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What are your honest thoughts on 8 directional whipping?
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i kind of like working around a horizontal whip
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Redundant mechanic trying to carry a mid game
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>>12146448
looks cool
but useless
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Could have been a much cooler mechanic if they thought of more ways to use it besides swinging on shit
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>>12146448
Feels good
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Playing as a girl with homing projectiles is way better
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There's a reason why Konami threw it out.
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>>12146556
Whats the reason
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>>12146448
Freedom of movement feels great but you then have to find new ways to make it not OP to your environment

I don't think the game is THAT easy even if easier than others, however it does become your most OP weapon for most of the game which takes away the strategy of switching weapons more often. Your character will feel more "realistic" but then you have the problem of still having a game be a game, and need to balance everything else to match it

It's like as a kid wanting super articulated action figures, then you get them and realize that the structural stability is sacrificed because now it's a much more fragile toy, sometimes limitations are there for a reason though I don't think C4 is very neutered by this so they did a good job
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>>12146565
He accidentally let go of the handle.
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>>12146448
Didn't axes and holy water came out in a diagonal trajectory anyway? What's the point?
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>>12146574
My biggest problem with the subweapons is that unless you memorized their locations you didn't have much of a choice

>>12146714
The whip diminishes their roles, but all the subweapons had a niche
The axe struck in a diagonal arc
The boomerang struck multiple times in a line
The dagger had longer range
The holy water struck multiple times on the ground

But a lot of these niches could be partially covered with proper positioning, so a better solution would have been to simply to make the subweapons hit harder, to the point that your whip becomes more of a sidearm
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>>12146448
Based AF.
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>>12146448
trivialized every enemy in the game that wasn't a boss. the environment is the actual challenge in 4 while the enemies are just kind of there
>>
The diagonal whip in this game can actually fuck you up because unless you actually time your hits, and manage to land a direct hit with the full whip stretched, then you're only gonna do 1/2 of damage (or less). The famous "wiggle whip" only does like 1/3 of damage or 1/4, something like that.
Devs actually cared about balance when making the whip in this game. It's not the same to land an actual straight, well-timed hit, than to flail the whip around. The later will not kill enemies quickly, and can turn into a situation of Simon getting knocked back and falling into a pit. Thus, the whip in this game might give the player a sense of "hah! I'm invincible with this whip!", but most of the time, it will only make the player fail a lot of times but relying to much on using it as a shield. I've seen it many times with new players.
CV4 is still easier than CV3, but not easier than most of the other games in the series.
Bloodlines and X68000 also had (more limited) diagonal whipping, but the execution doesn't feel as satisfying as IV's more nuanced whip trajectory.
>>
it's actually only 5 directions because you always turn around.

>>12147496
the wiggle mechanic is cool on paper because you can cancel any direction into it, meaning you can have it come out fast to flail around and block a projectile or something. but that means that you have to hold any direction you want to whip in for the duration of the windup animation. it's especially hard in the air because you want to move around. i genuinely thought you could only grab onto rings in the forward direction for some time because when i held the button down and whipped at an angle i kept cancelling into the wiggle. the midair movement, directional whipping, and wiggle thus are all at odds with each other. maybe it was just my d-pad.
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>>12146448
Sloppiest Slop that ever Slopped, so bad that Midlines is regarded by most as the best western 16-bit Castlevane.
>>
>>12147738
The worthwhile Castlevania games are as follows

