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I think this gets at why I felt the way I did, but I also don't personally have any bias for or against Inti Creates simply because they aren't a developer I attach meaning to in a general sense (I even kind of forgot they were the developers of Curse). But now that there's been discussion about specifics, I think for me the boss behaviors are a big part of the difference of being "like a Classicvania" or not.It feels like rhetoric that's supported by a type of confirmation bias in knowing that Inti Creates as a Mega Man veteran developer made these games, so their creative choices get interpreted through that lens even if there's precedent and overlap in the nominal source material.
I hope.Are you the good kind of tired?
By your logic Ninja Gaiden is a Vania
It is in fact, a FastlevaniaI find it to be a very lazy criticism, but that is definitely a criticism that people levy at Ninja Gaiden. (I've seen it literally in the past year-and-a-half. "Ninja Gaiden is just Castlevania with a ninja!")
(I've seen it literally in the past year-and-a-half. "Ninja Gaiden is just Castlevania with a ninja!")
They do have a number of similarities (I mean, you cut down candle stand-ins to get power-ups and the energy to use them) but there's definitely a different flow to things. Ryu is faster and more mobile but with a smaller attack hitbox and enemy placement is a lot meaner.I think people that make that comparison just looked at the status bars and didn't think of it any further than that.
Man, I wish. I made another attempt to enjoy Ninja Gaiden recently, and it doesn't feel a thing like Castlevania (nor does Curse of the Moon feel a thing like Ninja Gaiden).
And didn't Ninja Gaiden 3 add an item that powers up your main weapon?They have very clearly inspired similarities - same methods of stage progression, obviously the same hud. "Whip candles to get hearts and subweapons" is identical. And that seems common enough but back then it really wasn't.
They both have fixed height jumps, requiring very deliberate decisions about your mobility.
Castlevania's RPG-lite ambitions were pretty clear early on, with breakable wall secrets and the treasures that rise out of the ground. But Simon was also very slow especially on stairs, requiring you to deal with enemies that feel more capable than you. There were also multi-hit enemies which would stop you in place while other threats closed the distance.
Gaiden's sights were on fast action cinematic adventure, with its famous plot scenes and faster gameplay. The sword has no delay, instead of stairs Ryu kicks himself upward, subweapons are stronger but cost more to use (everything but the Watch costs 1 MP in Vania, while most of Gaiden's weapons hover around 5), and Ryu's foes are made of paper, most requiring a single hit so you don't have to stop moving.
But the gameplay (maneuver my very specifically designed man across this room while avoiding these many fast threats) and options available (forward attack, subweapons) are the same at their core. And again, back then unique enough that they are clearly "the same".
I mean, that's totally valid, though. I never linked the two for years and years. Just some small changes make them feel wholly unlike each other, despite those shared mechanics.I guess it's inarguable, but playing them both, they never FELT the same to me, therefore I never considered them as "the same type of game" outside of them both being platformers.
Yes, I'm the Director for all the Stretch Goals, and Classic Mode is my baby.Neat! Were you involved in the design for this mode at all?