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What the New Castlevania Needs to Do to Keep the Series Alive

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    What the New Castlevania Needs to Do to Keep the Series Alive

    I'm not sure how many of us there are, but I know there's at least a few people here who still love this series as much as I do. What with Portrait of Ruin kind of being major suckage, I spent a while this morning assessing the series and what's wrong with it. The following is a list/essay about what can be done to fix things for the next installment.

    1. Scale everything way back. Consider losing the armors, the accessories, the weapon types, and limit things to four or five subweapons. Alternatively, keep a few of these things, but make sure that each and every one of them does something unique and has a definitive place in the game.

    2. Lose the leveling. It could be present in some form- i.e. getting gold from killing monsters- but in its current incarnation, it’s too easy for the player to ruin the game by becoming too powerful.

    3. Bring back level design. Not this cut-and-paste rectangle crap, but genuine LEVELS, with carefully-placed elements, environmental challenges and obstacles, themes that directly affect gameplay, clever setpieces, and actual flow, where challenges in point A will prepare the player for harder challenges in point B. And bring back some genuine platforming. It doesn’t matter if they’re segmented like the old games or part of a cohesive whole like the new games, although I would prefer the latter. What matters is what happens inside them.

    4. Scale the monsters back as well. Give them some weight. Make it so each one requires different tactics to defeat, and give them some depth relative to their placement. In other words, do something with them, Don’t just introduce a new monster for the sake of it; ask how that monster can be used to genuinely add new elements to the level design. If the answer is, “nothing,” consider redesigning it.

    5. No more potions/healing items. These items, especially in overabundance as in all the SotN-and-on Castlevanias, dull the purpose of evading danger. They encourage the game to devolve even further into an RPG-like state of trading blows rather than actively trying to play well.

    6. Give bosses life bars again. This is debatable, but I’m of the opinion that it adds a lot of drama to a battle when you can see how close you are to victory. It helps the battle feel like it has a definitive beginning, middle, and end. While we’re on this note, give the bosses less hit points, and make them harder in other ways. I’m sick of the not-very-engaging boss fights dragged out twice as long as they should be formula.

    7. To go along with the improved level design, place important items, spells, powerups- whatever’s left after stripping things down- in accordingly important places. Don’t just stick a half-dozen relics directly in the player’s path; put the double-jump relic on a high plateau which requires the player to navigate a precarious series of platforms using only the single jump. Make us feel like we’ve earned things. This leads us to 8:

    8. Eliminate the double jump. It’s almost completely pointless, especially when it’s always given at the very beginning of the game. It has the tendency of making the combat looser than it should be. Consider doing the same for just about every other accessory or ability in the game, including the gravity boots, miscellaneous flying abilities, and what have you. If a new ability is introduced, do something with it. Construct challenges that utilize it, and make them numerous. This will give it a sense of meaning and importance. Make sure of its place in the game. Make sure it isn’t breaking anything or making anything too easy.

    9. For ****’s sake, take the series aesthetics seriously again. Ditch the horrible anime stylings, in dialogue as well as artwork. Hell, get rid of the majority of the dialogue in the first place. The “plots” told by the original Castlevanias use almost no dialogue whatsoever, and they’re considerably more mysterious and compelling for it. If it absolutely MUST be there, make sure it’s not directly contradicting the tone of the series, like most of the dialogue in Portrait does. Get some good ****ing writers to write something that doesn’t sound like it came from a badly-translated kiddie anime.

    10. On the subject of aesthetics, there was a time when Castlevania games could actually take place outside the goddamn castle. Portrait of Ruin tries this to an extent, but fails by making almost all of the new locations look and play exactly as if they were still part of the castle, right down to the majority of them being indoors. This is a catastrophic failure of imagination.

    11. Stop recycling things. Take the time to craft an entire game full of original content. This shouldn’t be too hard, what with stripping everything down. If something is going to be reused- say, an old theme song- it needs to be somewhere where that song will be of emotional worth, instead of just randomly thrown in as fanservice. Why is the Prelude from Castlevania 3 playing on the stairs leading to the last boss in Portrait? The game has next to NOTHING to do with Castlevania 3. The same can be said for Iron Blue Intention playing on a level that shares absolutely nothing to do with the munitions factory of Bloodlines, or even ANY part of Bloodlines, really, at least not outside of a couple of arbitrary character names.