3
Super
Bloodlines

Everything else is rendered pointless, or not really Castlevania (Metroid rip offs for babies who like anime don't count)
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>>12147764
>super and bloodlines but no OG
casual faggot detected
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>>12146448
metal man called
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>>12146468
this
makes the game piss easy for a cv
>>
I think castlevania as a concept is a bit too limited to utilize the 8 way whip very well. a lot of grounded walking enemies without very elaborate patterns, slow overall pace. one of the few times in the game where I felt the whip was really put through its paces were the floating ectoplasm ghosts in haunted mansion level, trying to tag those enemies while staying clear of them actually felt like the enemy design was matching the strength of the whip. imagining a game with the pacing bumped up a bit and dynamic aerial leaping enemies as the default.
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>>12146448
>8 directional whipping?
It's simply fun, even if it does make sub weapons less important, the way they're implemented in CV4
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>>12146448
I don't like it much, but a lot of this game was made with it in mind. It's more "I wouldn't want this to be a heavy influence on other games in the series" than "I dislike it being part of IV". Same applies to Bloodlines' direction to stage design and boss encounters, which is another game I don't mind, but prefer most other classic entries over. The upgraded Cross can be pretty useful in IV regardless of the whip.
>>
>>12146448
>take chess
>replace squares with hexagons
This. The designer was a retard.
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>>12146468
The don't use the 8d whipping and keep it 2d. Problem solved
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>>12146448
I think it's beautiful.
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>>12146448
I have no strong feelings one way or the other
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It created many cool looking options for the orb grab freeze frame. However, it would have greatly benefited from level and enemy design thet catered to it.
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>>12147838
Most casuals bastard overlooked great classic like CV64
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>>12146448
It breaks the game. Most of the enemies are not designed for it so you can just whip them through walls and ceilings.
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>>12146448
Satisfying and more momentum and makes flying enemies less annoying
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>>12146448
SotN would be way better with directional stabs/slashes on the right analog stick, possibly with another button held down.

Also spells/techs should be simpler.

Applies to all Igavanias.
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>>12146448
Castlevania autists will needlessly scrutinize an obvious evolution of the game and its mechanics, while average gamers will look at Castlevania 4 as the pinnacle of the series.
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It was out of place.

>>12148454
>directional stabs/slashes on the right analog stick, possibly with another button held down.
wow it's the guy who came up with primal rage specials, widely known as the worst control scheme known to man
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>>12148147
If you were a Castlevania fan you probably bought PS1 instead of N64. For people who liked third party games on Nintendo more than Nintendos more kid friendly home grown stuff, it was apparent PS1 was going to be the more "mature" console
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>>12147838
Why would you play the original when 3 is the best 8 bit game
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>>12148761
Cv3 repeats bosses way too much. Makes the game feel bloated to me. Still a pretty good game though
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>>12147983
>its real
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>>12148496
Average gamers don't know Castlevania at all beyond the term Metroidvania.
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>>12149487
I meant average /vr/ gamers, faggot.
>>
I recently played the Leeflit vania game and it has full 8 way attacking and movement while attacking and at first it seemed really cool, but once again, the game didn't seem balanced for it.
It doesn't make sense. Contra works perfectly with 8 way shooting, you'd think 8 way attacking in an action platformer would be the logical evolution but both times I've seen it, it's felt either overpowered or unnecessary.

I think being able to attack in cardinal directions is the most that's ever really necessary.
>>
>video essay of a youtuber on SCV IV
>follows the bandwagon on being critical of the whip, the sub weapons, etc, following Sequelitis cues
>Footage shown of youtuber playing the game is constantly getting hit, failing to use the directionals effectively, and not using subweapons that could avoid getting hit
Why is this pattern so common?
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>>12148496
It's not an evolution, it completely simplifies the gameplay
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>>12149705
you don't have to be perfect to release there's dead air content.
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>>12149878
It's not about being perfect, it's about sustaining your arguments.
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>>12146448
It's not real eight directional whipping if I have to jump to do it. Shit gameplay design and overall gameplay loop. Ooohhh jumping like a spastic to hit basic enemies such fun. NOT!
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>>12149875
Mmm....Right....So please, elaborate, tell me how physically controlling more angles you can swing in, simplifying the gameplay.
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>>12149875
>including more gameplay mechanics makes it simpler
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>>12150826
An enemy is coming at me from a precarious angle!
>castlevania
I need to adjust my positioning or use a subweapon or carefully time a jump whip
>cviv
I'll just whip directly at it
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>>12150826 >>12150928
You can aim the whip more directly at the target instead of having to put in the extra effort to align yourself in pain in the ass ways with just forward whip or subweapon angles like you would in CV1-3.
This is elementary stuff, kids.
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>>12152240
that just means you have more options on how to kill enemies. see? more mechanics. it doesn't make others obsolete. this is elementary stuff, kids.
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>>12146448
often hyped up as overpowered and technically impressive
in truth is just a curiosity at best
>>
>>12146448
I honestly think that actraiser 2 was the better game.



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