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#31
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#32
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Amazing! I am so down for this. This is a hugely overlooked hugely important part of these games. Thank you so much.
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#33
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yeah diplo I've been following your writing about architecture and games for a couple years now. great stuff. I never loved harmony of dissonance more than after reading your rundown of it
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#36
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#37
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#38
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#39
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#40
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#41
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Can't argue with that. I love CVIII, but it's in spite of the points outlined.
Quote:
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#42
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Quote:
But when you compare it against Castlevania, I have to ask about my personal sticking point: why are there like four White Dragons in a row right before Frank and Igor? They weren't really the reason I've never cleared that stage, but they sure didn't help. |
#43
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There are three. The first one, in the courtyard just before entering the castle interior again, never has to be fought or even acknowledged--walking directly at it without stopping always has Simon slip on past just below it into the doorway.
For the other two, they're an useful source of hearts to power the nearby dagger against the Monster and Igor, should one perish against them and try again from the checkpoint. |
#44
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It definitely does do a lot to illuminate why 4 was maybe a bit less ambitious in scope relative to its platform, but gave us such a capable Simon in comparison, because it did do a lot to freshen up the level design.
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#46
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