also i’m not really playing much rn, but i’d be happy to talk about what i am!
tbh this is me with anime or movies more than games
removed has been typing for an hour now
Me formulating my essay on how Symphony of the Night is one of the worst games ever made, ruined Castlevania wholesale, and nearly every subsequent game somehow manages to be even worse
I liked sotn 🥲
That’s the common take from like 99.9% of people, and so certainly you are free to enjoy it, but I have severe brain damage for old Castlevanias
Id be intrested in an executive summary of your rant.
I can understand how the concept has been driven into the ground, and am curious as to how someone with fresh eyes didnt like it.
2/2 (the other half now)
spoiler
And I wouldn’t be harping on about difficulty, but Igavania games are SLAVE to their brand name, weirdly desperate to try to appease insufferable grouches like me even as they basically use the series for wallpaper. Alucard has subweapons, but why? The Holy Water or Bible subweapons can’t measure up to even some of the basic weapons you can get, and you can just jump everywhere to get at hard-to-reach enemies, so who needs a vertically arcing axe? Circle and Harmony both saddle you with a classic whip again, maybe in hopes of stemming your wide range of attack options, but with the expanded spell systems in those, it’s a futile effort and reads like a nostalgia grab. You will hear people say that Circle of the Moon or whatever is really hard, but I literally do not understand how or why. Symphony’s early game when you’re stuck with shitty weapons can be rude, but once you get a nice sword and some potions it evens out. The difficulty problem actually gets worse as the series goes on, though; in Circle some spells can buff your damage massively, or provide any number of projectiles, and that’s before late-game screen-clear summon cards. In Harmony, specific spell item/subweapon combos give you really early access to pretty spammable screen-clear attacks too, and by the time you hit Dawn of Sorrow you’ve got three separate spells/abilities available on their own buttons. These games can pretty much never be hard in combat terms.
Because of the way levels need to be easily traversible as well, though, platforming is gutted compared to the old games. I think of it sort of the same way as driving in a bad open-world sandbox, or web swinging in the Amazing Spider Man 2012 game; the traversal could be fun all its own, but the game wants to use it purely to get from place to place. Jumping stuff is just something you do to move around rather than being a challenge in and of itself. And for what? It’s not like many of the rooms are innately interesting, primarily grey corridors you just pass through, and full of stupid enemies. So what are you exploring for, purely just to get to dracula? I feel no innate drive to explore really.
Mostly what results is that the powerup-based progression is garbage. Get a new power, say the Mist, and try to remember which of the seven dead ends on the map had a Mist grate in it. Go to every one. It’s not too bad in Symphony, but later games again get worse, with useless box-pushing in Circle and the ice blocks in Dawn. So aside from just making forward progress, you can find items and stuff occasionally. Swell, a new sword of +2 damage, up from 78 or whatever. I have brainworms that force me to 100% the maps in these games, but I rarely if ever find it fun.
So the game is a lot of generic and annoying grey or beige rooms with random platforms everywhere. There are cool areas here and there, like the Chapel, but on the whole it’s shockingly boring for the series that brought you the Sinking Old Sanctuary level in Bloodlines, or the pirate ship level in Bloodlines, or even the themed castles in Belmont’s Revenge. I think being mostly inside the castle limits the game’s environments too much, partly because the outdoor segments in Dawn of Sorrow are so much more interesting. The spritework and animation for the game is really high effort, (even if it harms control feel now and then) but the game doesn’t seem to have the natural sense for bright, contrasting colours and dark backgrounds that made all of the old Castlevanias that weren’t 4 look so distinct. It’s a decent looking game with some impressive visuals, but it’s worse than it used to be!
Relatedly the sound is lesser now. I think part of the problem is pure bloat, (SotN’s soundtrack is much longer than even Rondo’s) part of the problem is that it’s expected you’ll hear tracks repeatedly as you waltz through areas, but also it’s just lame. Yeah Alucard’s Theme and stuff, but this is Michiru Yamane we’re talking about here. I was surprised to hear in interviews that she was nervous about living up to the standard of Castlevania music circa 1994, but MAN if you haven’t heard Bloodlines’ soundtrack, you have not lived. Reincarnated Soul, Iron Blue Intention, The Sinking Old Sanctuary, and all of the classic remixes are absolute bangers. A soundtrack to surpass Rondo or Castlevania 1. Maybe too high a standard to meet? Most of the Symphony stuff is forgettable in a way that the classic Castlevanias really are not. Circle of the Moon, also by Yamane, has a much better soundtrack too, despite much worse hardware!
