d574xm wrote:Nice alarmist comment about the level structure. They've done the huge castle thing to death.
Did you play Portrait of Ruin? It's not the removal of the castle that upset us, but the bland linearity of each external stage. Yeah, forests, beaches, Victorian towns and pyramids make for pleasant level textures, but what fun is there when each is a dull strip of land? Pounding through bad guys is just one part of Castlevania, spatial exploration is equally important.
Yes, I played it. I thought it wasn't great but then I though the large castle format was getting really tired by the time it moved onto DS. While Symphony of the Night was great, it seemed like Konami was content to roll out a template over and over.
I can well understand apprehension at using the hub area and random settings scenario again. If it wasn't to your taste in the previous game, I'd expect it to turn you off. But they've done the large castle thing what... five times, already? Has it ever been quite as successful as in SotN?
They did the same sort of thing with the N64 and PS2 games, which had little variation from one game to the next, although I suppose the second N64 game was more of a special edition than an entirely new game.
That's why I didn't mind PoR. At least it was a change from the same old formula.
Why not the best of both worlds? Multiple characters with completely different routes to the castle across the surrounding countryside, then the same castle but with the puzzles approached differently. That would at least add some replayability, if not alleviating the tedious trudging back and forth altogether.
Castlevania has way too much of that. It's been present in the 2D Metroid games for a long time as well, but the characters and settings there are stronger and more distinct from game to game, so it's not quite as noticeable.