Castlevania => Castlevania => Topic started by: Kultamuna Classic on February 21, 2006, 15:03

Title: Kaikki IGAn haastikset yms.
Post by: Kultamuna Classic on February 21, 2006, 15:03
Eli tänne voi aina päivittää uusia IGAn haastatteluja yms., kun noita aina välillä tuppaa tulemaan kuin sieniä sateella.

Lainaan erästä CVRepertoiren postia tässä:

"With the European release of Curse of Darkness one of the most important websites of Spain has managed to have an interview with IGA himself. Since I guess most people here aren't fluent in Spanish I'll just translate the questions which I considered most important and/or interesting (the rest of them just ask him things we already know, like how he got involved with the franchise).

Before joining the Castlevania team, how was your first contact with the series?

The first Castlevania game I played was the Famicon Disk System version. Back then I didn't have my own NES, so I played it in my tutor's house.

How is your daily job?

Now I spent my time with planning, administrative and design tasks, and having interviews like yours -laughs-. When I was in charge of active development I had much more work to do. I was always in the office without having time to do other things, not even during the weekends. Now I can focus on my tasks, but I also have time for my family during the weekends and on vacation.

Castlevania: SOTN is considered one of your best titles. Did you think it was going to be this successful when you were working on it?

Even when we were on the planning stage I already felt that this title was going to be very special as long as we did all of the ideas that the team had for SOTN. And to be honest, development caused us a lot of trouble. At first we had to redistribute some resources and change dates several times in order to release the game on time, but even so we weren't able to finish everything before the release date. That meant an inevitable delay in Japan. Those were very tough days, although that didn't matter once we knew how much everyone liked the game and how good the sales were., which made me very happy and proud.

What can you tell us about the future? What would you like to do with Castlevania in the next generation?

First of all, with the technology of the new generation we can create a truly detailed world for a richer Castlevania experience. But of course we'll also explore every other chance that these systems offer to create more interesting and unique titles.

Is there any chance of the classic gameplay ever being reused, like X68000 on the PSX?

That's something I've been thinking about...

When we talked at E3 you said you were interested in the PSP's architecture, but you also mentioned that your team was busy with Curse of Darkness and Dawn of Sorrow. Now that both of them are finished, will the PSP have a Castlevania game?

Regardless of my own preferences as far as consoles are concerned, Konami is a developer that makes games for every system. It's certainly possible that we may see the series expanding to every single system in the future. After all, as we said, PSP is a great portable machine with enough power to create a fantastic Castlevania experience.

Castlevania fans say that the biggest problem with the series is its problem with its 3D transition, as we've seen in Lament of Innocence and Curse of Darkness. What do you think about this?

The classic Castlevania formula works perfectly in 2D, as has been proven in the past and now with the portable games. 3D allows us to do a lot of new and interesting things that we couldn't do in 2D. Besides, we also have to take into consideration that people have changed and that 2D gaming is becoming less and less important. Look, as a game creator, I want my games to be accessible to the greater audicence possible, and what I think is that only a small number of hardcore fans would prefer 2D to 3D in a current generation home console. So, the series can't be stagnant, I have to evolve it while being true to its roots.

Is there anybody from the original Castlevania team still working in your team?

No, no one from that team is still working at Konami, but in my team there are people who worked on Castlevania IV. Those are the most experienced ones.

What's your opinion regarding Castlevania Resurrection?

Honestly, I didn't have positive feelings toward that game. It's usual that a game that hasn't been in development for too long gets cancelled, and this is one of those. I'm really sorry for those who were following the game after the announcement was made. It should have been a great Castlevania game, but it wasn't up to the task.

The MSX system was very popular in Spain. One of its most important games was Vampire Killer. How do you remember that game?

I never had my own MSX, but during that time I was searching for one despite of the fact that the system wasn't very famous in Japan. Personally, I remember it as an excellent game for its time.

What's your favorite Castlevania, including your own games?

Castlevania III: Dracula's Curse, prequel to Curse of Darkness.

Will you continue doing other projects such as Nanobreaker between Castlevania game and Castlevania game?

Currently, I don't have plans to do such a thing because I just don't have time, but that might change if I had it.


Noita vanhojakin haastiksia voi keräillä tänne, jos jaksaa. :whip:
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 19, 2006, 13:01
Tässä on haastattelu viime marraskuulta (?), jossa muun muassa kysytään suoraan että oliko tiedätte-kyllä-kuka alunperin tiedätte-kyllä-kuka (vastaus on näköjään kyllä) : ... y11_03.gif (
Title: Re: Kaikki IGAn haastikset yms.
Post by: Kultamuna Classic on April 25, 2006, 12:12 ... g/por2.jpg (
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on June 17, 2006, 15:03 (

Play: We need a 2D Castlevania on next-gen console.
Iga: I’ve been thinking, trying to simulate various forms of Castlevania on next generation. I do understand that fans love 2D. I’ve worked on 3D platforms twice already, but i’m not really happy about my work. And as you know, i don’t want to lose. I want to be challenged.


Iga: I’ve been facing a dilemma over 3D game platforming… obviously i’ve done two projects already and i know something is wrong. I have certain ideas in my head, but we’re not up to the stage of expressing that in the game. That’s something i’m not happy with and really want to meet the challenge.


