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Zgłoś problem z tłumaczeniem
Sometimes i have no hope for humanity anymore
https://www.youtube.com/watch?v=Ks47X-XioEA
Let these guys polish their game so it won't be a disappointmet. Impatient children
Let people who are frustrated with 2+ years of delays vent their frustration, child.
The game never had a release date to be delayed in the first place.
Okay, you seem WAY too obsessed than you should be about SoTN. But as someone else who doesn't hold high expectations for this game (Not caring for delays or anything at this point, graphics just look too detached from the background but I'm willing to wait until reviews/gameplay), but Castlevania isn't a perfect series per se, nor is SoTN the most amazing game of all time.
Innovative, genre establishing that's memorable? Sure, but a whole bunch of things just never quite worked well gameplay wise.
Given that apparently the dev team from what I've heard didn't exactly keep up on what everyone was making lead to some BROKEN areas in terms of enemy placements, difficulty spikes or lack thereof, items with literal easy mode abilities...
And it's actually felt like a nice game of exploration! Unfortunately you can't have that in modern games because design wise there's little of sense to that, but if you do look at each individual item you can realize the game has more mechanics than meets the eye (like how the spell system allows you to cast anything from the start if you already know the code, the hidden empowerment to the fireball spell, the weapon special attacks, basically things that plain don't have any hint whatsoever in the game), yet it wouldn't work because of just how confusing it all is without a wiki at hand.
Or how about the items that were NOT useful? 2 handed comes to mind as literally the first one you get has likely less damage and sometimes staggers you, for no particular reason to make you want to use 2 handed weapons. Or how about the useful mechanics that stopped existing, like the shield mechanic? Likely because it allowed you to tank the pace, something which with harder game modes on the DS is not an option.
And for best and worst, the removal of some of your combat features just makes sense in the long run. No one ever uses the items in SoTN besides maybe that lord thingy, because consumables are, well, consumed. Shields never made a return because they were too much of a focus on making it easier to get through enemy territory rather than skillful movement or careful attacking. Shield rods never made a comeback because...well, Shield rods.
Now for the castle:
In addition, teleportation wasn't exactly fun. A lot of rooms would require serious traveling back and forth to if you aren't familiar with the game. Later games fixed that with more teleportation methods added, but you also notice that levels were more horizontal, more linear even, so as to both make it less confusing and easier to find your way around. In a metroidvania sense it's worse because backtracking is minimal to basically "dead ends" with some extra loot or important items for the story, but at the very least it's not a teleportation system too far apart were if you're not sure what to do next, the game doesn't entirely provide a good way to advance unless you memorize every nook and cranny.
Enemies were also kind of terrible in design. Unique monsters on one hand, but again, lack of synchronization between devs and all, and basically most areas are just cannon fodder monsters for you to slay. At least later games gave more of a unique quirk to some of your enemies like having something take only 1 damage per hit but it drops crazy end game sword or happens to guard a small treasure, tin robots that make you want to avoid detection in the lighthouse because of how insanely dangerous they are (unless again, your'e skilled enough for them), or even just plain enemies that simply have a cool move. Sure, in a normal run you would likely see it all as cannon fodder, again, but play it on hard mode with a limitation of 50 levels or even 1! THAT'S when the true feeling of horror sets in...and you have to be careful.
Without going into much else through the castle (secrets are what they are so I've no problem there), the inverted castle obviously doesn't age the best. For it's time yes, it was an AMAZING feeling to suddenly have more of the game. When you grow older, you do realize that most of it is now just a hack n slash through old enemies of the series with even more pointless loot, but hey! At least the secrets are all in one place, so there's something nice in there if you noted secret rooms throughout the castle. Other than that, traveling becomes more troubling because the castle design doesn't entirely match a vertigo shift. And then you have the music..oh boy... Great soundtrack sure, but not when you hear it for most of the castle. I'm also remembering that the librarian is not in the inverted castle, so more backtracking for ya!
Now, with all of that out of the way, back to your main posts supposed focus: The Graphics.
That part I can't argue at all. SoTN did JUSTICE with the incredible use of both detailed 2D sprite art, while also mixing the background's 3D effects for some impressive looking rooms such as the chapel. But again, not all of it survives the test of time, just SOME of it. Same goes for the pixel quality over the years, as you can see some major difference between what may look like a modern pixelated game to something of the old age. Look at The Messenger for comparison. It's easier to compare between the two how NES sprites were more block-y shaped than the indie stuff today, or how in case of Sonic where Mania's sprites are much brighter and more detailed in animation in comparison to the Genesis.
Now, to say you can make the same quality of today with something of the scale of a metroidvania? With 2D? A lot harder than you think. Sprite animation, at least on a video game overhyped due to Igarashi's involvement and fanboy rage would mean serious work on every 2D aspect, including not just the main character, but each weapon, each weapon TYPE, each enemy, each room in the castle, character portraits, item details...Basically, all of those things together, and from total scratch, is not exactly an easy effort for a small team like what was started when the kickstarter came alive.
Obviously games like the newest Shantae prove you don't always need to stick to Pixelated 2D, but again, you have to consider how many people in the team actually do the art process, and then the animation, and then the design, and then likely scrapping hundreds of ideas because you realise that design looks terrible or doesn't really work for any area in the castle, that kind of work and likely with only about 8-9 hours of work a day means you're not getting that much done and would likely take a whole bunch of the time from the game.
This isn't even to say I defend the 3D art, because it looks like garbage to me and I'll honestly have a hard time to look at this game if the style is the same as presented in the store page, even if the gameplay is pretty incredible. There's sprite art that's low quality that can at least feel matched up, and then there's bloodstained's cell shaded characters on an Unreal Engine made background. Between those two I take former because it DOESN'T STRAIN MY EYES.
