I just don't know wtf.
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from gamesarefun.comIn a surprising announcement, Konami revealed in the September issue of Electronic Gaming Monthly that its PS1 hit Castlevania: Symphony of the Night will be re-released on Xbox Live Arcade this winter. Originally released back in 1997, SotN is considered by many to be the best in the series, so this is a huge (and welcome) announcement.
Konami has not revealed any possible upgrades or changes the XBLA version of Symphony will have. There's a Konami conference later this month, though, and it's likely they'll decide to talk more about it then. We'll be sure to let you know the moment they do.
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Sakkra wrote this then went back to looking for porn:
This confuses the hell out of me.
out of fuckin nowhere
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Maradon! wrote, obviously thinking too hard:
Played the shit out of it already, don't care.
If there's extra content (iow the unfinished area(s) and/or maria mode), I'm getting whatever I have to get to play it.
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Skaw wrote, obviously thinking too hard:
Something tells me that this seals the deal on never seeing a DS version relese
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Skaw had this to say about Knight Rider:
Something tells me that this seals the deal on never seeing a DS version relese
Perhaps. But I don't think even SoTN could lure me to buy an Xbox. Ever.
I'll content myself with the new Castlevania coming for the DS soon though.
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This one time, at JooJooFlop camp:
BTW, am I the only one a little bored with the whole Metroidvania style that has dominated all of the games since SotN? I kinda miss the stage-based system with multiple branching paths and no levels/equipment/souls/etc, just your natual abilities and whatever subweapons you pick up.
Yeah, all backtracking in the newer games does is sink time away. But honestly, can't imagine playing old CastleVanias anymore.
They definitely need a new gimmick for the next one though, souls are getting overdone. The amount of freedom it gives you is awesome though, I can't imagine going back to confined, stage-based Castlevanias. Suddar fucked around with this message on 08-04-2006 at 03:09 AM.
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Check out the big brain on Suddar!
I love the new Castlevania format. But then, I'm a whore for RPG-lites. Stats.They definitely need a new gimmick for the next one though, souls are getting overdone. The amount of freedom it gives you is awesome though, I can't imagine going back to confined, stage-based Castlevanias.
Well, they could always compound onto the magic seal deal, and have some souls grant the ability to cast spells with specific seals, like, I don't know... CURING YOURSELF.
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Skaw had this to say about Matthew Broderick:
Well, they could always compound onto the magic seal deal, and have some souls grant the ability to cast spells with specific seals, like, I don't know... CURING YOURSELF.
soul stealing (SotN version) =
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Check out the big brain on JooJooFlop!
BTW, am I the only one a little bored with the whole Metroidvania style that has dominated all of the games since SotN? I kinda miss the stage-based system with multiple branching paths and no levels/equipment/souls/etc, just your natual abilities and whatever subweapons you pick up.
In pretty much every game that was Metroid style, there has been a mode with a Belmont (or someone similar) in classic style.
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Skaw impressed everyone with:
Well, they could always compound onto the magic seal deal, and have some souls grant the ability to cast spells with specific seals, like, I don't know... CURING YOURSELF.
That would make it even easier than Castlevania has already become.
Don't get me wrong, I LOVE the Castlevania series. But one thing it doesn't need is even less challenge.
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Suddar stopped staring at Deedlit long enough to write:
I love the new Castlevania format. But then, I'm a whore for RPG-lites. Stats.
.
Well.. There was always Castlevania II: Simon's Quest.
The game you absolutely could not beat without calling the hint line, reading N-Power, or knowing someone who did.
Even so, I loved that Castlevania... Flamewhip.
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Faelynn LeAndris had this to say about Tron:
Well.. There was always Castlevania II: Simon's Quest.The game you absolutely could not beat without calling the hint line, reading N-Power, or knowing someone who did.
Even so, I loved that Castlevania... Flamewhip.
I know a lot of people that say it was too easy. I think so too when comparing it to 1 and 3.
also:
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A sleep deprived Mr. Gainsborough stammered:
I know a lot of people that say it was too easy. I think so too when comparing it to 1 and 3.also: [xIMG]http://forums.evercrest.com/mysmilies/00005456-9123.gif[/IMG]
[xIMG]http://img181.imageshack.us/img181/9205/prossesscr5.jpg[/IMG]
The game itself was HORRIBLY easy, but fun. It wasn't the play that made it impossible to beat it was the absolutely idiotic design flaws for progression that you would have absolutely NO clue whatsoever about what to do without that help concidering there were no ingame clues or hints to progression...
Such as needing the orb(Or whatever, I can't remember, maybe the eyeball.) going to stand next to the cliff and kneeling down for 5 seconds until the tornado comes to take you to the next castle. There are no hints to this event within the game itself, nothing that would lead you to do this. You could concievably do it by accident if it just involved walking to the wall and kneeling down, but no... You have to kneel for 5 seconds exactly. There is another instance like this that involves the lake you have to lower to get to another castle.
Then there is the deal with finding the book... You are told about it, but not given any serious clues to its whereabouts. You just have to get lucky while tossing out holy waters as it uncovers a completely random block and reveals the book.