Play: Has your team been experimenting with the Wii controller?

Iga: I actually have, and from that experience i’ve noticed that Castlevania might not fit the controller. Wii is targeting some short gameplay, whereas Castlevania is a longer game. Once you get into the game you’ve been playing for so many hours it doesn’t really fit with Wii.

Yllättävän suorapuheista kritiikkiä omaa työtä kohtaan, arvostusta siitä äijälle. Ongelman myöntäminen on hyvä juttu, mutta jää ilman varsinaisia toimia sanahelinäksi. Olen kyllä eri mieltä Wiin ohjaimen mahdollisuuksista Castlevanialle. Kunpa sitä ei sivuutettaisi ainakaan vielä ennen kuin on nähty kuinka se toimii muiden sarjojen kanssa.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Q on June 18, 2006, 01:01
Hienoa että itsekritiikkiä löytyy. Jos nyt oletetaan, että uutta Castlevaniaa ollaan kehittämässä PS3:lle, niin kenties Iga puhuu lähinnä PS3-Vanian mahdollisen käännöksen toimivuudesta Wiillä?
Title: Re: Kaikki IGAn haastikset yms.
Post by: Elmina on June 23, 2006, 22:10 ... .28664.htm (
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on June 25, 2006, 19:07
Quote from: "Hanuri" ... g/por2.jpg (

IGA pitää uusintaversiota mahdollisena. SQ Redux on the way plz!!1  8)
Title: Re: Kaikki IGAn haastikset yms.
Post by: Elmina on September 04, 2006, 00:12
Tälläänen oli GameFAQsin PoR-boarddilla. Naapurimaan Nintendoklubi haastatellu näköjään... Kopioin tämän tähän kun tuo topikki kuiteski tippuu tuolta ennen pitkää.

Igarashi was interviewed about PoR by swedish Club Nintendo (translation inside)
From: KiddDaBeauty | Posted: 8/31/2006 11:53:24 PM | Message Detail

If I had a scanner I'd scan this and show it to you (though there's not an awful lot to see, it's mostly text), but you'll have to accept living with nothing but my translation of the interview. Alright, so here goes my translation of the thing...

It was about a year ago we sat down for a chat with the critically acclaimed Castlevania-producer Koji Igarashi to discuss what would happen with the upcoming Castlevania: Dawn of Sorrow. Of course we started out by congratulating the title's success...

IGA: Thanks so much. We actually started working on Portrait of Ruin almost immedietly after Dawn of Sorrow's completion. You know, thinking up new ideas and creating new concepts.

Q: So what was the concept that started Portrait of Ruin?

IGA: The main concept was to change the game system we started on with Aria of Sorrow and later expanded upon for Dawn of Sorrow. We realized the beauty of using two playable characters, in a way that actually made the actual game mechanics much deeper: Jonathan Morris and Charlotte Orlean.

Q: We've heard that Jonathan is a weapons specialist, while Charlotte excels in the arts of magic. Could you give us any other examples of how the cooperation between both characters could possibly work out?

IGA: Jonathan is great with physical attacks while Charlotte keeps extremely powerful magical attacks. The player must come to realize when it's best to use what kind of attack. To charge (or chant, I wouldn't know what he means) a spell takes time, so you could use this time to control Jonathan, making him protect both himself and Charlotte. In other words, you could both call your partner for back up, or set up combo attacks using them in unison.

Q: Portrait of Ruin is set during the second world war. How will this effect the game?

IGA: Truth be told, we've used very few elements from WW2, since we want to keep the colours and style Castlevania has always been known for. But this time you could for instance wield a gun, and the theme of ongoing war could further be seen in certain items and areas. But one of the reasons the game is set during WW2 is because the main character isn't a Belmont.

Q: Why was that important for you?

IGA: I wanted the main character to be able to wield a wide array of weapons, which would be void if I used a Belmont. If a Belmont holds the Vampire Killer he'd be very strong - too strong actually. By 1944, there is no Belmont using Vampire Killer. Instead it's Jonathan Morris and his family who keeps the Vampire Killer, but since they can't use to the level of a true Belmont, Jonathan is forced to look for other weapons for compensation for his lack of skill.

Q: In Dawn of Sorrow you came up with some smart ways of using the touchscreen. Will Portrait of Ruin be using the full abilities of the DS even further?

IGA: While I don't consider the usage of the touchscreen in Dawn of Sorrow a failure - I think the Magic Seal system did a good job with making the player feel they really sealed the demons off - Castlevania remains a clean, non-stop action game, so I can't bring myself to disturb the actual gameplay too much. During my playthroughs of Dawn of Sorrow I also realized that I usually just ended up using my finger for the seals, putting huge thumb marks on my DS *laughs*.

We realized that focusing on using each and every function of the DS wasn't a very good idea for the Castlevania franchise. What's really great about the DS are the dual screens, which gives you constant and instant access to the map, which is a part we kept intact for Portrait of Ruin.

Q: Have you ever thought of completely reconstructing Castlevania with the touchscreen in mind, similar to the upcoming Legend of Zelda: Phantom Hourglass?

IGA: I've always thought about it, but since my coworkers are really lazy when it comes to new ideas, I can't get them to shake the feeling of how buttons gives them the feeling of being in total control of the action.