So what’s good then? Uh, the cutscenes and story. I think the voice acting teeters dangerously between really good ham and genuinely awful, and the script does too - it has bad translations and weird word choice, but that’s part of the appeal, the sort of theatrical flair. Symphony’s plot elements are a huge upgrade over previous-best Rondo’s; I really like how Dracula seems caught between boredom and annoyance at being summoned AGAIN! Plus, “perhaps the same could be said of all religions” is fun, it’s rad. Symphony’s cutscenes and stuff are classic and everybody loves em.
I guess I just find Symphony (and the games like it) to be a deeply unsatisfying experience. There are no high points or moments of victory, just a series of crappy enemies you destroy and immobile bosses to grind down. Nimbly jumping a medusa head at the right time, cracking the whip to knock one Axe Armour axe out while jumping another, getting down the pattern of a specific boss and being fast enough to pre-empt it, that stuff gives me good brain juices in old Castlevanias. It takes care, planning and consideration to be good at Vania. It does not take anything to be good at Symphony, outside of speedrunning and extreme challenge runs. Scrounging for a new cape down shitty dark hallway #374 after getting the Obligatory Super Jump powerup, doesn’t really compare. I hate it therefore it’s bad!
thank you for the rant! my sole knowledge of sotn is this short fanfic about what if alucard was trans that kind of inspired a really good umineko fanfic
I love to see it!
glad to see it passes muster from the sotn disliker!
Thank you for this. I get why its a bad castlevania game now. I suppose since sotn was my second castlevainia ( 1st was castlevania adventure on gameboy) i saw it differently and it’s why i could play the sequals. I really had only thought of the series as adventure games. It’s kind of a shame really as I do enjoy that style of game you say the previous games were. I’ll definitely play rondo now. How’d you feel about curse of the moon?
Uh you’re welcome, fwiw I also don’t think it holds up on its own merits because exploring isn’t fun on its own and combat is a chore. It is worse if you have the old vania brainworms I do, though!! Subsequent vanias do also improve on Symphony in ways, like I do not dislike Circle or Aria honestly.
Curse of the Moon bugs me forever, Inticreates should have known better. It has a cursory understanding of how a Castlevania should work, but the lives and knockback(???) being tied to a toggle tells me that they thought OLD SCHOOL HARD, BRO was just a doofy gimmick people engage in, rather than something to actually enjoy. Maybe I play too much old Castlevania, but I found the game really easy right up to the final boss, like the enemy layouts are so tame and the level design is so flat that jumping and whipping 24/7 easily deletes most foes.
I also wasn’t realpy hot on the visuals, which sort-of go for bright neon colours on dark backgrounds, but more as lil highlights than core parts of the visuals, if that makes sense. Also the music is pretty average? I was hyped when Curse got announced so it made me grumpy yet again - I find Castlevania The Adventure Rebirth is a better post-90s old Castlevania, and I also played the Darkest Abyss demo on steam and enjoyed it a lot more :) that one gives you two sub weapons, which hopefully can open the doors for more complex levels and faster enemies…
The concept is inherently garbage, partly because it stands totally against what Castlevania is all about, but it also doesn’t stand up on its own. This is some absolutely shameful shit, but I’ve been mad about this for like fifteen years, so let me seethe.
1/2 (I unironically had to break this up because it broke the site and would not post, so much for executive summary!)
spoiler
Koji Igarashi and Toru Hagihara looked at games like Bloodlines and Rondo and thought Gee, these games are just too hard! Their carefully designed, intentionally strict gameplay really doesn’t sell well! We should make a game anyone can get through just by grinding! This sounds like angry gamer projection, but you can find actual interviews, IIRC circa Harmony of Dissonance, in which Igarashi states this bluntly.
I’m not looking to gatekeep people out of Castlevania, like several of them have difficulty settings and I have no problem with that, but the joy in a classic Vania (a la Mega Man) is in using the curated toolset at your disposal (limited jumps, restricted default attack, sub weapons) to overcome challenges that are made for that toolset. Igarashi’s Castlevania has none of that of course: Alucard is so incredibly overpowered that it isn’t even funny. He can swap weapons for different attack ranges, damage values, hit rate and more. He’s got sub weapons, he has shield powers, he has familiars, he has ridiculous superjumps and stuff. Enemies in Symphony and the subsequent games just cannot respond to your vast pool of attacks in any meaningful way. What’s stupid too is that the Headhunter boss from Aria shows you how Igavania enemies could be more Megaman X-esque to accomodate your new attacks, but the majority of enemies are annoyingly inert if not just recycled from Rondo again.
