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Forums - Gaming - Castlevania: Lords of Shadow is great. Let's talk about it.

darkknightkryta said:
Khuutra said:

This is just not true. Combos are easy to pull off when you recognize what enemies are doing, and they're supported considerably by your growing repertoire of abilities. You two are complaining about things that are factually untrue.

Combos are easy to pull off, short ones.  Longer ones can be pulled off, but not often enough, especially air combos.  Though to be fair to air combos you have to start them off in combo or else you're going to get hurt.  Hell even when you're in one, if an enemy is close enough they'll get you good breaking your combo.  Same with your long combos, they're hard to keep going cause they rarely hit a huge group of enemies and you're left wide open to attacks.  To top it off it's not easy to juggle in that game period and what repertoire?  Holding square, then holding square for the next attack and repeating that 6 times?  An enemy will swarm around and hit you in the rear trying to keep that up.  Hell most of the extra combos leave you wide open to attack.

Try exploring your other combos; most of the ones hwere area attacks follow direct ones will stagger any medium-size enemy that isn't a Greater Lycanthrope or maybe a Skeleton Knight. You have a lot of combos, even if you don't use them.

Setting up aerial combos is as easy as hitting and then jumping. I use guillotine to finish any aerial combo because it adds huge amounts of focus and staggers any enemy you can hit with it.

The majority of extra combos do not leave you wide open to attack when used as intended. You have to be diligent, you have to counter, you have to dodge, and yes, it's not always possible to use your standard combo all the way through, but that doesn't detract from the fact that every single combo is completely usable in the course of a normal battle, whether that be against Lycanthropes, Vampires, Ghouls, or Skeleton Knights. Claiming otherwise is literally and objectively wrong, and your own inability to make them work is not proof of your position.



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Khuutra said:
darkknightkryta said:
Khuutra said:

This is just not true. Combos are easy to pull off when you recognize what enemies are doing, and they're supported considerably by your growing repertoire of abilities. You two are complaining about things that are factually untrue.

Combos are easy to pull off, short ones.  Longer ones can be pulled off, but not often enough, especially air combos.  Though to be fair to air combos you have to start them off in combo or else you're going to get hurt.  Hell even when you're in one, if an enemy is close enough they'll get you good breaking your combo.  Same with your long combos, they're hard to keep going cause they rarely hit a huge group of enemies and you're left wide open to attacks.  To top it off it's not easy to juggle in that game period and what repertoire?  Holding square, then holding square for the next attack and repeating that 6 times?  An enemy will swarm around and hit you in the rear trying to keep that up.  Hell most of the extra combos leave you wide open to attack.

Try exploring your other combos; most of the ones hwere area attacks follow direct ones will stagger any medium-size enemy that isn't a Greater Lycanthrope or maybe a Skeleton Knight. You have a lot of combos, even if you don't use them.

Setting up aerial combos is as easy as hitting and then jumping. I use guillotine to finish any aerial combo because it adds huge amounts of focus and staggers any enemy you can hit with it.

The majority of extra combos do not leave you wide open to attack when used as intended. You have to be diligent, you have to counter, you have to dodge, and yes, it's not always possible to use your standard combo all the way through, but that doesn't detract from the fact that every single combo is completely usable in the course of a normal battle, whether that be against Lycanthropes, Vampires, Ghouls, or Skeleton Knights. Claiming otherwise is literally and objectively wrong, and your own inability to make them work is not proof of your position.

I know the other combos, and regardless of the enemies you're left wide open cause the bulk of them are front hitting, there are a few area ones, but they don't help much.  And air combos are not as easy as hitting then jumping I got knocked down plenty of times trying that.  And I never said you can't make the combos work, you just can't get them to work often cause the bulk of them are front facing and you have to break your combo to either; dodge, block or get hit which is the majority of the time. So yes I've strung the longer combos together, but that was in convenience of enemies being to far away to stop my combos or were just standing around not attacking.



darkknightkryta said:

I'm gonna have to agree with Kylie on this one; combat's too shallow or rather It's not so much the combo system itself is shallow; it's more or less the enemy design.  They don't allow you to string combos together quite often.  If you're lucky enough or use fairies, then you can string a good combo together, even pull off an air combo.  But even air combos are annoying to pull off and hard to recover from once you're in the air and leave you open, doesn't help that most enemies have an attack for you when you're in the air.   The game lacks strategy for the most part and you're relegated to short combos.


I am doing well with strategy. Blocking on time has great rewards. I've made asses of the wraith characters. Those guys used to be a pain in my ass in the beginning. Hit them with a fairy and beat the daylights out of them. If they strike at you, block it on time and it stuns them long enough for you to destroy them. I can understand what you guys are saying, but I am still playing it to test my knowledge and it seems to be quite sound. Blocking and using items on enemies can be your greatest asset. The only time to really dodge your enemies are when they throw unblockables at you. 



darkknightkryta said:
Khuutra said:

Try exploring your other combos; most of the ones hwere area attacks follow direct ones will stagger any medium-size enemy that isn't a Greater Lycanthrope or maybe a Skeleton Knight. You have a lot of combos, even if you don't use them.