Q: So we won't be seeing a Castlevania for the Wii?

IGA: It seems to me like you wouldn't be able to whip around with the Wiimote for a period longer than 5 minutes without getting majorly exhausted.

Q: For a pure action game like Castlevania, it might prove to be a hassle. You might be forced to think up completely new ways to play the game, or perhaps force the player into using the Classic Controller?

IGA: I believe there are numerous solutions to use the Wii's unique controller. I mean, it's certainly very fun, but consumers will also expect that you create something truly exceptional for the Wii. So while I can't think up any good ways of putting a Castlevania on the Wii, I certainly won't rule out the possibility of a Wii Castlevania in the future. We'll see how it goes when I get back to Japan and I get to discuss this matter more thoroughly with my coworkers.

Q: Returning the topic to Portrait of Ruin, you previously mentioned how it wasn't important to make full use of all the DS' functions; and while we agree, that it's not always in your best interest to use all the features; we can't help but wonder about Nintendo Wi-Fi Connection?

IGA: Thanks for asking. Yes, we have included the Nintendo Wi-Fi Connection in Portrait of Ruin. In Dawn of Sorrow we used an extra level in VS mode, but I'm trying to implement coop gameplay with Portrait of Ruin through the Nintendo Wi-Fi Connection. But we're still working on it, which means it's not entirely sure it will make it into the final release - but we sure are trying to!

Q: We're really looking forward to it!

IGA: I will do my best *laughs*.

Source: Swedish Club Nintendo members-only magazine, issue September 2006.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Q on September 07, 2006, 13:01
Nintendo Europen haastattelu:

IGA (full name Koji Igarashi) is here at the Leipzig Games Convention to give us an update on his latest (and early word is, greatest) production yet - Castlevania: Portrait of Ruin for Nintendo DS.

Portrait of Ruin takes place in Europe at the time of the Second World War, as an evil artist, Brauner, plots to use the souls of war victims to resurrect Dracula. Two heroes - Jonathan Morris and Charlotte Aulin - must infiltrate Brauner's castle and dive into magical paintings (the portraits of the game's title) which transport them to new worlds rife with demons.

If you're wondering where IGA gets such gothic ideas, we soon find out. He begins by telling us, through his translator, how he came to Germany via Romania. Holiday? No, a research trip to Dracula's homeland. This man is serious about his work.

We last spoke to IGA about Portrait of Ruin at E3 in May, so we're curious to know how the game has progressed since then.

"In the E3 version not so many weapons were available but in the Games Convention version many weapons can be carried by the character. More weapons and attacks are available to the enemies, too, and more magic. Furthermore, cooperation attacks are now available."

Cooperation is going to play a major part in Portrait of Ruin because, instead of controlling a single vampire hunter, you control two of them.

"The two characters have different strong points," says IGA. "Jonathan is good at physical attacks and Charlotte is good at magical attacks, so for instance if the enemy is weak against physical attacks, the player should choose Jonathan more. Basically, the player can have two options to attack the enemy.

"The player can switch between characters but another option is available which is that one character can accompany the other character, behind them. We have prepared various attacks by using this cooperation."

IGA explains that if, for instance, Jonathan is poisoned by an enemy, you can switch control to Charlotte, curing Jonathan in the process. Also, if a character is turned to stone by an enemy's magic attack, the other character can jump in and smash the stone to set their partner free.

Cooperative gameplay in single-player mode is all well and good, but what about online? Has IGA been able to fulfil the promise of Nintendo Wi-Fi Connection gameplay?

"It's almost 100% confirmed," he tells us. "Not only Wi-Fi Connection but also local wireless. We have two new elements: the items that the character has obtained can be exchanged with other users, and cooperation play with another player can be available to clear the difficult areas such as Boss Rushes. [Face the game's bosses one after the other - Ed.]

"Due to the restriction of Wi-Fi Connection there are more elements available in local wireless. The biggest difference [between Wi-Fi and local wireless] is in the cooperative play mode. We have one co-op stage available in the Wi-Fi mode and several levels on local wireless mode."

While IGA is reluctant to give more details about the cooperative online mode, we manage to probe deeper into the intriguing 'item exchange' function.

"Item exchange is available in Wi-Fi and local wireless," says IGA. "It's not really an exchange, though: one user copies items to the other. The user who gets the copied item will lose money but the player who sold the item will not gain the money because it's copied, not traded."

IGA explains that players who sell copies of their weapons online through the item exchange system will earn 'secret points' which can be used to buy new items. The rarer the weapon you sell, the more points you earn, so it will pay to be a good player and hunt down all the secrets the game has to offer.

As well as using the DS's wireless function, Portrait of Ruin will also use the stylus and touch screen, though not as extensively as its predecessor Dawn of Sorrow.

"We have fewer points to use the stylus in this version," says IGA. "The magic seal system which was in the previous version was popular but some users complained about it because writing magic seals would affect the smooth gameplay. The strongest point of DS hardware is two screens so we will make full use of them."

IGA explains that the majority of character control is done with the D-pad but you can use the stylus to point to areas of the screen where you want your CPU-controlled partner to attack. Normally, though, the CPU is intelligent enough to do what is necessary by itself, he adds.