    12. The series’ controls have become considerably refined since the original games, and this is a good thing. However, while the player has been given such enhanced powers of evasion, the monsters and their attack patterns haven’t grown up that much. This needs work.

    13. Miscellaneous: bring back the multidirectional whip from IV, and the whip grappling from the same game. IV and Bloodlines are good places to look for examples of amazing CV level design. Bring back multi-form boss fights for more than just the final battle (which should be hard as all hell). Screen-filling enemies are nice, but make them play like they’re huge, instead of making them all pussies. Bring back multi-screen enemies. Give us a genuine chase sequence. We don’t necessarily need bottomless pits, but there needs to be some mechanism in play to keep players in check for sloppy platforming. Make the game have some genuine meat and length to it, say, 15 hours at least.

    14. Stop trying to make a new game in the series every year. Don’t worry about the profit margins. They’re going to go to **** anyway when everyone realizes how sick they are of playing Castlevania by Numbers. Make one big, bold game, much like what SotN was to the PSOne back in 1997. Don’t try to make it another SotN clone; stop playing it safe and don’t be afraid to apply all the above steps and more. Put some genuine love and care into the game. Put it on a next-gen console and give it a soundtrack with quality on par with SotN or better. Do something new and impressive with 2D rather than using portables as a way to keep giving us the same graphics we’ve had for ten years. In short, show some love.
    Last edited by BeeZee; 12-18-2006, 11:55 PM.

    #2
    Re: What the New Castlevania Needs to Do to Keep the Series Alive

    I love the games now though. It's pure fun, but a little on the short side. SOTN was the best of them all. We need an actual SOTN sequel though, instead of clones.

    I know people here hate Alucard, because of the huge fanbase there is for him.

    Oh if we can't have Alucard bring back a friggin Belmont.

    Comment


      #3
      Re: What the New Castlevania Needs to Do to Keep the Series Alive

      They're fun, but they're also really, really haphazardly designed.

      Comment


        #4
        Re: What the New Castlevania Needs to Do to Keep the Series Alive

        I do disagree with #9 though, I think the "plot" and dialogue in SOTN made it very great.

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          #5
          Re: What the New Castlevania Needs to Do to Keep the Series Alive

          Re: #6

          I rather like the lack of a lifebar. For me, it adds a state of panic, wondering if I'm making any progress or when this boss will finally drop.


          Re: #9

          If you took away the story and dialogue now, it would be quite a blow. No matter how simplistic it should be, it would feel missing the entire game. Sure you could tone it down, get better writing, and say less, but if you tried too hard to remove it, you'd have more complaints than praises, in my opinion.


          Other than that, it's a solid list.
          Last edited by Chad; 12-18-2006, 08:55 PM.

          "Couch co-op is the only true co-op." Richard of the Cooks.

          Comment


            #6
            Re: What the New Castlevania Needs to Do to Keep the Series Alive

            That's why I said they could alternatively just make the story and writing not suck. SotN had some terrible dialogue, but it was a lot more fitting than any of the crap they've written for the past several games. PoR is possibly the worst yet. Every other line sounds like the writers were intentionally sabotaging the mood the rest of the game tries to portray.

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              #7
              Re: What the New Castlevania Needs to Do to Keep the Series Alive

              Just wondering, what is your opinion of Lament of Innocence in relation to other post SotN games?
              Last edited by Chad; 12-18-2006, 09:06 PM.

              "Couch co-op is the only true co-op." Richard of the Cooks.

              Comment


                #8
                Re: What the New Castlevania Needs to Do to Keep the Series Alive

                The recent games' "crazy" modes have a bit more of the difficulty and demand a little more precision out of the various combat skills, but generally-speaking you're spot on. IV was my favorite by far, but all you have to do is look at the Prince of Persia series to see where Castlevania could and should be. Hell, in the third game you control a character that has a whip-like weapon used to perfection.

                I'll suggest this as well: Quit relying on gimmicks. Flash without substance is only good for one mediocre play-through. ex) Slopped together secondary characters that have no gameplay depth or any story unto themselves, arbitrary collection quests, and so on.

                The environment is a character! It's in the name of the damn series. I like the highly romanticized castle, but I really want to feel the twisted influence of evil in everything that makes its way on screen.
                So you're a fish out of water...
                Keep swimming.
                What else can you do?

                Comment


                  #9
                  Re: What the New Castlevania Needs to Do to Keep the Series Alive

                  Yeah, Shard, I totally agree.

