign because I was feeling hype and I could actually easily access the game off PSN). I played it after I had played the other Igavania games. As such my perspective is different from a lot of the fanbase. There is no question that it is a superlative title that stands the test of time and will likely continue to do so moving forward. I however don't have the nostalgic attachment to it others do and I feel I'm more willing to recognize the game's faults and the very real way future Igavanias improved on the formula. Bloodstained should be a game that takes all the lessons IGA has learned over the past 20+ years to build a truly outstanding game. I feel way too many people are most interested in seeing the game become Symphony of the Night 2: Electric Buggaloo and I think that is a bit of a shame. With regards to "character", I agree that is an important element of a game. "Character" isn't built because some aspects of the castle may not be required to beat the game (again no overall section of the castle is hard to find or access) but rather through atmosphere, aesthetics, music, level design, etc. SOTN succeeds in many of those regards but somehow making an association between that and that "you don't need to 100%/200% the map to beat the game" seems nonsensical to me. I mean certainly think some of the optional content in SOTN is super cool and the fact that said content is cool adds to the "character" of the game but just the mere fact that said content is optional I don't think has anything to do with "character". Like, Galamoth doesn't become more impressive a boss battle just because its optional. The confession room isn't more impressive an Easter egg just because it was skippable. At least that's how I feel. Does that make sense what I'm saying? Finally, the Soul and Glyph systems are very deep and allow for an immense amount of customization of your abilities - the collective movesets of Soma and Shanoa both dwarf that of Alucard. It's not a surprise that something of that nature is set to return for Bloodstained. The equipment list in SOTN is impressive but with a few exceptions (Shield Rod being the one that sticks in my mind the most but there are others of course) the weapons aren't doing things even a fraction as interesting as the Soul/Glyph systems. The average equipment is not as large a fundamental change to your moveset as your average weapon. Yeah but I don't think it's nostalgic attachment and I hate when people use that claim almost as a way to take away why it's special. I genuinely think it's the best Igavania for multiple reasons. As I said before, to you a deep soul system is more interesting and better than more equipment but it really depends on the type of gamer and the type of game you like. I like the idea of being a half vampire/half human with a focus on equipment, cloaks, swords, shields, practical items to equip onto your dark knight, and some people like more of the magic aspects and the magic abilities. To me I never cared to use or switch soul abilities much because there was only a few that I ever really cared for and wanted to use. So for my play style SOTN fit that better because I had a few spells at my disposal that are always equipped I just need to do a button motion to use it, and a bunch of relics for additional abilites. The fun for me was more in finding like I said cloaks, shields, swords. Not because they had incredible use to me but because I liked the look of some, or i think some had cool visual effects or just for the customization nature of it all. So as much as you keep saying there's a lot of souls that had important effects, to a person of my play style it's the same thing you're saying about SOTN but in reverse for me. I didn't care to use a lot of them and i stuck to whatever was useful to me. SOTN isn't great to me because of nostalgia, SOTN was great to me because of story and charactes, music, castle layout, bosses, the visuals, the sound effects, the abilities and transformations, the sheer amount of equipment you can find..etc. That doesn't mean I don't recognize it's flaws, it definitely has flaws but the flaws in SOTN never bugged me as much as the flaws in the games that came after because like i said before we all take the things we love out of these games differently. Obviously the things I love in an Igavania is different than the things you love otherwise you wouldn't argue with me a lot lol In the perfect world the best elements from SOTN and post SOTN would come together and make the best igavania game which is hopefully what's happening.
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Post by crocodile on Feb 18, 2016 22:11:47 GMT -6
This isn't about what my favorite Igavania is. It's about the fact that I played SOTN for the first time not when I was a child in 1997 but when I was an adult in 2010 (and again recently during the campaign because I was feeling hype and I could actually easily access the game off PSN). I played it after I had played the other Igavania games. As such my perspective is different from a lot of the fanbase. There is no question that it is a superlative title that stands the test of time and will likely continue to do so moving forward. I however don't have the nostalgic attachment to it others do and I feel I'm more willing to recognize the game's faults and the very real way future Igavanias improved on the formula. Bloodstained should be a game that takes all the lessons IGA has learned over the past 20+ years to build a truly outstanding game. I feel way too many people are most interested in seeing the game become Symphony of the Night 2: Electric Buggaloo and I think that is a bit of a shame. With regards to "character", I agree that is an important element of a game. "Character" isn't built because some aspects of the castle may not be required to beat the game (again no overall section of the castle is hard to find or access) but rather through atmosphere, aesthetics, music, level design, etc. SOTN succeeds in many of those regards but somehow making an association between that and that "you don't need to 100%/200% the map to beat the game" seems nonsensical to me. I mean certainly think some of the optional content in SOTN is super cool and the fact that said content is cool adds to the "character" of the game but just the mere fact that said content is optional I don't think has anything to do with "character". Like, Galamoth doesn't become more impressive a boss battle just because its optional. The confession room isn't more impressive an Easter egg just because it was skippable. At least that's how I feel. Does that make sense what I'm saying? Finally, the Soul and Glyph systems are very deep and allow for an immense amount of