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/vr/ - Retro Games


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File: 1017 KB, 2100x1524, Castlevania_-_Dracula_X_-_(NA)_-_01.jpg [View same] [iqdb] [saucenao] [google]
8251349 No.8251349 [Reply] [Original]

Why is the general consensus that this game is bad? It's genuinely challenging, not bullshit hard. Richter controls fluently even without the mid air control, the graphics and music are excellent, and it's the most satisfying classicvania to master.

>> No.8251359
File: 17 KB, 250x569, 69irqsm1axg41.gif [View same] [iqdb] [saucenao] [google]
8251359

This game is bad.

>> No.8251370
File: 305 KB, 1030x1080, rikkuta.jpg [View same] [iqdb] [saucenao] [google]
8251370

>>8251349
I think the consensus isn't that it is bad as such, just that it's simply worse in every regard than the original game that makes for its foundation. To be fair, I do like the promo art better than the original's generic anime style.

I have no idea how to research this, but it would seem that the Nintendo/Konami relationship during the 90s didn't allow for releases ported from (or to) other home consoles. This was probably the bare minimum they could change an existing game to make it past the agreement.

>> No.8251403
File: 2.91 MB, 1280x720, moonwalk3.webm [View same] [iqdb] [saucenao] [google]
8251403

>>8251349
Because people have been brought up into hiveminding that it's bad

Usually it is said that it is bad in the same sentence that "Rondo was better" implying
>I real video games because I cited a Turbografx-16 game

Same reason why Earthbound is a "cult classic" but in reverse.

I.E James Rolfe saying
>yeaah you can't even moonwalk in that one

In other words he didn't even play the game.

Most of the "flaws" people point out from DXX are actually the same design cues as what CV1 had, a game which they love because that one it's hip&cool to love.

>> No.8251406

>>8251403
and btw all of this dates back from journos, who at the time were basically the only ones who had played Rondo so they wanted to make it crystal clear how superior their position was

>> No.8251523 [DELETED] 

>>8251349
Because Konami should've worked on porting the X68000 Castlevania (the best 16-bit CV) to the Mega Drive instead of wasting time and resources on this shitty Rondo romhack.

>> No.8251641

>>8251370
>rhat right arm
Ngmi

>> No.8251653

>>8251349
Broken hitboxes, bad enemy and item placement and I don't think having super powers makes this bad game any good. Powers are better on SOTN and Bloodlines.

>> No.8251880 [DELETED] 

>Shit, we can't fit all the enemies from Rondo into one Snezz cart, what should we do?

>JUST SPAM PURPLE SPEAR DUDES EVERYWHERE BRO LMFAO

>> No.8251907

>>8251349
Because it's hard and kiddies rather play the challengeless Super Castlevania 4 instead.

>> No.8252091

>>8251880
Give up auster. People realized Dracula X is a good game and not a port of Rondo.
Your opinion will NEVER matter regarding the Super Nintendo, by the way. You will die, and people will continue to like the console, much to your soul's dismay.
>implying you have a soul

>> No.8252094

>>8251349
I think it's good, except that it's a bit hard. I'm bad at platformers like these though, so don't mind me.

>>8251403
>In other words he didn't even play the game.
I think he just didn't know/figure out that you could do it, he fucks up with a lot of games. But also AVGN isn't a real person, he's a character, and he actually likes a lot of the games he makes fun of, don't take AVGN seriously.

>>8251406
Sounds plausible.

>> No.8252097

>>8252094
>But also AVGN isn't a real person, he's a character, and he actually likes a lot of the games he makes fun of, don't take AVGN seriously.
holy shit, an intelligent post on neo-/vr/?

>> No.8252181

>>8252094
Yeah, IIRC James Rolfe actually likes Simon's Quest, or at least thinks it's okay.

>> No.8252189

>>8252181
I think he said something to the effect that he finds that it's a cryptic and frustrating game, but that it's still fun. I recall he actually really likes Friday The 13th as well, in spite of its own flaws.

