Dawn of Sorrow

Started by Q, 04 June 2005, 06:52

Previous topic - Next topic

Kultamuna Classic

#15
Hieman "kyselytunnin" antia DoS:ista (Spoileria ehkä!)

Hmm, I have some questions on DoS

How was the animation of the characters? was Soma just a white and blue Alucard? did he have characteristic gestures? if so, were they as well animated as Al's?
----very good. Soma was basically the same as AoS soma, just more pixels. he did a cool pose when you press up, like he holds hi fist to his chest and his coat wavers a bit. his blue spirit trail was fresh.. still nothing like Alucards sprit adn animation, but close!

what was the standard of complexity in the enemy animation? HoD, AoS, SoTN? better?
very close to SotN, especially enemies. and background scrolling was BETTER than SotN

were there a lot of sprites with paperdoll animation? (that means a bunch of limb sprites that dont have any frames but rotate and resize to provide animation, like vectorman)
yes, the Puppet Master had SWEET animations like that. adn the deaths of different enemies were done well too.

I just now learnt that the backgrounds have 3d elements. were they shown in earlier screenshots? I remember a while ago when I bitched some fairly iregular shaped bgs, that could be 3d.
----nice 3D backgrounds I saw.

I thought the general aesthetic of the game was really bad in those screens, I hope the 3d elements werent there so I can still have some hopes for the look of this game.
---- the game has to be played in real resolution on the DS, to be appreciated.

was the 2-5d well excecuted?. did it look like a 2d game on top of a 3d one, or did it look like the background was pixeled yet moved like 3d (like the tower in SOTN)
---- like the tower in SotN but alot better and more levels of distance..

Did the areas overall, have a good use of color? did it remind you of something like Oddworld Abe's oddyse, or Heart of Darknes, or hell....PoP or DmC? or was it just a bunch of shiny 2d graphics, on top some badly meshed 3d? (the impression those old screens gave me.....)
-----hmm, the colors werent off the wall. the snow/LOST VILLAGE level ha da consistent feel of whites/greys and blues and with the music, gave a real feel of being out in a desolate snow wasteland. the demon funhouse had some nicer, richer colors and reds. this one felt alive as well.

Koranot

#16
Melko herkulliselta näyttää, kaipa se on DeeäSsän osto edessä, mutta ehkä vasta joskus.

Itsekkään en lämpene noille animevälikuville, hiukan liian standardimenolta näyttää, castlevaniatunnelma kaukana. Tästä taisin mainitakkin joskus irkissä :)

Kultamuna Classic

#17
CoD & DoS skanneja (samat kuin CoD rihmassa), kopioi selaimesi osoitepalkkiin:

http://www.angelfire.com/music5/legacyofdarkness/d_01.jpg

http://www.angelfire.com/music5/legacyofdarkness/d_02.jpg

http://www.angelfire.com/music5/legacyofdarkness/d_03.jpg

http://www.angelfire.com/music5/legacyofdarkness/d_04.jpg

Kultamuna Classic

#18
Pari uutta huonolaatuista kuvakaappausta, copy pasteta browseriis:

http://www.angelfire.com/music5/legacyofdarkness/1119460250430.jpg

Edit: tämä onkin vain kollaasi ylläolevista skanneista. Huomatkaa ruma jätti rautasotilas.

Kultamuna Classic

#19
NintendoVIP sivustoilla ollut Nintendo Europelle lähiaikoina tehty IGA:n haastattelu:

 September sees the release of Castlevania: Dawn of Sorrow, the ace-looking Nintendo DS debut of the classic vampire-slaying series.

We recently took time out with the game’s producer (and snappy dresser) Koji Igarashi to discuss dating sims, evil cults and Iron Maidens (the torture machines, not the band).
Nintendo of Europe: Mr Igarashi, you’re best known for Castlevania but are there any other games you’ve worked on that people might be familiar with?

Koji Igarashi: “Well, I’m not sure if you know this title, it’s a Japanese game series called “Tokimeki Memorial�, which is a dating sim about being in high school, that I used to work on. I was a programmer and a scenario writer at that time. Then came Castlevania: Symphony of the Night, where I was director, programmer and scenario writer. And I’ve been the producer of Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow for GBA.�
NoE: “As a scenario writer, can you explain the story of Dawn of Sorrow, and how it ties in to previous Castlevania games?

KI: “Dawn of Sorrow takes place a year after the events in Aria of Sorrow. After escaping his destiny to become the Dark Lord, the character Soma is now living peacefully as a normal person. But all of a sudden one of the members of the evil cult he fought appears in the town where Soma lives, and tries to kill him. This assault was based on the cult’s belief that by killing Soma they could release Dracula’s soul from him so that they can use its power. It is their belief that, in order for there to be a God, there also has to be a Dark Lord. What they think is that having a Dark Lord could create a God.

“So the story starts with these cult members attacking the people in the town where Soma lives. Therefore Soma decides to go to the place where the cult resides to try and stop them once and for all.�
NoE: So the main goal in the game is for Soma to stop this evil cult?

KI: “Yes. Although he’d rather solve the situation peacefully, you know, by having a good discussion perhaps (laughs)… But these people won’t listen, so he has no choice but to fight.�
NoE: Can you explain how you control the game and how the touch screen is used?

KI: “Well, you control the character with the directional pad and the four action buttons are used for things like attacking, jumping, and using special moves. Then you use the shoulder buttons for special abilities. So those are the basic manoeuvres, but you can also use the touch screen. One feature is what we call Magic Seals.

