Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:
Once you have completed these steps, Moderation Staff will be able to get your account approved.
The trailer alone had a lot of that weird “tossed sack of potatoes” momentum Arthur has, so I’m not super confident on this frontPlease get rid of the antiquated controls though. Or at least have an option. I really like GnG but it was never for fighting the controls more than the monsters.
Just being able to throw up and down is pretty big. I just want an option to treat it like a “normal” Platformer at least a little bitThe trailer alone had a lot of that weird “tossed sack of potatoes” momentum Arthur has, so I’m not super confident on this front
Yep, all that just upped my interest beyond the aesthetic. Sounds like this is going to be a thing I play now!I guess I can play on easy! That should make it tolerable.
how much you want to bet this is specifically to make the Ohme from Ghouls 'n Ghosts (shown in the trailer) beatable (it cannot be beaten in the original if you have the sword because you have to shoot projectiles downward)The hammer's description also clarifies that it emits a shockwave only when aimed up or down; otherwise, it's a close-range weapon like the sword in Ghouls 'n Ghosts.
Please get rid of the antiquated controls though. Or at least have an option. I really like GnG but it was never for fighting the controls more than the monsters.
I hope the lower difficulties do this for folks like you, Gaer, but for me, much like with old-school Castlevania, part of the experience and the learning/difficulty curve is Arthur's defined jump arc. It's stiff. It's unforgiving. But it feels of a piece with the rest of the design. The stages don't give you anything Arthur's jump can't deal with, and while I'm team Ghouls over team Super, the double-jump in Super really gives you just enough control over your jump distance while making you figure out how to best use it that I just absolutely love it.
As Beta Metroid mentioned, branching paths were in the GBA port of Super Ghouls 'n' Ghosts, and remains a compelling reason to play that version specifically. The branches in that all take you to remixed versions of stages from other games in the series.
Wouldn't be G 'n G without that jump arc imo.