this post was submitted on 22 Nov 2023
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kelly

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

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[โ€“] ashinadash@hexbear.net 0 points 1 year ago (1 children)

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

[โ€“] ikilledtheradiostar@hexbear.net 0 points 1 year ago (1 children)

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.

[โ€“] ashinadash@hexbear.net 0 points 1 year ago* (last edited 1 year ago) (1 children)

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!

[โ€“] Cromalin@hexbear.net 0 points 1 year ago (1 children)

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

[โ€“] ashinadash@hexbear.net 0 points 1 year ago (1 children)
[โ€“] Cromalin@hexbear.net 0 points 1 year ago (1 children)

glad to see it passes muster from the sotn disliker!

[โ€“] ashinadash@hexbear.net 1 points 1 year ago

One of the things I didn't mention that I am 200% mad over is that SotN has fun story elements, but every subsequent game's plot and dialogue worsens until Dawn of Sorrow is just mid 00s anime trash.

I always kind of wanted more Alucard and frankly this is something I did not know I needed!