These backgrounds look like they came out of the SOTN CG scenes. They look like the backgrounds in Masamune Shirow pinups.
I don't even mind the "brown", call it style, they're just uninspired as hell. The grid of candelabras is downright offensive.
Yeah, the movement isn't the problem. It's the choice to go 2.5D instead of faux sprite polygons or actual sprites, the back-tracking map bullshit instead of straight action, and I'm sure the presence of leveling up to make it "accessible."
Said differently, what could this game do that SotN didn't already do better, if he insists on this style or lack thereof? New games shouldn't come out to move the ball backwards.
Last edited by Yoshi; 10 Jun 2017 at 01:30 PM.
These backgrounds look like they came out of the SOTN CG scenes. They look like the backgrounds in Masamune Shirow pinups.
I don't even mind the "brown", call it style, they're just uninspired as hell. The grid of candelabras is downright offensive.
Why are you reading this? go to your general settings and uncheck the Show Signatures box already!
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Tapatalk is a piece of shit and I can't upload images but the Igavanias all have exceptionally fluid movement if (and often) nothing else, especially OoE. This argument only works if you're a Yoshite who believes there hasn't been a Castlevania game since the PC Engine.
Last edited by A Robot Bit Me; 10 Jun 2017 at 04:51 PM.
I wonder how much of the "leaden" feel owes to the additional horizontal screen space. Miriam has heavy landing and turning animations, per usual, but I'm pretty sure they can be jump/action canceled like always. I maaayyyy be noticing more recovery from hop attacks that are landing cancelled, but I'm not sure without playing. The claymore, for sure, doesn't break its attack animation via landing, but then it'd be OP if it did. Did the other igavanias have heavy weapons like that?
This is a good article on how slow the animation feels and why that is, and why it's worse than say Symphony of the night.
http://askagamedev.tumblr.com/post/1...-interested-in
Excellent read.
That doesn't explain though, why the characters look like they don't fit into the environment. Or why it somehow looks worse than an emulated PS2 game.
That blog is incredible, I just spent the better part of 3 hours reading about things like "why tiny shrubs in GTA can stop a 1 ton car going 90 mph."
That game, like the recent Not Mega Man just looks like the director forgot to bring the artists with him. Likely because they have actual jobs and understand their value.
two guys are doing a documentary on privately ran game stores.
https://www.indiegogo.com/projects/n...dia/x/471755#/
maybe it was already mentioned? The fund raising ends in 4 days.
I through them a little just because I want to see how museums are archiving this shit.
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