Setting up aerial combos is as easy as hitting and then jumping. I use guillotine to finish any aerial combo because it adds huge amounts of focus and staggers any enemy you can hit with it.

The majority of extra combos do not leave you wide open to attack when used as intended. You have to be diligent, you have to counter, you have to dodge, and yes, it's not always possible to use your standard combo all the way through, but that doesn't detract from the fact that every single combo is completely usable in the course of a normal battle, whether that be against Lycanthropes, Vampires, Ghouls, or Skeleton Knights. Claiming otherwise is literally and objectively wrong, and your own inability to make them work is not proof of your position.

I know the other combos, and regardless of the enemies you're left wide open cause the bulk of them are front hitting, there are a few area ones, but they don't help much.  And air combos are not as easy as hitting then jumping I got knocked down plenty of times trying that.  And I never said you can't make the combos work, you just can't get them to work often cause the bulk of them are front facing and you have to break your combo to either; dodge, block or get hit which is the majority of the time. So yes I've strung the longer combos together, but that was in convenience of enemies being to far away to stop my combos or were just standing around not attacking.

I really don't know what to tell you.



Finished it like 2 days ago. The ending is pretty messed up. Can't wait for the sequel. I'm working on Paladin difficulty and the trials at the same time.



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Khuutra said:
radha said:

i was turn off by the lack of a combo system and real exploration

I'm not sure what you mean by "lack of a combo system" - there is one.


eerrr there is no combo system , you cant combo, you have to hit -hit and roll , because the enemies dont react to your attacks , only the little ones get pushed by the whip , everything else acts as if you are hitting it with a fart.



dd if = /dev/brain | tail -f | grep games | nc -lnvvp 80

Hey Listen!

https://archive.org/details/kohina_radio_music_collection

radha said:
Khuutra said:
radha said:

i was turn off by the lack of a combo system and real exploration

I'm not sure what you mean by "lack of a combo system" - there is one.


eerrr there is no combo system , you cant combo, you have to hit -hit and roll , because the enemies dont react to your attacks , only the little ones get pushed by the whip , everything else acts as if you are hitting it with a fart.


The game does have combos. The enemies don't become stunned because you probably aren't completing attacks that lead to them being stunned.



It sadens me that this update to an amazing title seems to be getting lack luster reviews from the forum community.  Castlevania on the NES and SNES had to be some of my favorite games at the time.  I was really stoked when I heard this was coming out, but now I am slightly hesitant to pick this game up.  Sad days.



S.T.A.G.E. said:
darkknightkryta said:

I'm gonna have to agree with Kylie on this one; combat's too shallow or rather It's not so much the combo system itself is shallow; it's more or less the enemy design.  They don't allow you to string combos together quite often.  If you're lucky enough or use fairies, then you can string a good combo together, even pull off an air combo.  But even air combos are annoying to pull off and hard to recover from once you're in the air and leave you open, doesn't help that most enemies have an attack for you when you're in the air.   The game lacks strategy for the most part and you're relegated to short combos.


I am doing well with strategy. Blocking on time has great rewards. I've made asses of the wraith characters. Those guys used to be a pain in my ass in the beginning. Hit them with a fairy and beat the daylights out of them. If they strike at you, block it on time and it stuns them long enough for you to destroy them. I can understand what you guys are saying, but I am still playing it to test my knowledge and it seems to be quite sound. Blocking and using items on enemies can be your greatest asset. The only time to really dodge your enemies are when they throw unblockables at you. 

True, the combo system is based around block, but I see that as a flaw and blocking in the middle of a combo will break it.  On the plus side like you said it gives you the chance for comboing.  But blocking can be a pain sometimes, especially with it being so easy to roll by accident.  And even while in combo enemies can easily hit you from the sides and rear, which forces you to block or roll effectively killing the combo you were making.  Like I said before, it's not impossible to do the longer combos, but the condition to easily pull them off are too reliant on other factors; blocking and item usage.  A variety of shorter combos is the way to go, but there arn't much variety to them, and juggling is almost non-existent in the game to make good use of them. 



Khuutra said:
A203D said:
S.T.A.G.E. said:

No wonder you don't think the game has replay value. You already used half of its replay value! It counts too! :)

I take it from your posts you all finished it a while back. i just finished it this afternoon, and i have to say i was so dissappointed with the last boss and the ending. without spoiling anything for anyone else, i just felt like the final boss shattered the illusion of the game i had been playing for the last 15-20 hours. the end wasnt bad, but that also broke the illusion of what i was playing. what were your thoughts?? oh and i think acheivements are good replay, and theres the DLC to look foward to next year.

It fit perfectly with the Christian tone and setting of the game.

well the first dlc is about what happens when the vampire queen died apprently she was keeping a evil a bay.Konami’s press materials say the second DLC pack, “Resurrection,” will be bigger than the first. It picks up the story directly after the end of the game and gives more insight into what happens to game hero Gabriel. I won’t spoil it for you here but the ending is very interesting. Resurrection also includes a “final showdown with a very notorious enemy.”