Even if Alucard didn’t have sixteen billion methods of obliterating anything in his path though, nothing beats just grabbing a shortsword and wailing on stuff real fast, DPS-ing. It became dominant strategy for me honestly, because nothing can challenge you like this. Why experiment? Not only have enemies not been adjusted to account for your ridiculous arsenal, but you can also just gain xp and increase your attack power. There’s now no enemy, bosses included, that cannot be defeated by grinding and just wailing on it. There is no “I can’t do enough damage to it fast enough” anymore, and so zero strategy in combat. Theoretically you could use backstepping to dodge some attacks, like the old spear knights… but you have refillable health now, and potions are plentiful to buy, so why bother? Especially if you’re going somewhere, just tank the hits and chug, I mean why not? It’s similar to Moongrass in Demon’s Souls, functionally infinite and barely gated. Level up enough and those hits just become scratch damage anyway. Fighting outside of boss rooms is more like an annoyance than any kind of fun, tough encounter.
I assume there were a lot of complaints about the “stiff” control in the older games, reflecting early-2010s “discourse” about Castlevania, because Alucard has totally fluid control on the ground and in mid-air. The moon-gravity doesn’t feel pleasant like in Sonic Adventure, say, but it does work. Alucard’s base movement is so jacked though, that there are very few enemies you cannot answer by simply jumping over them, particularly with the double jump, and stuff like the bat power just makes things silly. The movement contributes to enemies feeling really pathetic; in Castlevania 1, the only enemies you can ever jump over are basically bats, jaguars and medusa heads. By contrast I struggle to think of an Igavania enemy that does not get jumped over eventually. Maybe the lady-plants…?
Trouble is that enemies have to be ignorable, basically, by design. The open-ended map means nobody would enjoy backtracking through levels designed like classic Castlevania, purpose-built to bust the ass of your fixed jump arc and horizontal-only whip. By contrast, platforms and enemies are just kind of splattered around in an Igavania, always trying to strike a balance between “engaging combat and platforming” and “traversal”, which do not gel IMO. The best examples I can think of are the Chapel area in Symphony and the Eternal Corridor in Circle. It’s sad how bad level design has become in this game: the Clock Tower area is back from the classics, but the gears aren’t hard anymore because jumping is easy, so the game resorts to throwing like five medusa heads at you at once, with some that petrify Alucard. That’s the best they can do. My general solution in this game became to just whack anything that was in my path, unless it took more than three hits, at which point I’d jump it. Coincidentally this also results in you constantly being overlevelled ad destroying bosses… or maybe I just got that gud?
Play Valheim with me lol.
Been renovating this whole village we started out near and building it up as we go.
Just built a realistic medieval cottage with a proper basement and foundation even.
Oooh that use of the big logs as support is a neat idea and makes it look awesome, will copy that, thanks !
Our own main building is nice but looks a bit cube-ish.
Also I like to do a huge stone chimney at the very middle, going through the roof.
The big logs are also actually integral to the structural integrity
Big logs make the frame
new vegas, baybeeeee!! 500 mods because i’m weird like that, modded some other rpgs too enderal and mount & blade 2.
i’ve been playing rpgs this whole year and i think it’s time to do my yearly switch into rts, aoe4 startin’ to look appetising
What bannerlord mods are you running? Or does mb2 mean warband?
well this is fucking gorgeous. I’ve been playing with the matriarchy mod to make the vanilla rosters ladies. But I’ve been putting off a new run until my little warband updates because it kinda ruins the fun of running around with a warband of women when the women have already won you know? Like, matriarchy being as bad as patriarchy ruins the fun of it.
the only mods I’m running that you aren’t are, autotrader, troop sort, auto equip companions, and no marriage offers for female members.