customization of your abilities - the collective movesets of Soma and Shanoa both dwarf that of Alucard. It's not a surprise that something of that nature is set to return for Bloodstained. The equipment list in SOTN is impressive but with a few exceptions (Shield Rod being the one that sticks in my mind the most but there are others of course) the weapons aren't doing things even a fraction as interesting as the Soul/Glyph systems. The average equipment is not as large a fundamental change to your moveset as your average weapon. Yeah but I don't think it's nostalgic attachment and I hate when people use that claim almost as a way to take away why it's special. I genuinely think it's the best Igavania for multiple reasons. As I said before, to you a deep soul system is more interesting and better than more equipment but it really depends on the type of gamer and the type of game you like. I like the idea of being a half vampire/half human with a focus on equipment, cloaks, swords, shields, practical items to equip onto your dark knight, and some people like more of the magic aspects and the magic abilities. To me I never cared to use or switch soul abilities much because there was only a few that I ever really cared for and wanted to use. So for my play style SOTN fit that better because I had a few spells at my disposal that are always equipped I just need to do a button motion to use it, and a bunch of relics for additional abilites. The fun for me was more in finding like I said cloaks, shields, swords. Not because they had incredible use to me but because I liked the look of some, or i think some had cool visual effects or just for the customization nature of it all. So as much as you keep saying there's a lot of souls that had important effects, to a person of my play style it's the same thing you're saying about SOTN but in reverse for me. I didn't care to use a lot of them and i stuck to whatever was useful to me. SOTN isn't great to me because of nostalgia, SOTN was great to me because of story and characters, music, castle layout, bosses, the visuals, the sound effects, the abilities and transformations, the sheer amount of equipment you can find..etc. That doesn't mean I don't recognize it's flaws, it definitely has flaws but the flaws in SOTN never bugged me as much as the flaws in the games that came after because like i said before we all take the things we love out of these games differently. Obviously the things I love in an Igavania is different than the things you love otherwise you wouldn't argue with me a lot lol In the perfect world the best elements from SOTN and post SOTN would come together and make the best igavania game which is hopefully what's happening. Sorry, I don't mean to suggest that the only reason someone might prefer some aspects of SOTN, or the game as a whole, to other Igavanias is solely due to nostalgia. That would be a silly and unfair claim. I do however think that nostalgia does color a lot of opinions on that game I've encountered here and elsewhere (with the OP included). I mean you can say "personal preference this and personal preference that" and to a degree that's obviously true but I think games, or any media, can be critically analyzed and compared - it doesn't just come down to personal preference all the time. Whether you like the soul system or not can come down to personal preference but arguing which one is more expansive isn't really a subjective question. Like I think Richter (or any traditional Belmont) and Alucard play significantly different enough that there is a strong reason why one may prefer one over the other or maybe be more suitable to one playstle over the other but the Soul/glyph system cover pretty almost anything Alucard can do. All these characters are basically Mage-Knights. Like you remember than both Soma and Shanoa have transformations right? Or that both can also summon familiars right? Or that sound effects are conserved between SOTN and many later Igavanias? Story and characterization is a bit more subjective. SOTN has a narrative that I'd call fine. The best parts of SOTN are the character moments with Alucard and the way the prologue from Rondo of Blood leads into the rest of the game, the rest isn't really something I'd lord over the other games. However I certainly think there is room for more subjectivity here. I think liking Alucard specifically over Nathan, Juste, Maxim, Soma, Julius, Johnathan, Charlotte, Yoko or Shanoa isn't a controversial opinion. SOTN certainly has its own type of aesthetic (gameplay sprites/environments or concept art) that I can certainly see why people may rank it the best. The OST is superb as well. When it comes to gameplay though, like I don't see how there's much of an argument. You liking equipment more doesn't change the fact that the Soul/Glyph system is deeper, does allow for more customization and incorporates pretty much all the playstyles Alucard had. Any deficiencies in equipment (for the few in SOTN that were actually memorable - the Spike Armor and the Walk Armor are two more that come to mind) will clearly be incorporated into Bloodstained.
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zoned87
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Post by zoned87 on Feb 18, 2016 23:50:15 GMT -6
Should have a vendor with useful weapons and items for sale. It needs to be stuff that is worth your time though not baseline crap.
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Post by saberwolf94 on Feb 19, 2016 7:51:59 GMT -6
If you ask me farming was better in the games that followed. Aria of Sorrow, Order of Ecclesia, Portrait of Ruin, Curse of Darkness and even Lament of Innocence to an extent made me want to farm a lot. SOTN never really made want to farm a lot because I never used over 60% of all the stuff in that game if not more. As for grinding I don't have a problem with it, maybe because of all the Pokemon training that I've done and still do
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Post by CastleDan on Feb 19, 2016 15:07:08 GMT -6
Deleted my last post because I don't feel like going into a back and forth about something I just don't agree with.
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XombieMike
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Post by XombieMike on Feb 19, 2016 16:43:16 GMT -6
Deleted my last post because I don't feel like going into a back and forth about something I just don't agree with. Although this place is nothing without posts, I admire that mentality. No one is obligated to defend their previous statements, thoughts or feelings. Just because someone invites you into a debate doesn't mean you have to indulge.
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