There were several hangups like that in the game itself. The Orb/Tornado one being the most blatant. Other than progression stops though, yeah, it was incredibly easy. The bosses, enemies, hell even half the body parts were unguarded. It was still really fun though. I wish it had been expanded one.
My Favorite Castlevania will still always be 3 though, the one where you could switch between 3 different characters (Dracs son, Simon, and the Thief) and had branching paths. Loved that. Faelynn LeAndris fucked around with this message on 08-05-2006 at 01:51 PM.
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Faelynn LeAndris stopped staring at Deedlit long enough to write:
The game itself was HORRIBLY easy, but fun. It wasn't the play that made it impossible to beat it was the absolutely idiotic design flaws for progression that you would have absolutely NO clue whatsoever about what to do without that help concidering there were no ingame clues or hints to progression...Such as needing the orb(Or whatever, I can't remember, maybe the eyeball.) going to stand next to the cliff and kneeling down for 5 seconds until the tornado comes to take you to the next castle. There are no hints to this event within the game itself, nothing that would lead you to do this. You could concievably do it by accident if it just involved walking to the wall and kneeling down, but no... You have to kneel for 5 seconds exactly. There is another instance like this that involves the lake you have to lower to get to another castle.
Then there is the deal with finding the book... You are told about it, but not given any serious clues to its whereabouts. You just have to get lucky while tossing out holy waters as it uncovers a completely random block and reveals the book.
There were several hangups like that in the game itself. The Orb/Tornado one being the most blatant. Other than progression stops though, yeah, it was incredibly easy. The bosses, enemies, hell even half the body parts were unguarded. It was still really fun though. I wish it had been expanded one.
My Favorite Castlevania will still always be 3 though, the one where you could switch between 3 different characters (Dracs son, Simon, and the Thief) and had branching paths. Loved that.
You forgot Sypha, you spaz! And Grant was hardcore. And how could you just call him "Drac's son"? Alucard's been in something like five games thus far since then.
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Mooj's account was hax0red to write:
You forgot Sypha, you spaz! And Grant was hardcore. And how could you just call him "Drac's son"? Alucard's been in something like five games thus far since then.
Seriously, not remembering his name is retardo. Not only has he become a staple character that rivals Simon and Trevor, HIS FUCKING NAME IS "DRACULA" BACKWARDS.
Julius Mode in Dawn of Sorrows is a lot like Castlevania 3 too. Except for lacking a Grant based character. You have a Belmont, a Belnades, and Alucard. Skaw fucked around with this message on 08-05-2006 at 07:13 PM.
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Mooj had this to say about Pirotess:
You forgot Sypha, you spaz! And Grant was hardcore. And how could you just call him "Drac's son"? Alucard's been in something like five games thus far since then.
Because it's been around 16 years or so since I played that game. Although I was aware of the name, Alucard just isn't as important to me as he has become over the years. I haven't played a single Castlevania game since the first SNES one, and BRIEFLY the N64 one.
So the Belmonts, Simon in particular, reins supreme as far as that goes. I know Alucard went on to be the focus of his own games and whatnot, I just never played them and developed an attachment.
And yes, C3 was fucking hard as shit... Fucking god that clocktower...
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Faelynn LeAndris had this to say about Optimus Prime:
So the Belmonts, Simon in particular, reins supreme as far as that goes. I know Alucard went on to be the focus of his own games and whatnot, I just never played them and developed an attachment.And yes, C3 was fucking hard as shit... Fucking god that clocktower...
Okay, well... you still forgot Sypha.
And Amen to that. I loved that game, it's what I base challenge on the current generation off of. I loved that game so much that I broke something like 3 controllers when I was playing through it.
EDIT: Also, Grant wasn't a thief. He was a fuckin' PIRATE, ARR! Mooj fucked around with this message on 08-06-2006 at 03:14 AM.
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Mooj obviously shouldn't have said:
it's what I base challenge on the current generation off of.
Laggy controls and slow movement are what made C3 so hard (just like C1), so I don't know how you can use that to compare to the challenges that modern games have.
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Nobody really understood why Mr. Gainsborough wrote:
Laggy controls and slow movement are what made C3 so hard (just like C1), so I don't know how you can use that to compare to the challenges that modern games have.
I don't ever really remember it being slow and unresponsive... In fact I remeber, in repspect to Grant especially wall climbing and all, it being very quick and requiring a great amount of dexterity to survive due to the shitloads of timing and placement obstacles. Again, the Clocktower being the most notable. Simon may have seemed that way, but then again he played almost identical to his role in the previous 2 games.
The enemies also weren't beat entirely based on "Mash the fucking button as fast as you can, jump, repeat" like previous games. Except in regards to Simon, you got an oportunity to explore each characters various abilities and contributions. Grant for example had plenty of opportunities to walljump/climb around various obstacles with the tons of bosses and minibosses you would encounter and use them to his advantage.
C3 and the original 2 NES Ninja Gaidens gave me nightmares with thier difficulties. Especially the final boss in NG1... Faelynn LeAndris fucked around with this message on 08-06-2006 at 11:17 AM.