And soundtrack wise? So far the soundtrack's pretty fine for the game. As much as I'll admit it'll likely not have Symphony of The Night's...obviously, Symphonic, nature of music, it may or may not be just as memorable. For that matter, a whole bunch of the more memorable soundtracks for me from the series are equally from the GBA to DS games.
I can think of at least up to 3 or 5 memorable pieces from SoTN, but I'm not going to lie that the series at least kept it's style of music not only to be generally good for every game, but also that every game had a sountrack that felt in a way unique to it's own experience. Just take a listen to Dawn of Sorrow, Portrait of Ruin and Order of Ecclesia (my fave) and you'll see the point. Each one has maybe same if perhaps less timeless tracks, but they're all kind of unique in a way to their own game.
Difference being, that SoTN's just kinda jumps all over in genres and doesn't exactly decide on what it wants to make you feel about an area. A personal taste really, but again, it's all thanks to the time it was made during.
Anyways, this is already a long post, so I'll just sum up my opinion and then quickly mention what I think about some of the games you and others mentioned that I've experienced:
Basically, Bloodstained will be publicly seen as the successor to Castlevania in general, unless of course it ends up a critical failure like another kickstarter title or two.
As far as it's majority wise considered, many people remember Shovel Knight or heck even Mega Man 11 than anyone who'll ever mention Mighty No. 9 being good. People discuss for both meme sake and general enjoyment of A Hat In Time, rather than any major focus being put on the old Yooka Laylee that tried to relive it's days of glory (and got panned for it and some of it's odd design choices from the past, and that's besides the toilet incident).
Can anything so far be said about bloodstained? Not exactly, because it didn't come out yet.
As far as I'm concerned, I'll just it when it's out and unless it gets slammed in reviews (or even overtly gushed in reviews). Symphony may be a series and genre maker, sure, but it's far from design wise being the best out there, in general most metroidvanias are like that. Either someone will complain about one area being too hard than the rest, either too many dead ends or not enough branching paths, not enough playstyle variations to call it a metroidvania or too many playstyles that are just useless.
Overall between Castlevania and Metroid's design philosophy, only metroid from the sound of it does the metroid part right, being all about finding upgrades to return to areas. Castlevania? Castlevania is fun for the fact you get a variety. One series is best in sticking to the formula, the other succeeds in always changing the rules across games while giving you a variety of tools to figure out which playstyle you feel would work in an area or vs a boss.
That's why as far as I consider, the term "metroidvania" should split more into metroid styled games that involve backtracking and upgrade collecting, to action rpgs with a metroid level design. Combining the two just creates a very muddy term for something that even to this day is hard to argue which has done it right.
And now for the other games and what they did right/wrong! List is limited to things I've played/seen so my apologies for that:
TimeSpinner- Overall looks good in terms of visuals and gameplay feels OOE smooth, but wirting is too smudged with modern day politics (that the writing team that worked on this game extremely promote), so at best I can say it's visually done correct, but I've never touched the game on experience because of the whole extreme involvement (apparently according to someone on the forums the writing was generally bad regardless, due to grammatical reasons)
Hollow Knight- Excellent metroid styled game. Amazing visuals for a team of 3 people, more of a case of super dedicated humans that could in fact compete with Bloodstained on art wise. Boos rush DLC isn't fun. Can't wait for the sequel.
Dead Cells- More rogue like than a metroidvania, this one takes the cake on being just plain hard while also being amazingly fast paced and overall variety heavy gameplay with great pixel art that was made from 3D conversion or something, I think. Wonder if the damage boost system is still as broken as I've heard last time or not, being that at some point you shouldn't grab more points because it doesn't become beneficial or something.
Dust: An Elysian Tail- Like Hollow Knight but earlier, it's done some amazing visuals for a team of literally ONE. Playstyle wise still linear but overall I remember it to be fun. Too bad a sequel wouldn't likely happen for the next who knows how much time...Not too big on the metroid backtracking however other than end game loot at most in the end.
Shovel Knight- From what I've tried, too hard for me. Not a metroidvania however, but overall I can see why it's considered good.
Salt and Sanctuary- Many unforgiving mechanics, but overall another playstyle adaptable gameplay with skill system nonetheless, too riddled with Souls references but for a 2D style it does look...unique. Still recommended.
Chasm- No. Just no. Never again.
On a more serious note I haven't checked chasm in awhile, it might've been improved since, but the basic mechanics are too similar to Castlevania that it feels repetitive. Crafting is boring, RNG locations aren't as unique as advertised, and a lot of sluggish feeling on launch due to design choices. Who knows, MAYBE it gotten better, but last time I was on the forums there it feels like the devs are still in touch with anyone who says anything REMOTELY good about the game so it might just be desperation.
Tl;dr: SoTN wasn't THAT great, what is wrong with you people about Metroidvania term, and holy crap some of these suggestions.. okay just 2 of them, but still.
Edit: Did I just spent like 40 minutes replying to a post O_O
Then again, odds are it's just bait considering the general tone of your responses.
Lmao. That's your rebuttal? Moving on.
But u do realize that the post author is a huge fan of SoTN? Therefore the similarity in gameplay is something really good.. As it was for me. I would definitely recommend to SoTN fans.
I forgot to mention Rogue Legacy, super fun too. Different in many ways but great fun.
Rondo of Blood was originally released on the Turbografx 16. The Genesis/Megadrive Castlevania was Castlevania Bloodlines.
It took too long to release: "I want to play it now, now !!! I demand it !".
It took too short to release: "This game is half-baked, not even enjoyable, refund".
Beware what you want :(