Just fixed a controller for clone hero 🎸
yoooo, what do you usually play? not playing much either right now, I can’t muster the will after work to play something so I try to really get into it during weekends. I’m currently playing through Yakuza 0 properly for the first time and it’s been comfy as hell
i’m playing genealogy of the holy war rn! also pokemon emerald rogue, mahjong soul, and earthbound are all on and off for me rn
Cool picks! I’ve always been meaning to get into JRPG’s (dabbled a bit in Yakuza: Like a Dragon, the older Final Fantasy games and countless more) but I can never sit myself down for long enough to really get into them, I suppose I should just give it some time. How accessible are Earthbound and the first game you mentioned (Fire Emblem, right?) to a newcomer?
earthbound is fairly accessible to beginners! it has a lot of quality of life features that are nice, and overall isn’t too hard. if you want to grind a bit you can get through basically everything easily and if you’re in an area that’s got enemies you don’t like having to deal with you can pretty much just not deal with them. there are some bits where i’d recommend having a guide (the one from starmen.net probably) because it can be a little obtuse at times, but it’s still charming and quirky even if you’ve played the games it inspired. the whole thing is a lot of fun, and i would definitely recommend it.
genealogy of the holy war on the other hand is ABSOLUTELY NOT accessible to a newcomer. i’m a veteran of fire emblem (admittedly all the later, easier games, but i’ve played through almost all of them since 6!) and it’s hard and doesn’t really explain itself at all. the prologue for this game is longer than most maps in any other fire emblem, the maps are all massive, it really has some obtuse stuff going on, and if you aren’t familiar with the series you’ll probably just need to follow a guide at all points in the game if you don’t want to end up with a second gen that’s impossible to win with. i’m having a good time, but the only reason i didn’t quit the first time i got mobbed by 20 guys and lost my healer was because you can save at the start of every turn which makes it easier to put down and come back later if i fuck up.
if you want to check out a fire emblem, my recommendations are fire emblem 7 (blazing blade, the first one to leave japan, robust tutorial, fairly representative of the broader franchise in story, good character stuff. pretty fun game!) 13 (awakening, on the 3ds, revitalized the franchise in a huge way, is pretty easy and has a lot of fun things to do where you can break the game over your knee, story that doesn’t make me hate myself) and 16 (three houses, you can be gay with a decent number of characters, if you choose the correct route you can overthrow the nobility in one of the more genuinely revolutionary stories in gaming (though it is of course limited to going from feudalism to something closer to a liberal democracy it has a lot of applicability outside that), and the gameplay is still modernized and streamlined but has more variety and interesting bits than awakening). 9 is also real good but you can’t just emulate it on your phone and it’s impossible to find physically so there’s slightly more of a barrier to entry there
or you could do what i did and just read all the lets plays on something awful/the lparchive and think they seem neat before actually starting to play them a few years later
also feel free to @ me if you have any questions about either game, or the genre broadly! i’m not an expert but i’d be happy to help
thank you so much for taking the time to write this out! I’m glad that you mentioned the 3DS Fire Emblem, I think I played it a lot of time ago but enjoyed it. I’ll try to grab 7 and Earthbound in the coming days if I got time and hit you up if I should have any trouble
hell yeah, i hope you enjoy! the post that started this was pretty accurate, i had a very good time writing all that
I’ve been playing Frostpunk again, hyped for the sequel
Although I wish I was playing Cities Skylines 2, I fucking love city builders but my computer isn’t good enough to run the game
Fully embracing the stereotype by starting another New Vegas playthrough
Also been dabbling in modded Minecraft but struggling to find packs that aren’t kitchen sink snoozefests but also not hundred hour grinds. Am open to recommendations
The only minecraft mod i ever truly enjoyed was classic tekkit and for some reason nothing like it has been made ever since.
Might be worth taking a look at Create https://www.curseforge.com/minecraft/mc-mods/create I haven’t actually tried it but it looks like a thematic extension on vanilla mc
I had a fair bit of fun with RLcraft since it feels more like a rogue like
I cannot recommend Create strongly enough. The conveyer belts and factory stuff is the best implementation of that of any mod, and beyond that the ability to just arbitrarily stick blocks together to make movable multiblock contraptions ranging from trains (full, proper trains with multiple cars, NPC conductors, and the ability to drive through unloaded chunks safely while sticking to their schedule) to elevators to combine harvesters is amazing.
There’s a whole new golden era of modding emerging right now. Two things, Fabric (or Quilt) and Create.
Fabric is just a better modloader than forge, forge is really slow and resource-hungry, Fabric (combined with all the optimization mods everyone installs) runs incredibly well even with tons of mods, shaders, etc. The modding community for modern versions of MC is much more mature and a ton of mods are more stable, released for multiple mod loaders, using shared libraries, etc. Much better experience to get and install mods and stuff just works most of the time.