>> No.8252210

>>8251880
Enemies are just the cherry on top of the shitcake that is this game.

>> No.8252213

>>8252181
Simon's Quest is the quintessential NES game. I feel like most of the criticism is hindsight from people that weren't around when they game came out. I still remember my friend's mother solving parts of it. It was the kind of thing we all chuckled about because of how stupid impossible it was to find the solution. The idea that it was just bad translation wasn't really something we talked about.

>> No.8252221

>>8251349
I consider that game a "Master Quest" version of Rondo

>> No.8252231

>>8252221

This game is worse in every way compared to the original. And that includes the graphics. The artistic direction of this game is poor

>> No.8252289

>>8252221
Master Quest still uses all the same assets and overall designs from OOT, it just adds a few enemies and puzzles or switches things around, but it doesn't have new assets.
Dracula X on SNES only uses some assets from Rondo, but majority of the game's assets are all new, it has new bosses (including the final boss) and the levels are all 100% different from the levels in Rondo, it's much more than just a simple switch-up
>>8252231
Why should we care about your opinion and judgement on art?

>> No.8252301

Actually, I like 4 better.

>> No.8252312

>>8251370
>I think the consensus isn't that it is bad as such, just that it's simply worse in every regard than the original game
That consensus is still retarded since it's a better game in terms of difficulty balancing, and it actually has platforming sections, which Rondo has very little of, and the ones Rondo does have are much simpler in design.
Dracula X is a game for Castlevania fans. Rondo is a game for people who think Castlevania games are too hard.

>> No.8252316

>>8252312
>death pits is platforming

The Game has the most retarded levels I've ever seen. At least when Super castlevania was retarded, it was because they wanted to showcase the new engine. This game doesn't even do this thing right

>> No.8252345

>>8252316
This is the most retarded post I've ever seen
>death pits bad
I'm sorry you got so personally offended because I spoke ill of muh Rondo

>> No.8252351

>>8252345

But you're simplifying what platforming means. Almost everything, including enemy placement, is part of platforming. Clock Tower in SOTN is the hardest version of that level. and this version doesn't have death pits.

>> No.8252360

>>8252351
Platforming means jumping from platform to platform, simple as. There is much more of that in this game compared to Rondo. You're the one implying that death pits equate to platforming.

>> No.8252363

>>8252360
I meant that the platforming of this game is poor.

>> No.8252368

>>8252363
I don't care what you meant. Don't (You) me with your shit opinions ever again.

>> No.8252371

>>8252368
The Game sucks like all the castlevania on the SNES. Bloodlines was another bad game too, with its triple auto-scroller. Rondo was the best 16bits castlevania.

>> No.8252426 [DELETED] 

>>8252371
>crying about autoscrolled platforming
Git gud n00b.

>> No.8252454
File: 214 KB, 256x224, 1540833333083.gif [View same] [iqdb] [saucenao] [google]
8252454

Playing it right now on Switch.

Richter not having any iframes after getting struck is pretty shitty. What happened here, every other CV I've played got this one thing right?

>> No.8252548

>>8252454
That's actually how it was with Rondo of Blood and for that matter SoTN and HoD as well. Not sure why it was a thing exactly and personally I'm not mad that it's gone.

>> No.8252863

>>8251359
Funny image

>> No.8252864

>>8252371
You don't take direction well, like a retarded person.

>> No.8252879

>>8251349
I spent like two weeks on this fucker. I did manage to beat Dracula but that fucking final boss music and his dumb laugh are etched into my brain now

>> No.8252882

>>8252879
>I spent like two weeks on this
bad at games, but at least you didn't let it filter you

>> No.8252936

>>8252094
>But also AVGN isn't a real person, he's a character, and he actually likes a lot of the games he makes fun of, don't take AVGN seriously.

I never talked about AVGN, I talked about James Rolfe mr Reading Comprehesion. Do you also think people talk about Rocky when they mention Stallone?