It seems that IGA and his team have made a lot of progress since E3. We ask how much more he has to do before the game's planned release in November.

"Now is the peak time. I shouldn't have come to the Games Convention actually because I still have a lot to do," he says, laughing.

Sadly we're out of time, but we manage to squeeze in one more question. At E3 IGA said he couldn't envision a Castlevania game working on Wii ("You cannot keep on whipping with the Wii Remote; you would get tired within five minutes," he said back in May). Has he had any more thoughts on the subject?

"We still can't think about anything other than this DS version because we are so busy but of course we would like to think of something interesting and pleasant for Wii. I have some ideas for Castlevania for Wii."

With that enigmatic answer hanging in the air, we wonder where IGA's imagination will take us next…

Castlevania: Portrait of Ruin comes exclusively to Nintendo DS in November.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Maria on September 23, 2006, 20:08 ( Tälläinen tänään.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Elmina on September 23, 2006, 22:10
No niin, ny se IGA on sanonu jo parissa haastattelussa jo että se itte tykkää 2D:sta ja haluais tehdä lisää 2D pelejä - mutta Konami haluaa lisätä myyntiä. Mutta eipä ne fanboyt koskaan lopeta valitusta aiheesta.

Anyway, taitaa mennä ensi vuoden puolelle ennenku ne päättää mille kotikonsolille seuraavaksi.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Maria on September 24, 2006, 23:11
Ja näin Tokyo Game Show:n aikanahan näitä tulee enemmänkin.

Tälläiset olisi: ( (
Title: Vs: Kaikki IGAn haastikset yms.
Post by: A-Yty on October 10, 2006, 22:10 ... _culture_2 (,71894-0.html?tw=wn_culture_2)

Kanta WiiVaniaan ei liene muuttunut.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: A-Yty on October 27, 2006, 22:10 ... shi_i.html (

SotN:in 360-versioon saattaa tulla grafiikkaparannuksia ja Rondo voi löytää tiensä Live Arcadeen myös.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Lumienkeli on October 27, 2006, 22:10
Hyvä että IGA tietää että Castlevania fanit Japanin ulkopuolellakin pitävät Rondosta ja haluaisivat sitä. Toivon kovasti että Rondo tulisi arcadeen tai Wiin Virtual Consolelle.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 18, 2007, 19:07 ... 2434619096 (

Haastis keskittyy lähinnä DX Chroniclesiin. Muutamia otantoja:

I wasn't happy about the quality of the PlayStation SOTN voiceover, so I'm trying to do something about it on the PSP.

IGA teki muutaman muunkin huomion SotN:in äänityöskentelystä, joten mitä ilmeisimmin hän tietää sen maineen.

Many of the gamers in the US, or outside Japan, tend to think that SOTN is one of the Castlevania titles that made a drastic change to the series. But personally speaking, I think Rondo of Blood was the title that actually started branching out from the past Castlevania series. Therefore I wanted to bring Rondo of Blood this time.

Jos joku pitää IGAa valtavana egomaanikkona oman työnsä suhteen, niin tässä nyt luulisi olevan ainakin vähän lieventävää tekstiä.

From my end SOTN made a drastic departure from the past series by adding the RPG elements to the game.

..paitsi että SQ teki niin ennen SotN:ia :|
Tuottajana IGA voi pysyä minun puolestani vaikka CV:n ultimaagiseen loppuun, mutta tarinoiden kirjoittaminen hänen kannattaisi antaa kokonaan jonkun toisen käsiin.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: Q on August 26, 2007, 13:01 (http://

Vara-IGAn (Tyrone Rodriguez) haastattelu OoS:in tiimoilta.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: Q on September 14, 2007, 03:03 (http://

Jonkin verran teknistä infoa tulevista Castlevanioista. Jos DXC menestyy, IGA saattaa harkita samankaltaisen 2D:n ja 3D:n "yhdistelmän" käyttämistä myös kotikonsolilla.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: A-Yty on September 14, 2007, 08:08
Jep, tuotahan monet arvelivatkin että DXC:n uusinta on myös koekaniini 2,5-D:n käytölle jatkossa.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: A-Yty on October 21, 2007, 00:12 ... iga-t.html (

Nytpä selvisi myös minkä takia kynttilöistä saa CV-maailmassa tavaraa   :hmm:
Title: Vs: Kaikki IGAn haastikset yms.
Post by: Lumienkeli on October 21, 2007, 15:03
Aika hyvä :)

Mutta kyllä tuppaa jäämään tuo Rondo ostamatta kun ei oikein tahdo olla varaa PSP:hen...
Title: Vs: Kaikki IGAn haastikset yms.
Post by: A-Yty on October 24, 2007, 19:07 ... 0472.phtml (

Elikkä DS:n seuraavalle Vanialle ei tule animetyylisiä hahmokuvituksia ilmeisesti.
Title: Vs: Kaikki IGAn haastikset yms.
Post by: Ananaz on May 21, 2008, 08:08 (

Haastattelija: What do you think has been the problem in that game (Castlevania) translating over to 3D?
IGA: I think it's just... I think it's... me. 


