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Ghosts 'n' Goblins Resurrection: Killing Demons in Your Underwear 2021

Peklo

Oh! Create!
(they/them, she/her)
They are totally going for an illuminated manuscript aesthetic with the visuals, animation and anatomy and I'm here for it.
 

WildcatJF

Let's Pock (Art @szk_tencho)
(he / his / him)
ghosts-n-goblins-res.jpg


THIS ART

THE AESTHETICS

SO HYPE
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
GrLWANL.jpg


t8VXTcr.png

I wasn't sure I liked the art style when it flew by during the Game Awards stream, but now I see what they're going for and think it's very good.

It is interesting that Arthur now has more hit points, as signified by only losing certain parts of his armor on taking a hit. But in one clip, he loses his leg and body armor; while in the next clip, he has armor on his legs but not his body, arms, or head. So I wonder how the rules work. Maybe you have to recover the armor parts individually, leading to different combinations.

Magic seems to be equipped independently of your weapon, and Arthur can use it even without the gold armor. Magic can also be leveled up, going by one icon (the blue flame) having a "I" or "II" next to it at different points in the trailer. The final shot shows multiple magic types equipped at once, but all the icons except the one being used disappear when it is used. Maybe you can store different spells but have to commit to just one when you cast? I wonder if they're implementing such mechanics to balance the high difficulty with a certain degree of friendliness.

As mentioned, magic is now disconnected from the gold armor, but the gold armor still exists. What little they've shown of it seems to indicate it powers up your standard weapon, just like the bronze armor in Super Ghouls 'n Ghosts. I wonder if it'll have any other features.

Arthur can be seen attacking straight up and down like in Ghouls 'n Ghosts, and there's no sign of the double-jump from Super. The last game, Ultimate Ghosts 'n Goblins, provided Arthur with both abilities, so it'll be interesting if they've truly committed to one over the other here. The projectile-blocking, fast-magic-charging shields from Super are also missing so far.

While I expect there will be more, the only weapons shown here are the standard lance and the fan-favorite dagger, as well as a new addition: a big hammer that casts a slow-moving wave but mostly seems to cover a 180-degree arc directly in front of Arthur.

If anyone's wondering, the Japanese title is 帰ってきた 魔界村 (Kaettekita Makaimura; "Makaimura Returns"). Perhaps there were no more elegantly escalating prefixes suitable for use following Daimakaimura, Chōmakaimura, and Gokumakaimura.

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By the way, Super Ghouls 'n Ghosts was released in 1991, and Ultimate Ghosts 'n Goblins was released in 2006. I wonder if anyone at Capcom felt spurred to make this game because 2021 will make the same fifteen-year interval since the previous one.
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
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.
 

Octopus Prime

Mysterious Contraption
(He/Him)
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.
The trailer alone had a lot of that weird “tossed sack of potatoes” momentum Arthur has, so I’m not super confident on this front
 

Becksworth

Aging Hipster Dragon Dad
I’m not sure I want to torture myself playing a Ghost ‘n’ Goblins game in the year 2021, but I do dig the Terry Gilliam-esque art style.
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
The trailer alone had a lot of that weird “tossed sack of potatoes” momentum Arthur has, so I’m not super confident on this front
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 bit
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
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There's an official site, only in Japanese (I didn't seen an English one, at least), with lots of information!


Four Difficulty Settings

"Legendary Knight: A play experience with the series' legendarily painful difficulty awaits you.

"Lonely Knight: We recommend Makaimura veterans try this difficulty first.

"Young Knight: A difficulty recommended for Makaimura beginners to hone their skills.

"Apprentice Knight: An easy-going primer for those who lack confidence in their gaming abilities.

※ On 'Apprentice Knight' difficulty only, you won't be able to experience everything the game has to offer."


Branching Paths

There are branching paths! It sounds like each branch won't lead to a further splitting path; rather, you'll have a choice of stages at each leg of the journey, and you'll just have to complete one to move on to the next tier. This sounds similar to an unused design that had been intended for Ghouls 'n Ghosts back in 1988! The idea was that you'd choose your stages throughout the first loop, and then the second loop would consist of all the stages you skipped the first time around. There's no telling if that's how things will work this time, but it seems possible that this averted plan could finally see fruition.


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Weapons

In addition to the weapons shown in the trailer, the website also shows the holy water and a new spiked ball (perhaps based on the chakram from Ghouls 'n Ghosts) that travels along the ground, rolling and bouncing according to physics. 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. The weapons list ends with "COMING SOON," indicating there are yet more to be seen.


Magic

The magic list shows the new Fire Wall magic that creates two damaging fires that stay fixed at a certain distance on either side of Arthur, as well as the Block Rock magic that allows Arthur to transform and roll around as an invincible boulder. Again, the list is left incomplete.




Skills

Skills are innate perks that are permanently applied to Arthur once you unlock them. The first shown is "Pants Power," a comeback mechanic that triples the power of Arthur's next attack once he's reduced to his underwear. The second shown raises the number of weapons Arthur can carry at once, allowing you to hold weapons in reserve and switch between them. It sounds like there'll be an equivalent skill for holding magic, too.


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The Orbee Tree

Finally, Arthur gets a modern persistent progression system in the form of the "Orbee Tree," which unlocks and raises the potency of spells and skills as you find faerie-like wisps called Orbee out in the demon world and successfully return them to the tree.


 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
I guess I can play on easy! That should make it tolerable.
 

Beta Metroid

At peace
(he/him)
That split path system reminds me of the GBA version of Super Ghouls 'n Ghosts (which is quite rich with unique content). Nice!
 

Zef

Find Your Reason
(He/Him)
Knowing I'm likely to die a dozen times in stage 1 alone, knowing there's permanent unlockables makes me reimagine GnG as a roguelite and I'd definitely be up for that.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
I just noticed the key art shows what might be the rest of the weapons: the crossbow, the chakram, and...something else. It almost looks like the cross from Makaimura and the shield from Ghosts 'n Goblins fused into one item.
 

Kzinssie

(she/her)
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.​
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 number of checkpoints shown in the trailer has me a bit worried, but given that there's also multiple hit points I assume that's just a case of where they chose to record. I enjoy a good Meat Boy-like, but pacing GnG like that would be a bad idea IMO.
 

ShakeWell

Slam Master
(he, etc.)
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.
 

Kzinssie

(she/her)
As someone who has fine motor control issues that make like 90% of Good Controlling Platformers borderline unplayable for me, any game with "fire and forget" movement is good in my book. La-Mulana remains probably my favorite platformer in terms of how it feels to move around.
 

ShakeWell

Slam Master
(he, etc.)
I would never have thought that defined jump arcs could address accessibility issues, but that's really interesting. I appreciate you sharing, Kzinssie.
 

Dracula

Plastic Vampire
(He/His)
Yeah I do kinda need that jump arc to be there. I get that it's stressful, but it's a key mechanical feature in GnG and the games' challenges are designed around it.

I like the look of this. The flat illustrative style almost gives me the sense of a Bosch painting in motion. It'll be interesting to compare this against the many, many indie-level GnG-alikes that have come out over the past 10 years.
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
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.


Guys I’ve played a bunch of the games and beaten them. I understand all that. I just am tired of fucking up platforming for stupid reasons.

And you cannot compare it to the original Castlevania — I’d kill for Arthur to be half as mobile as any of the Belmont clan.

Easy mode will probably mollify me well enough, especially since you can shoot up and down.
 
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