>I think he just didn't know/figure out that you could do it, he fucks up with a lot of games.

if you didn't play the game enough to know the control schemes, you didn't play the game

>> No.8252942
File: 2.86 MB, 768x672, redaxearmor3.webm [View same] [iqdb] [saucenao] [google]
8252942

for the record Spear Knights are in only 3 levels, 1 of which is optional and only on the bad ending path

I think someone got filtered

>> No.8252946

>>8252942
Level design sucks. What a joke, at least CV4 has excuses for being bad

>> No.8253037
File: 1.60 MB, 712x1024, file.png [View same] [iqdb] [saucenao] [google]
8253037

didn't want to make another thread so I'm asking here: what's the next game to play after CV1? I tried Simon's quest for an hour and hated it. So I should go JP CV3, SC IV, TG16 Rondo and Bloodlines? alternatively I could just work on a 1cc of CV1.

>> No.8253049

>>8252946
you're such a faggot

>> No.8253053

>>8253049

>the crow is standing there
>menacingly

What a great enemy placement

>> No.8253056

>>8253053
are you just completely unaware of how enemy behavior works in this series? what a shit post

>> No.8253059

>>8253056
They couldn't make a better level design because of the sprite limit. CV4 at least tried

>> No.8253061

>>8253059
>going off on a mentally ill tangent
ok retard

>> No.8253113

>>8253037
>So I should go JP CV3, SC IV, TG16 Rondo and Bloodlines?

Play them all in order of release and don't forget the X68000 version and DXX. CV3 you should go with the Jap version first and if you like it enough, replay the US version using another path/character

Make sure to play the original X68K version, you can emulate it with xm6. Chronicles is a butchered port.

>> No.8253115
File: 3 KB, 160x144, bgb00226.png [View same] [iqdb] [saucenao] [google]
8253115

>>8253113
When I say "them all" I don't include the GB titles. The only GB title worth playing is the 2nd one but that one you should definitely play.

There are two versions, one black&white and one in colour.
In the western version you get the axe as sub weapon but in the Jap version you get the cross,which makes the game inifnitely easier. The coloured version has the cross.

>> No.8253128

>>8251370
Filename should be rihita following the non-anglicized rendering on the back of the box

>> No.8253156
File: 2.51 MB, 640x360, rosary.webm [View same] [iqdb] [saucenao] [google]
8253156

>>8253053
There is nothing wrong with that crow. It works in combination with the axe knight. In fact it's 101 game design
>establish a challenge
>put a twist on the challenge (in the way the player can understand before it becomes a problem, so that it's not unfair)

First, the level establishes that you have to avoid the axes thrown at you until you can get to the same level as the knight.
Then, you see the crow. You know the crow will only attack once you're at a certain range of him, so you have to predict that and take care of it while you're still avoiding the axes.
The axes and the crow have a different pattern, they attack the player using a different arc, which is a classic CV (and action games in general) trope: establish two different patterns and then mix-match them, like the infamous corridor before Death in CV1 in which you have to handle the knights and the medusa heads at the same time which are two distinct pre-established patterns.

In the video I cheap'd it with the axe, which the goal allows and is totally fair. It's fair because
>you need to have the axe on you and have saved it
which implies not dying
>you need to have hearts to spare if you want to use it on such a meaningless enemy
which also implies not dying and not spamming too much sub-weapons and item crashes.
In other words, the use of the axe in that situation is a reward for

Also
>you actually have to think about using it
>you actually have to aim correctly
It's not a freebie and you should also notice in the video that, the distance at which you need to be to hit the crow with the axe, is extremely close to the distance at which the crow will start to attack you (see how I took a step forward before the axe hits the crow and the crow starts to move).