Suurimmaksi osaksi aika tyhjä haastattelu tuota 3D-pelien ongelmien puintia lukuunottamatta. Wii-pelin mahdollisuuden IGA tyrmää edelleen sillä vanhalla "Castlevanioita pelataan pitkiä aikoja kerralla, kädet väsyy nyyh nyyh" saarnalla. Jokseenkin ärsyttävä kanta asiaan mielestäni, vaikuttaa lähinnä siltä, että IGA katsoo 3D-vanioita vain ja ainoastaan siitä vinkkelistä, että niiden olisi pakko olla näitä kombopainotteisia mättöpelejä. :i
Title: Vs: Kaikki IGAn haastikset yms.
Post by: D. Brando on May 21, 2008, 15:03
Iga ei sitten tuosta hatustaan luovu.  :weed:

Minusta olisi hyvä ettei Wiille tehtäisi Castlevaniaa. Raha ei tahdo riittää kaiken maailman konsoleihin
ja minua hieman ärsyttää se että pitkiä pelisarjoja pitää julkaista joka helvatan laitteelle. Onneksi DS:n
hankkiminen osoittautui oikeaksi teoksi sillä sille on muitakin hyviä pelejä kuin pelkät Castlevaniat. PSP:tä
en edes viitsi ajatella.

Oli muuten välillä vaikea saada selvää tuon duppaajan puheesta.
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on June 13, 2010, 01:01
Yamanen haastattelu: (
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on June 24, 2010, 22:10
IGA kertoo tulevista projekteistaan Konamilla - niistä kaikki eivät ole Castlevanioja: ... 7441.phtml (
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 16, 2011, 10:10 (

Teksti on vähän epäselvää, mutta..


Jotain siellä nyt tapahtuu  :mrgreen:
Peli on vissiin Scribblenauts että ei sentään mitään uutta Kid Draculaa tulossa (tai mistä sitä ikinä tietää :smug: ).
Title: Re: Kaikki IGAn haastikset yms.
Post by: Ananaz on March 17, 2011, 07:07
Heh, IGA on nähtävästi siis toiminut Super Scribblenautsin japaninkielisen version tuottajana, minkä johdosta peliin on lisätty erinäisiä Konami/Castlevania-hahmoja. Aika siistiä. :)
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on June 13, 2011, 01:01 (

Metal Gear Solid 2, Castlevania to see life on 3DS?
June 12, 2011 by RawmeatCowboy Filed Under: 3DS

"We would also like to see Metal Gear Solid 2 on 3DS, Matsuhana revealed at E3 2011. "If the return fan is quite important, we believe. It is also the case for other franchises from Konami headlights. Maybe Castlevania. " -Kojima Productions' Yoshikazu Matsuhana

I wouldn't mind seeing MGS2 on 3DS, but the real attention-getter for me is the mention of Castlevania. Where are you hiding, Igarashi?! Thanks to Johnny4 for the heads up!

MGS:stä en jaksa enää juuri välittää, mutta tässä on nyt edes jonkinlainen huhu 3DSVaniasta. Vaan hitto vie, vielä pari vuotta sitten Castlevania olisi ollut varma eikä mahdollinen.
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on August 16, 2011, 21:09 ... om-leaked/ (

Elikkäs kokoelmaa ehkä tulossa. Vielä vahvistamatta, joten ei vielä uutisista löydy.

SotN:ia olisi kohtuullisen turha lyödä tuonne enää. Johan se on neljällä(?) eri alustalla. Mielenkiintoinen ajatus olisi kuitenkin julkaista kaikki tähän mennessä tullut, LoS poislukien. Ottaen kuitenkin huomioon LoI:n, CoD:in ja 64-pelien heikko menestys, taitaa olla turha toivo.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Q on August 21, 2011, 14:02
Quote from: "A-Yty"

Elikkäs kokoelmaa ehkä tulossa. Vielä vahvistamatta, joten ei vielä uutisista löydy.

SotN:ia olisi kohtuullisen turha lyödä tuonne enää. Johan se on neljällä(?) eri alustalla. Mielenkiintoinen ajatus olisi kuitenkin julkaista kaikki tähän mennessä tullut, LoS poislukien. Ottaen kuitenkin huomioon LoI:n, CoD:in ja 64-pelien heikko menestys, taitaa olla turha toivo.

Nimi Complete Chronicles ja koko listä muutenkin vaikuttaa siltä, että joku on saanut nähdä vähän vaivaakin näyttämään sen viralliselta. Ainakaan Konamin pressikonferensissa (http:// ei näitä tekeleitä nähty.
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on August 23, 2011, 01:01 ... -projects/ (

Kymmenen päivää myöhässä, mutta siltä varalta että kukaan ei ollut tiennyt. Eli Cix työskentelee kahden projektin parissa, joista toinen melko suurella todennäköisyydellä LoS:in jatko-osa.
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on July 01, 2012, 16:04

