disolitude said:
Khuutra said:
And just for the record
If you say "This is Castlevania in name only" then I'm going to be forced to assume that you never played a Castlevania before Symphony of the Night
You have been warned.
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First of all, Rondo of Blood is where the casltevania series started to turn from a straightforward action game, not Symphony.
Judging by your posts here and in the past, Ill take a stab and guess that he is not a Metroidvania fan at all and thats fine.
Its all fine to think that Super Castlevania IV is where the series peaked, but pretending that 15 years of castlevania gameplay evolution which came after it doesn't make up the castlevania universe as much if not more so than the first 5 years which is kind of wrong.
If you play all of the main castlevania games from 1986 to 2009, you can see the gameplay revolution and refinement in the series...until you get to this one, which throws everything that is current Castlevania away and takes cues from other popular current franchises.
So yeah, it isn't Castlevania and I've played al of them.
Id probably give it less slack for if they tried to come up with something completely new like Resident Evil 4 did...but sadly they didn't.
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Say whatever you like about Rondo, but Symphony is when Castlevania became a Metroid clone, not before. The question of branching paths actually started in Simon's Quest, so that change was hinted at much earlier than Rondo.
You speak about the series as if there's a distinct mechanical continuity, but that's not true in that there are two; Classicvania and Metroidvania are essentially two different series with two different evolutionary paths.
And don't mistake me, either; I am deeply in love with Metroidvania, though I sang praises to all the dark gods that Order of Ecclesia was at least halfway a departure from the (staling) formula by way of reintegration of the importance of difficulty and good platforming. It wasn't exactly Dracula's Curse or Rondo of Blood, but it was nice, and stands up excellently next to any other game in the series (up to and including Symphony of the Night or Lords of Shadow).
Sidescrolling action Castlevania constitutes the first 11 years of Castlevania gameplay, not the first five, and Metroidvania constitutes the last 13. They share in roughly equal parts of the history of the series, and its roots is as a Ghosts and Goblins-style platformer with better controls. Trying to arbitrarily pick one as the "real" Castlevania is absurd, but it's not absurd to say that one tradition represents the series's roots and the other does not. Castlevania's soul is that of an action game, something that has never gone away, regardless of whether or not IGA turned it into Metroid for the better part of a decade.
On tha note, there's actually a third continuity of Castlevania mechanics, which exists in the 3D titles whether IGA worked on them or not. I'll agree with you that Lrods of Shadow doesn't easily fit into that continuity, but only because it's a lot more competently made in terms of mechanics (and writing, and level design, etc.).
I hope you will not take offense, but I have a very distinct rule of thumb when it comes to the claims of series integrity from the fans of a given series: one should not pay too much mind to a series die-hard when it comes to what is true to the spirit of a series or what makes for a "true" series game. I would not listen to KylieDog when it comes to Resident Evil (I know you understand this part), I would not listen to anyone on a Zelda forum when it comes to Zelda (I would expect you to not listen to me in this case since I am a remnant of one such Hell), and I would not listen to you when it comes to Castlevania. Fans of a series are often too tied into single development teams or development traditions, and deviation from formulas are seen as departures from the spirit of a series.
But that's not true.
The very first Castlevania was billed as a horror game but it was really a light-hearted romp through movie mosnter land, with many many many allusions to different classic western horror movie traditions that shaped the landscape of gothic horror at the time. It never took itself too seriously as a setting, instead focusing on excellent level design and excellent mechanics (even if they were derivative at the time).
Lords of Shadow is basically the same thing: billed as an action game in a horror setting, but it's ultimately a light-hearted romp through monster land, filled with literary allusions (the whole plot is one massive literary allusion), homages to other games (the entire segment where you first meet giant spiders is an homage to the Deku Tree in Ocarina of Time), and references to so much of nerd culture that listing all of them would take more time than I actually have. It never takes itself too seriously, instead focusing on excellent level design and excellent mechanics (even if they are derivative).
Lords of Shadow breaks away from the continuity of the design of the series to an extent, yes, but that doesn't mean it's not a Castlevania game, not when it delights so much in the spirit of the original game. It is fun, it is hard, its puzzles can have their solutions laid out for you if you don't feel like wracking your brain (which turns them into fun and hard platform segments), and it is an action game that initially seems derivative but blossoms into something with its own identity within a few hours of the game's beginning.
This may not necessarily be Castlevania at its best, and it may take clues from games in a way you don't enjoy (though I find it ironic how you have an avatar from the grandfather Metroidvania, in this case), but that doesn't detract from its status as a Castlevania game or as a damn fine game in general.