All of this is pure Classicvania gameplay

>> No.8253168
File: 2.79 MB, 768x672, cbat.webm [View same] [iqdb] [saucenao] [google]
8253168

There are only two things in DXX that I consider bad design, and they're rather small things that don't occur often

1)
>the ceiling bats that can't be hit until they move
but not really a big problem considering that they're only used in two places in the entire game and it's not like they can push you down a pit or something, they're rather inconsequential.

2) the medusa heads and bats that spawn infinitely and go from one side of the screen to the other. They can spawn from either side of the screen, either the right and the left, and there are two rules for it
>either the spawn placement depending on what the direction is player is looking at; so if the player is looking towards the right they'll spawn from the right
>or the spawn placement depends on where the player is located on the X axis in the current scroll: if the player is on the right half of the scroll they'll spawn from the right and vice versa

The issue with this is that there is no logic as to which rules the medusa heads/bats will use, you can only learn the hard way. But again, in the grand scheme of things it's a rather trivial detail. Every CV game has a few flaws like this, and some (like IV) have much bigger flaws.

>> No.8253180
File: 2.40 MB, 640x360, Dracula2.webm [View same] [iqdb] [saucenao] [google]
8253180

I don't consider the pits in Dracula "bad design" because

>there is a way not get knocked back when you get hit
>with proper placement it's also possible not get knocked back into the pits if you do get hit
>there are ways to avoid damage, like you can hit & destroy the fireballs in the first form, or use an item crash which gives you a real long animation full of i-frames
>there are ways to cheap Dracula, webm related
The game also has a checkpoint right before the boss and lets you choose whichever subweapon you want against him every time you die

It is hard, but it is fair. You need to learn from your mistakes to beat him and actually get good; unlike many CV bosses (CV3 comes to mind) in which you can get away by standing in one place and just spam the whip.

>> No.8253262

>>8253113
>>8253115
what about kid dracula?

>> No.8253264
File: 4 KB, 256x232, Akumajou Special - Boku Dracula Kun (J) - Copy-2.png [View same] [iqdb] [saucenao] [google]
8253264

>>8253262
It's fun though it's more like Castlevania meet Mega Man. I haven't played the GB version so I don't know how it differs.

>> No.8253309

>>8253180
The Game sacrifices Rondo level design because of graphical limitations. The Same scenario in Rondo not only has a greater variety of enemies, it also has superior geometry. Another SNES problem, small screen size.

>> No.8253312

>>8253309
Scrolling is slow too. Snes can't show many sprites without having to sacrifice game graphics. Either that or you put in a completely different processor like kirby and other late snes games

>> No.8253345
File: 88 KB, 8800x736, 5b-hiddendocks.png [View same] [iqdb] [saucenao] [google]
8253345

>>8253309
What "same" scenario? It's completely different levels.

and Rondo is the classic CV with the most simple level design. The situations in which you fight 2 enemy types at once are not numerous.

>> No.8253356
File: 1.24 MB, 1168x802, file.png [View same] [iqdb] [saucenao] [google]
8253356

>>8253264
I'll give it a go if I need something to break up the barrage of classicvanias. Struggling with stage 7 of the JP CV3 right now and I can see why Arino was struggling with it so much. The falling block segments are cancer because the time spent waiting just adds to your time if you're retrying without save states. CV3 might be the first game I aggressively use save states after sections. I can't imagine how much harder the NA version is. Though I took the path that just lead me straight to Alucard since I'm playing blind

>> No.8253371

>>8253356
There is another path that avoids those falling blocks section altogether

>> No.8253376

>>8252351
>Clock Tower in SOTN is the hardest version of that level
How many times have you died in the SotN version lol

>> No.8253382

>>8253309
Rondo has more slowdowns than Dracula X. Compare the water serpent boss in each version, DX has 0 slowdown.

>> No.8253717

>>8252351
>Clock Tower in SOTN is the hardest version of that level
That's not even the hardest MetroidVania Clocktower, Dawn Of Sorrow on Hard Mode is far more merciless with its environmental hazards.

>> No.8253735

>>8251349
>Richter controls fluently
It controls okay, but you can easily tell controls aren't as precise as in rondo.