“You see, a boss doesn’t die just because its HP reaches zero. You need to seal the boss character, so when his HP gets to zero a special screen comes up where you need to follow a line [with your stylus] based on the shape that is set. This can be a circle, or a triangle or whatever. Then after successfully making these lines you can seal the character.

“Also there are these crystal blocks, which work like a puzzle. You can destroy the blocks by tapping them on the touch screen, but depending on how you remove the blocks, you can create steps for yourself to progress through the level.�
NoE: Does the game also use the DS microphone, and how are the dual screens used?

KI: “We thought about implementing microphone functionality for a while, but eventually we decided not to use it. But as for the dual screens â€" since Castlevania is a game in which you need to search a lot, the top screen shows the map and the bottom screen shows the actual gameplay.

“However, we knew that it can be hard to understand how much stronger the player becomes after levelling up. So in order to make it clearer, you can change the map screen to an abilities screen to see how the character is growing up.

“One of the other additional features that DS has is a wireless system, and in the previous version of the game â€" on GBA â€" the players can swap souls over a cable. We have this system for DS as well, but with wireless communication of course. There are also special maps that each player shares and the user can place enemies in the map, enemies of which the player has the soul, and the player can send that map including enemies to another person. And then they can play that level to decide who is faster. Whoever clears the level quickest wins the ‘race’. So you could really create nasty levels, you know â€" put a boss in there somewhere…â€?
NoE: So you can basically send a challenge that you created to another player?

KI: “That’s right. We are currently testing this feature. We’re hoping we’ll be able to implement this into the final version.�
NoE: Could you tell us a bit more about the bosses in the game?

KI: “As an example I could tell you about the boss character called Puppet Master, who uses an Iron Maiden. This boss character can make Soma switch places with a doll which is placed in the Iron Maiden, so that the player gets damaged. That’s the sort of tricky boss character we are trying to create this time. This way we are adding a puzzle element. In the previous version, when you defeated a boss character, you would get the soul of that boss, but it wasn’t related to where you needed to go. This time it’s closely related, so unless you get the soul, you cannot go to a specific area.

“So in the case of Puppet Master, if you defeat him, you get to use his ability so that you can switch Soma with the doll. So imagine you’re blocked by a wall but there is no way to get past it, you can throw the doll over the wall and then switch places with the doll.�
NoE: Would you say that there is a lot of action in this game or is the emphasis more on puzzling this time? What would you say is the ratio between action and puzzles?

KI: “It’s hard to put a percentage on it, but I would say generally there is a bit more emphasis on the action element. The puzzles really dramatise the action.

“We have expanded the Tactical Soul System from Aria of Sorrow, so this time around even if you get the same soul again and again, by having say 5 of the same souls, you can combine them for another purpose. This will require users to search deeper than ever before.�
NoE: Could you tell us something about the size and scope of the game? For example, how many levels are there, how many different weapons or abilities? Characters, even?

KI: “There are about 10 levels, and some additional ones. You can play about 10 hours to complete the game. Of course, it can be done faster, but you’d have to be really skilful for that! We should have more than 100 abilities if you take into account all the weapons and the souls of the enemies. You will meet around 8 other characters. Soma is the only playable character… though… perhaps you can play as a different character as well, as an additional feature. But this is still sort of a secret.�
NoE: Do you have any other secrets to share?

KI: “Well… There will be three different endings to the game. And if you were to get a bad ending, this would actually mean that you get to have more fun in your next game…�
NoE: Nicely cryptic answer, that. Mr Igarashi, thank you for your time!


-LOL!  :D

Kultamuna Classic

#20
Uusia DoS (sekä CoD) kuvakaappauksia @
http://www.gameinformer.com/news/screen ... tm?cs_pid={e92ca717-915c-4c4b-87b5-0c769f499c81}

A-Yty

#21
Viralliset sivut aukeavat, toistaiseksi vain japaniksi:

http://www.konami.jp/gs/game/dracula_ds/index.html

A-Yty

#22
Ilmeisesti Allu, Julle ja Yoko ovat pelattavia hahmoja DoS:issa:

http://img.photobucket.com/albums/v319/a-yty/dos.jpg

http://img.photobucket.com/albums/v319/a-yty/dos2.jpg

Valottaakohan peli vuoden 1999 sinetöinnin tapahtumia enemmän?

Lumienkeli

#23
Ihqlta näyttää. Dawn sai Famitsulta 9,8,8,8 eli todella hyvät pisteet :)
Soredemo boku wa yattenai.

A-Yty

#24
Mahtavaa.  :app:

Kultamuna Classic

#25
Onkos mitään kuvia Jullen sptitestä?

Alluhan on noissa A-ytyn lähettämissä, mutta tässä on sama skanni isompana, josta Allun bongaa vallan mainiosti alaoikealta!!! :D

http://www.cvrepertoire.net/Accounts/Mo ... itled2.JPG

http://home.att.ne.jp/grape/nacky/DoS07b.jpg

Puranne

#26
Pitänee alkaa jo säästämään kolikoita porsaaseen että saa tuon hommattua. DS onneksi jo löytyykin. :)

Kultamuna Classic

#27
Voi vittu, varastakaa joku mulle DS. Maksan 15 €.

Lumienkeli

#28
Nyt sinun on pakko ostaa DS! Ameriikassa sen hinta putoaa 129 dollariin, varmaan myös täällä. Toki voithan jättäytyä ulos tämän vuoden parhaimmasta pelistä ;) Ei vaan. Ninja Gaiden Black tulee olemaan paras.
Soredemo boku wa yattenai.

Kultamuna Classic

#29
http://www.huuto.net/fi/showitem.php3?itemid=20021815

Voisin ihan hyvin ostaa tuollaisen "kuollut pikseli" koneen iha vituun halavalla.