Cox osaa kyllä tehdä itsestään pala palalta vaikeasti kunnioitettavan  :mrgreen:
Ei tuo ehkä pahin mahdollinen tölväisy ole, mutta harkitsematonta silti. Minun mielestäni ainakin.
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on November 07, 2012, 12:12
Michiru Yamanen haastattelu:
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 14, 2014, 08:08
Esimerkiksi Tyrmässä aika usein kaivataan WayForwardia tekemään 2D-Castlevaniaa. Lafka kommentoi asiaa:
Title: Re: Kaikki IGAn haastikset yms.
Post by: Ananaz on March 17, 2014, 17:05
IGA lähtenyt Konamilta ja on aikeissa perustaa oman studion tehdäkseen sellaisia pelejä joita mies itse haluaa ja fanit häneltä luultavasti odottavat. :)
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 18, 2014, 00:12
Jännä ajoitus, ottaen huomioon että CV:n seuraava kehittäjä on kysymysmerkki. Kyllästyiköhän IGA vain sattumalta Konamiin vai kysyikö & evättiinkö häneltä paluu sarjan tekoon? Tai ehkä sitä tarjottiin hänelle takaisin, mutta hän ei halunnut sitä.

Tämähän voisi tarkoittaa esimerkiksi, että IGA tekee Tämä-ei-missään-tapauksessa-ole-Castlevania-vaikka-se-on-juuri-samanlainen-projektin. Näin esimerkiksi Inafune toimi Mega Manin tapauksessa.

Tämä hävittänee lopullisesti pienetkin mahdollisuudet sille, että vuoden 1999 taistelusta tulisi joskus peli :alko2:
Title: Re: Kaikki IGAn haastikset yms.
Post by: Rod on March 19, 2014, 22:10
Ehdottomasti positiivinen uutinen. :jees: Luottoa Konamin puolelta ei ilmeisesti kovinkaan paljoa enää tullut, joten parempi vaihtaa maisemaa. Toivottavasti tuleva tuotos ei ole pelkästään mikään mobiilipuuhastelu.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Maria on March 20, 2014, 03:03

Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 20, 2014, 06:06
USG: I interviewed her [Yamane] a couple of years ago and she seemed like she'd be pretty interested in working on another Castlevania-style game. 

IGA: Oh, really? Whenever I go drinking with her, she always talks about all the times I screwed up before on the games that we worked together, so it's nice to hear that she's interest in that sort of game, working with me again. [laughs] 'Cause the only image I have is all the times I screwed up
Aika suoraa puhetta  :mrgreen:
Title: Re: Kaikki IGAn haastikset yms.
Post by: Maria on April 10, 2014, 02:02

Ja lisää IGAsta.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Ananaz on May 09, 2015, 17:05
IGA pelaa Symphony of the Nightiä (ja tietysti kertoo samalla pelin kehityksestä) Double Finen Devs Play -ohjelman uudessa spesiaalijaksossa. Juuri sopivasti ennen tulevaa Igavania-kickstarteria. :)
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on January 23, 2018, 14:02
Ilmeisesti LoS:in nihkeän vastaanoton takia Konami aikanaan pisti IGN:n mustalle listalleen.

Colin Moriarty‏ @notaxation

Did you know Konami blacklisted me (and all of IGN US) in 2013 after a three year, behind-the-scenes battle over IGN's "unfair" coverage of Castlevania?

Of course you didn't. The story was never told publicly. 'Til now.

Side Quest is go!
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on March 08, 2018, 14:02
Jotain elonmerkkejä.

Konami Is Thinking About Bringing A New 'Castlevania' Game To The Switch

In a new interview, it seems that management at Konami is thinking about bringing a new Castlevania game to the Nintendo Switch.

Richard Jones, the European Brand Manager at Konami Europe, in an interview with Miketendo64 talks about the possibility of a new Castlevania game coming to the Switch.

All I can say is that there is lots of internal discussions going on within Konami regarding what games we can bring to the Nintendo Switch, other than Bomberman, a game which we are well aware of its heritage and how loved it and Castlevania is. So much so that Castlevania is getting is getting its own show on Netflix and because of that, we’re hearing a lot of desires from our fans for a new Castlevania series. So we do know there is a demand for a new game, but right now nothing is set in stone as the discussions are still on going.

Konami already released the somewhat decent Super Bomberman R for the Switch at the console’s launch, so it makes sense that the company would examine its back catalog for new games on the console.

The comment about the new Netflix animated series is also worth noting, as that means that Konami is well aware of the marketing ramifications that such a series brings to a franchise like Castlevania.

I definitely think a new Castlevania game for the Switch would be a very good thing but only if it keeps to the classic 2D roots of the series. That’s because the more recent 3D games in the series weren’t exactly great.

In addition, I’d love to see games like Symphony of the Night (shown above) and Rondo of Blood come to the Switch at some point. The latter would especially be a great title to have on the Switch’s eventual Virtual Console service, ideally the original PC Engine version if possible.

Whatever happens, having a third party publisher such as Konami support the Switch with a new Castlevania game is precisely what this burgeoning console needs.

Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on September 19, 2018, 16:04
Ei ole IGA:n tai muunkaan haastattelu, mutta en tällä haavaa viitsinyt perustaa uutta ketjua uutisille tai uutistenpoikasille tahi huhuille. Mutta siis, PS4:lle ehkä tulossa CV-kokoelma.

castlevania-symphony-of-the-night / Sept. 19, 2018

Castlevania: Symphony of the Night & Rondo Of Blood Seemingly Coming to PS4

Try not to get whipped into a frenzy.
By Shabana Arif

A Castlevania collection featuring Symphony of the Night and Rondo of Blood could be coming to PlayStation 4.

