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/vr/ - Retro Games


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4945869 No.4945869 [Reply] [Original]

What went wrong?

>> No.4945901

Mostly a poor translation.

>> No.4945905

The game suffered from a poor translation like many others of its time, otherwise it’s good, especially in the visual and music department, but is not a worthy sequel to the first Castlevania

>> No.4946089

>>4945901
>>4945905
Not just poor translation, but the game feels as though it was rushed. It always seem like it didn't have the depth the devs originally intended, and I definitely recall empty rooms that seemed like the should have had bosses in them.

>> No.4946113

>>4945869
Rushed cash-in just like every NES first sequel ever

>> No.4946115

>>4946113
Or just like most NES games in general.

You know it to be true.

>> No.4946274

>>4945869
20 years after release some guy in film school made a video making fun of it that launched his career and negatively influenced public opinion towards the game for the rest of all time

GAH WHAT WERE THEY THINKING WHAT AN ASSLOAD OF DOG PISS

>> No.4946291

>>4945869
>What went wrong?

Bandwaggoners believed what their favorite eceleb said. That's pretty much it.

There are all kinds of romhacks to make the game better for casuals.

>> No.4946308

WHAT WERE THEY THINKING

>> No.4946415

The whip makes a 2

>> No.4946426

>>4946089
I don't agree with that. The game itself is fine for the most part, it's just you don't know what the dick to do without a guide.

>> No.4946454

>>4946274
>>4946308

what a shitload of fuck!

>> No.4946468

>>4945869
this game sucks

>> No.4946475

Most games have a nagging minor aspect that sort of plagues the whole game and it was apparently just not obvious to the developers, Simon's Quest happens to have quite a few of them. Usually that means the game wasn't extensively playtested, but one of the dudes has said the cryptic NPC bullshit was actually intentional, so I guess some straight-up retardation was involved with this one.

>> No.4946516

It just doesn't compare to the masterpieces that are CV 1 & 3. If it was a lone game, it would likely be considered an NES classic. Design-wise, its main problem is featuring zero combat challenge but instead relying on the player grinding resources, and figuring out a few obscure solutions. The penalty for dying is exclusively more grinding, not related to progressing in the stage. Despite all this, it's unique, atmospheric and pretty innovative for its time, just needed more thought put into its mechanics.

>> No.4946525

The issue is that the Japanese dialogue had false rumours, but players were able to figure out that it was false from context (e.g. prefaced with "it is said that..."). This just makes having a good translation even more important, but due to very limited word counts we just didn't get that. Furthermore, a few NPC lines relied on japanese idioms which were clearly not understood by the translator and rendered into total gibberish. Actually, Simon's Quest is a good example of why literal translations don't work, the lines should have been reformulated into coherent hints for the english release.

>> No.4946531

>>4946468
What a shitload of fuck.

>> No.4947946

>>4946113
>implying Mega Man 2 is not the best NES Mega Man

>> No.4948151
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4948151

>>4946415
You motherfucker.

>> No.4948646

>>4946525
We were so accustomed to bad translation that it wasn't as hard to understand as you might think. The real problem was the clues meant to mislead you. Aside from a few blatantly false ones there just weren't any tells that you were being rused.

>>4948151
What are you mad for? It's supposed to look like that.

>> No.4950804

>>4945869
Everything

Also Japan at the the time was under the impression that American audiences would not like a sequel that was too much like the previous game.

One of the reasons SMB2 is different. (yes yes I know theain reason.

>> No.4951087

>>4945869

The junkie who drew the cover got some bad smack?

>> No.4951139

>>4947946
You're right, Mega Man 3 is.

>> No.4951161

>>4946274
>>4946291
The only bandwagoners are you young fucks that act like the game wasnt disliked prior to AVGN.

>> No.4951271

>>4946516
This, it's just not that fun. CV is a pretty interesting series seeing it slowly evolve into the relativily modern metroid style which was ironically going back to CV 2. Honestly it was just ahead of it's time, a remake would be interesting but konami

>> No.4951272

>>4945869
The town music was just too fucking cool.

>> No.4951432

I like it more than 3 and 1, thankfully castelvania made it back to the right path with sotn, too bad is kinda dead now

>> No.4951849

>>4951271
>going back to CV2
Fun fact : CV2 wasn't the first Castlevania/Vampire Killer game to have nonlinear exploration and key/item collecting.

>> No.4952073

>>4945869
More importantly, why do they call the final boss Dracula when you're clearly fighting Death? Not to mention the fight itself was absolute garbage.

>> No.4952094

>>4951849
Oh shit I never knew what game? Maybe they always wanted to make metroidvania games but they were not successful

>> No.4952143

>>4952094
The MSX version of Vampire Killer. It had exploration and puzzles for tools and keys needed to progress, an inventory and merchants to buy things from. The controls are dogshit though.