>> No.8253767

>>8252879
>I spent like two weeks on this fucker
Someone didn't figure the game was entirely designed to be played with the axe.

>> No.8253770
File: 2.78 MB, 768x672, DeathPerfectFull.webm [View same] [iqdb] [saucenao] [google]
8253770

>>8253767
There are a couple of things where the cross, or the knife (webm related) are superior but yeah you're better off sticking to the axe for 90% of the game

>> No.8253942

>>8251907
Both are shit

>> No.8253950

>>8252942
>ducking under the charging axe armors
What the fuck. Can you do that in Rondo?

>> No.8253956

>>8253950
it's not the ducking, it's the i-frames

only reason I duck is because there is no knockback if when you hit while ducking and not attacking at the same time

>> No.8253959

>>8252936
Retard.

>> No.8253962

>>8253956
>using enemy i-frames against them
Damn, that's pretty clever.

>> No.8253964

I'd rather play CV3.

>> No.8253996

>>8251349
controls are definitely worse than og rondo, it feels so sluggish

>> No.8254123

>>8253770


>Off-Screen enemy

Snes design is embarrassing. and I'm the kind of person who likes snes exclusive fighting games.

>> No.8254149

>>8251349
It's a lacking classicvania by itself without the Rondo comparison. Mostly-bland level design and object layout, frequently frustrating hit detection, no room transitions, and strange character movement. Why is Richter so slow but his jump is fast? Why does he spend an eternity in the air when jumping? who fuckin knows

It doesn't fundamentally shit the bed like Castlevania The Adventure for example though, so it can still be enjoyed if you can gets past its issues. I have no idea why somebody would stan this game in particular, though, it's clearly pretty middling.

>> No.8254169

>>8251349
It's one of the best platformers on the console and in my opinion it's WAY better than Super IV.
Literally the only one reason people bash it is because they have the need to compare it to Rondo, an ultra-obscure game 3 people in the world actually owned.

>Muh 8 direction whip
Super IV is way too easy git gud at classicvanias

>> No.8254170

>>8254149
Collision issues are the biggest problems. but you can cancel the knockback if you crouch down

>> No.8254198

>>8251349
i liked it. music was perfect. difficulty was about right. if you're a young person though i completely understand not liking it. Castlevania controls are...well... Castlevania.

>> No.8254924

>>8252316
>>8252351
That anon didn't even say anything about death pits specifically, and Dracula X doesn't even need death pits to hand Rondo its ass when it comes to platforming. the first part of stage 3 comes to mind.
>Clock Tower in SOTN is the hardest version of that level
In what world? The only thing SoTN's CT has going for it is flooding you with medusa heads and making it real annoying to hold on to your subweapon of choice if you're careful. Swarming you with enemies is probably one of the few times SoTN gets difficult period, and even then, you could just cheese it with mist form.

If we wanna talk metroidvania clock towers with some real bite to them, the DS ones come to mind. Dawn's swinging bars fucking hurt if they connect, PoR has you do a lot of platforming with various flying enemy types trying to fuck you over, and OoE loves its magnes-over-spikes tomfuckery with petrifying medusa heads popping out of the sides, among other things.

>> No.8254943

>>8252231
>>8252289
I meant as a hard mode alternative.

>> No.8255703

I like Rondo more because it's just got that... you know. Polish? That nebulous amalgamation of various qualities that coalesce into just feeling "good". It just looks, sounds, and feels better.

>> No.8255727

>>8252351
>Clock Tower in SOTN is the hardest version of that level
The only difficult thing is trying to hit those gears a gazillion time to unlock a door while shit keeps flying at you, which is only made tricky by the screen benig filled with moving parts every single pixel. And that's just two rooms. SotN is such retarded garbage.

>> No.8255872

>>8252351
huh
SotN's clock tower is probably the absolute easiest one
The only real way to die there is if you fall asleep trying to grind for the heaven's sword