Castlevania Requiem: Symphony Of The Night & Rondo Of Blood has just received a rating courtesy of the Game Rating and Administration Committee of Korea, indicating that a collection of series' favourites could be on the way for PS4.

The two titles have been awarded a 15 rating and the only platform listed right now is the Sony console. Both an English and Japanese version have been submitted (via VG24/7) pointing to the possibility of a release in the west.

Currently, the rating only lists a single platform, and doesn't provide any further details on whether the two games are part of a remastered collection or re-releases.

If you want to know why that's quite so exciting, check out our reasoning for Symphony of the Night being one of the best games of all time.

Lisäksi SotN saatetaan uudelleenjulkaista taas vaihteeksi. Tällä kertaa PS4:lle:

Holy Dracula! Castlevania: Symphony of the Night Might Finally Be Coming to PS4


Greysun Morales
Published on September 19, 2018


The Korean Game Rating and Administration Committee has rated Castlevania Requiem: Symphony of the Night & Rondo of Blood for PlayStation 4 just today (via VG247). The only platform listed for this rating is PS4, but according to VG247, when Korea rates games, you can typically bet that it’ll be getting a worldwide release, whatever this collection may be.

While Konami hasn’t said anything lately about a remaster, port, or remake on the 1997 and 1993 classic platformers, it would be pretty rad for them to come to PS4 in any way, shape, or form. Symphony of the Night originally released on the PlayStation and as far as re-releases on current consoles go, it can only be played on the PSP, PS Vita, PS3, and Xbox One (thanks to backward compatibility).

And as far as Symphony of the Night’s prequel goes, Rondo of Blood, –known as Dracula X here in the states– has only been re-released on the Wii U and New Nintendo 3DS virtual console.

It’s time to let PS4 users check out two of the best platformers of all time and with the success of the animated Netflix series and the inclusion of Castlevania characters in Super Smash Bros., now would be the best time for newcomers to jump in.

Would you guys be excited for some type of collection to come to the PS4 here in the west that includes both of these games? Let us know in the comment section below!
Title: Re: Kaikki IGAn haastikset yms.
Post by: Elmina on September 27, 2018, 04:04

Ny on varmistettu ilmeisesti.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Andy on September 29, 2018, 08:08
Harmi kun tulee vain digitaalisena, mutta onhan se toisaalta nykypäivän ja  tulevaisuuden mukaista. Tuskin tähän kokoelmaan kovin paljon paukkuja on rahallisesti laitettukaan, joten ei sinällään.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Q on September 29, 2018, 12:12
Lyhyt trailerikin on julkaistu tästä Castlevania Requiemista: (

Ei nyt kovin ihmeelliseltä vaikuta, kun 10 vuotta sitten julkaistiin PSP:lle sama paketti varustettuna myös Rondon grafiikkapäivityksellä ja lisätasoilla. Tosin siinä alkuperäiset Rondo ja SotN oli kryptisesti piilotettu, eikä niitä voinut pelata heti kättelyssä.

Ehkä tämän voi ottaa positiivisena merkkinä siitä, että Konami on jotenkin hereillä sarjan suhteen.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Ananaz on September 30, 2018, 17:05
Nintendo: Hei, mitä jos laitettaisiin Simon Belmont uuteen Smash Brossiin? Legendaarinen hahmo ja kaikkea...
Konami: No hei, totta kai, mahtava idea! Voisitteko samalla laittaa mukaan Richterin ja Alucardin? Ollaan nääs tässä juuri aikeissa uudelleenjulkaista Rondo ja Symph-
Nintendo: Hienoa, totta kai!!
Konami: ....siis yksinoikeudella PS4:lle!
Nintendo: ..öh, okei...

Vähän huvittavaa ja surullista, että näinkin yksoikoiseen porttaukseen ilmeisesti tarvittiin jotain aivan ennennäkemätöntä yhteistyötä Sonyn taholta. :P
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on October 01, 2018, 04:04
Pleikkarin trofeiden kerääjänä olen keskinkertaisen kiinnostunut. On syy pelata SotN ja Rondo taas läpi. Mutta ymmärrän aivan täysin, ettei tämä innosta juurikaan. Eikä pidäkään innostaa. Taitaa olla jo neljäs SotN:in uudelleenjulkaisu.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Ananaz on October 07, 2018, 12:12
Hyvähän se vain, että klassikkopeli(t) pysyy saatavilla mahdollisimman monilla alustoilla. Itsehän olen lähinnä vain suolainen siitä, ettei SOTNia nähtävästi vieläkään saada Steamiin vaikka sitä jo vuosia sitten odotettiin saapuvaksi sinne. (  ;)