                  The Richter modes and everything else that opens up on a clear game are actually a really good point of analysis for the game design. I was thinking about that earlier while I was playing the requisite similar mode in Portrait. They attempt to simplify things to the point that I mention above by basically removing all the extraneous elements from the game (although they still usually keep the double jump and other abilities used to get around the castle). Some of them even remove levelling, which does indeed make the game harder, especially since they also remove potions and items.

                  I personally find these modes to be even blander than the main games. They're harder, but usually to the point of not even being enjoyable (i.e. the bosses taking literally hundreds of hits to kill). Perhaps most importantly, once all the items are gone from the castle, you can see even more just how empty the levels themselves are. You're racing through them just trying to get from point A to point B to boss, like in the older games, except here, it's just through empty corridor after empty corridor.

                  EDIT: I remembe enjoying Lament very marginally. I think it has a lot of the same problems as the 2D games- fun combat that was slightly cheapened by an abundance of useless skills, really boring and repetitive level design, stupid dialogue that ruined a lot of the tone the game was trying to achieve. I think Curse was pretty much the same way, but with better combat.
                  Last edited by BeeZee; 12-18-2006, 09:50 PM.

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                    #10
                    Re: What the New Castlevania Needs to Do to Keep the Series Alive

                    Wait, Portrait of Ruin sucks?!

                    Comment


                      #11
                      Re: What the New Castlevania Needs to Do to Keep the Series Alive

                      It doesn't really... suck, per se, I guess. It just does absolutely nothing we haven't already seen, and most of what it does do was done better in previous games. The level design post-SotN has always been pretty bad, but in Portrait, it's even blander. Entire rooms are copied and pasted, and the last four levels are clones of the first four. There's all this dual-character stuff, which is marginally fun for a little while, until you realize that you aren't actually able to do anything new with it that you weren't doing before with just one guy. And it's frustrating, because there are little GLIMMERS of good ideas lying around. There's one area that has those platforms from the earlier games that dump you when you stand on them too long, which could have made for some interesting platforming, except that they just dump you back on the floor directly underneath them with no penalty, and by that point, you already have the double jump anyway, so you can just jump over them. One area has this speeding train come after you, which is a really exciting idea in theory, until you realize that all you have to do is hold down the left button to get by it, and even if it hits you, it just pushes you back one screen. Then there's the clock tower with the usual spinning gears and shiz, but when you get to it, you can frigging FLY, and even if you couldn't, it's not like anything bad would happen if you fell. And the portrait levels... they were all hyped like they would SOLVE all these problems, but really, they're just like everything else in the castle. Pretty much every single attempt at evolution the game makes ends up being just a stupid gimmick.

                      So, I mean, I had fun playing it. But the whole time, I kept seeing all these issues with it, and wishing that IGA would, I don't know, FIGURE THINGS OUT. Right now, it just feels like the series is his throw-away cash cow, and as excited as I was for this particular game, having played it, I'm not very excited for the next one.

                      Comment


                        #12
                        Re: What the New Castlevania Needs to Do to Keep the Series Alive

                        BZ - I admire your interest in truly giving a **** about these things.

                        Perhaps you should do something like this for a living?

                        Comment


                          #13
                          Re: What the New Castlevania Needs to Do to Keep the Series Alive

                          i...i've written long whiny rants before

                          Comment


                            #14
                            Re: What the New Castlevania Needs to Do to Keep the Series Alive

                            Bah, BZ just doesn't like generic level design. Throw him a few curveballs and it's like dangling keys in front of a baby.
                            The Cyclops having only one eye, needed to seek shelter from the harsh sun. The shadow cast by the spheres gave him temporary respite.

                            Comment


                              #15
                              Re: What the New Castlevania Needs to Do to Keep the Series Alive

                              Highwind- I would love to do something like this for a living, but the odds of making it to the position of authority it would require to realize all of the ideas I have are... pretty slim, and it probably wouldn't pay the bills. If I could find a couple other people who were dedicated enough, the odds of my making something as a homebrew project would be pretty high. I don't think it would be *too* terribly hard using, say, Flash.

                              EDIT: Actually, yeah, if anyone knows their s**t and is damn good at it, and would be willing to care for their role in this project like a mother cares for her cute-as-a-button infant, hit me up and we'll do this. I genuinely believe we could make a Metroidvania game right.
                              Last edited by BeeZee; 12-19-2006, 01:16 AM.

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