Create is straight up the best tech mod ever made for minecraft. Incredibly well put-together. And it now has a growing ecosystem of addons and expansions and modpacks built around it, along with a bunch of official addons being worked on that will go into stuff like vehicles, actual physics-simulated floating airships, spaceships, underwater, etc.
There’s rarely been a better time to get back into modded MC honestly. I recently installed Prism and got back into it, had not played MC in years. Get Prism, get 1.20.1 or 1.20.2, get Fabric loader, go on Modrinth and have fun. Get basic optimization mods like Sodium, Indium, Lithium, ImmediatelyFast, Iris for shaders that run really well, Memory Leak Fix, FerriteCore, EntityModelFeatures & EntityTextureFeatures, Enhanced Block Entities, Continuity, etc. Get the QoL like EMI, controls/mouse/camera stuff, etc. Get incredible terrain generation with stuff like Terralith, optionally Tectonic. There’s really good alternatives to Terralith but I personally love Terralith+Tectonic and how good the mountain ranges look. I got Create, then just browed around for addons and whatever looked fun.
Like, not having played MC and modded MC in a long time, I’m absolutely amazed by how good it is now. I can run a modpack with a ton of mods, 64 chunks of render distance, a good shader, and it runs WELL. Insane. I can even push it a little and get the really wild mods like Immersive Portals and it works, it runs well if I lower my shader performance options, the only issue for now is that there’s some graphical bugs between it and Iris shaders but those are being worked on.
And on top of that, I recently discovered this new building mod called Axiom that’s just been released and basically replaces WorldEdit and also does everything I used to do with VoxelSniper, but it’s all 1 mod that does it all extremely well and conveniently, with a really good UI and no commands to type. All of it working seamlessly in-game. Wild.
So yea I guess I typed a bunch of paragraphs about how I’m playing minecraft, woops.
I typed a big comment under Yurt_Owl’s comment. I can give you some recommendations if you want, what version do you play, what kind of mods/modpacks do you like ?
Anything past 1.12 is good, though preferring 1.16 and up. Generally looking for progression packs with an expert feel but without the grind that usually comes with expert packs. A well written and thought out quest book is a must.
I’ve completed Cuboid Outpost, Sky Capsule Project, and Compact Claustrophobia, the latter of which is near my upper limit of grind. Considering trying my hand at Create: Above and Beyond again soon
I used to play on 1.12 modded but now i’m on 1.19/1.20 stuff, I know there’s a bit of a mod gap with a lot of the big classic mods stuck on older versions and they might never update, so there’s a whole new ecosystem of mods for recent versions. I have played Create: Above and Beyond as well a tried a few other create packs, they’re pretty fun but I didn’t go far enough into them to know if they’re expert enough, but they didn’t feel grindy for the sake of grind to me (especially if you’ve played 1.12 modpacks like gregtech and such, none of the recent modpacks ever come close to the level of grind you’d have in old modpacks).
There’s a new one that looks really cool called Create: Arcane Engineering, which looks to be pretty expert, all about combining tech and magic. Not necessarily grindy, but from the start a lot of basic steps are much harder to make and you are basically required to automate things, which Create is really made for. There’s some things that feel kinda dumb/annoying in how hard they are to get and automate tho so i’m not sure. It has a big quest book with a bunch of parallels branches (often separated magic and tech that end up joining together, you have to use both fully at some point to progress), and a bunch of stuff that seems more tailored for servers where players are encouraged to specialize on things and trade.
Edit : I’ve also heard good things about Create: Astral for space exploration. There’s a lot of create modpacks, it’s basically the core mod of any tech modpack now. There’s some big mods on the Forge side that don’t exist on Fabric or don’t have alternatives yet, it depends what kind of mods you prefer.
I grabbed the original Half-Life while it was free. I played Half-Life Source when I was a kid, and more recently I’ve played Black Mesa and Sven Coop, but I’ve never actually played the for-real original Half-Life before.
tModLoader with Calamity and Thorium
Mostly just Magic the Gathering for me recently.
I love it when people info dump on me about games or whatever they’re into tho
Vicky 3, line must go up, must scratch hyperfocus itch.
2sentence2horror
So true. I just typed up several paragraphs to someone who asked if I played a game.
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