Hassua vain, että kyseessä on siis mitä ilmeisimmin Sonyn kanssa yhteistyössä työstetty emuloitu "porttaus" Dracula X Chroniclesista (tarkoittaen, että SOTNin enkkudubbi ja käännös on se uudempi ja imo. kuivakampi versio) josta on kuitenkin jätetty sen kokoelman varsinainen päätuote pois kokonaan.  :wtf: Harmillisesti tapa jolla tämä uudelleenjulkaisu on hoidettu, ei oikein vala toivoa siitä, että Konami olisi aikeissa tuoda muitakin sarjan pelejä saataville nykylaitteille.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Lumienkeli on October 13, 2018, 00:12
Olis nyt edes samalla rahalla vaan kääntänyt suoraan koko Dracula X Chroniclesin. Jää hankkimatta koska mokoma jo PSP:lle löytyy.
Title: Re: Kaikki IGAn haastikset yms.
Post by: Andy on November 04, 2018, 19:07
Tuli pelattua läpi tuo Castlevania Requiem, ja kyllä se tosiaankin on Dracula X Chronicles ilman Dracula X Chroniclesia. Pystituki tosin löytyi, muttei niistäkään loppujen lopuksi kovin paljoa iloa ollut. Omituisia emulointiratkaisuja löytyi myös, kuten se, että tietyt ääniefektit tulevat lähtökohtaisesti ohjaimen kaiuttimesta pihalle, sen saa pois päältä vain sulkemalla sen kokonaan. Onneksi moinen vaihtoehto kuitenkin löytyy.
Title: Re: Kaikki IGAn haastikset yms.
Post by: A-Yty on June 23, 2019, 23:11
Miehestä Castlevanian takana. Ei voine sanoa, että hän sai työstään ansaitsemaansa tunnustusta:

Behold The Tragic Tale Of The Man Behind Castlevania

"Konami placed profits above all else"

by Damien McFerran Fri 10th May 2019


The Castlevania series is one of gaming's most famous franchises and has spawned a long line of video games as well as TV shows, albums and loads of associated merchandise. However, fresh insight into the development of the original NES / Famicom trilogy – unearthed by – reveals that the commercial fortune of the series resulted in one of its key figures parting company with Konami under something of a cloud.

Twitter user Sonna Yuumi worked at Konami in the '90s and was mentored by Hitoshi Akamatsu, the director (and some would say key creative force) of the original Castlevania / Akumajō Dracula. Between 2015 and 2019, Sonna Yuumi posted a series of tweets concerning the creation of the NES trilogy, and these have been translated and compiled to create an interesting perspective on the genesis of these beloved games.

The full feature is well worth reading, but we'll post some highlights nonetheless. For example, Akamatsu said that the whip was the primary weapon in the series because he was a fan of the Indiana Jones movie Raiders of the Lost Ark, and he defended the rather harsh difficulty by comparing the game to Super Mario Bros., where the player would die after just a single hit.

It's also clear that Akamatsu's grasp of game design was quite advanced for the era:

    Akamatsu’s sense of game design was very deep. In Castlevania, the knife appears first so the player can get used to the subweapons. He made the stopwatch so you could get used to enemy attacks. Then the strongest items are the Cross and the Holy Water. And that was how he determined the order in which the items would appear to the player.

    I once asked him about the fight with Death, and how insanely hard it was. He told me, “The game design idea there was to get players to understand how to use the cross and axe subweapons. If you can defeat with only the whip, that means you’re really good.” I can’t defeat him with the whip alone. But if you read the movements of the sickles, I understand it is possible (albeit very difficult) to beat him with just the whip. Apparently the test players were able to do it.

    I think he wanted anyone to clear be able to clear his games, because he told me his standard for difficulty was that he should be able to clear it himself.

Interestingly, it is also noted that during the development of Castlevania III: Dracula's Curse – considered by many to be the best NES Castlevania, if not the best game in the series full stop – Konami was very much focused on the money-spinning Teenage Mutant Ninja Turtles franchise:

Akumajo Densetsu represents the zenith of quality in both music and gameplay for the Famicom. I asked Akamatsu about why it was so good, and he said it was all done in an attempt to outdo the Ninja Turtles games. During the Famicom era at Konami, the overseas sales for Turtles was Konami’s highest seller, and because of that, the Turtles development team was prioritized above everything else. The Castlevania team (and others like it which didn’t make a lot of money) had to survive on the scraps. There was a possibility for further Castlevania sequels on the Famicom, but it got pushed out by the popularity of Ninja Turtles.

Castlevania has always been synonymous with amazing music, and it would appear this tradition began with Akamatsu:

When I told Akamatsu how great I thought the music for Castlevania was, his reply was: “That’s because both the visuals and the music were made by people who consciously wanted to do something cinematic.” And for his part, he tried to add interesting gameplay.

Amazingly, despite the quality of the Castlevania games, Akamatsu was not exactly rewarded for his efforts. The sequels apparently sold poorly (we assume Sonna Yuumi is talking about Japanese sales in this case, although global sales could be included here), and he was demoted to working in one of Konami's game centres. Unsurprisingly, Akamatsu quit, citing his dissatisfaction with the way Konami treated its creative talent:

    According to Akamatsu, Konami placed profits above all else, and developers who weren’t creating games that made lots of money were all eventually axed one-by-one. A number of them went on to do great work at Square Enix.

    I asked Akamatsu what he thought about Chi no Rondo when it came out. He said, “I haven’t played it.” (laughs) At the time he was more interested in how one would go about making a game like Final Fantasy VII, rather than Castlevania, which was in the past. (laughs)

Sadly, following his departure from Konami, Akamatsu appears to have vanished from the games industry.