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

ShakeWell

Slam Master
(he, etc.)
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.

Hard disagree on Castlevania. Arthur feels to me, especially Super GnG Arthur, way more mobile than NES Belmonts (but not Grant).
 

LBD_Nytetrayn

..and his little cat, too
(He/him)
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.
Okay, this sounds way better than just playing the same levels twice in a row.
Still hoping for Maximo 3, but this looks very cool!
Forgot to respond to this before, but yes, please.
Maximo remaster when?
And this. Army of Zin especially.

Ideally on everything. Such a shame the original was PS2 only.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
BmjGCd7.jpg



Love this guy in particular. Also happy for Cerberus that it finally has the proper number of heads.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
Capcom's press release specifies the lowest difficulty will allow the player to respawn on the spot with infinite lives. But again, according to the website, you won't be able to see the entire game in this mode.
 

Peklo

Oh! Create!
(they/them, she/her)
The English site.

The reaction to this game... elsewhere has been frankly embarrassing to witness. Some of the complaints frame Resurrection's use of non-pixel art as some grand betrayal of the series's tenets, and it's really difficult to read that as a sincere estimation of things in context, as while G'nG at large may capture the hearts of its superfans through its aesthetics as well as its play feel, it has not widely been put on a pedestal as an exemplar of the form, until now when it's convenient to slight an unfamiliar expression by contrast (Demon's Crest's aesthetic merits are a separate matter). The last time the series proper even had a chance to shape its worlds through retro purism-friendly means was in dang 1991--thirty years ago (I doubt many picture the WonderSwan game in their mind's eye for their formative idea of the series)! Only circumstances beyond exceptional would facilitate the continuation of the series in that mold today, when artists with those skillsets are no longer available at a whim, and those that are are putting in absurd hours and effort to maintain and elaborate on the visual legacy of their own decades-old material as a sort of last word on the subject, like with Tengo Project's works. A visual redefinition is a necessity for a project like this to even get off the ground.

I also don't know how to navigate the seeming revulsion expressed at the visuals because in my eyes this game is doing what for long years was a dream scenario with games like this in the circles I was entrenched in, in tying aesthetics to theme. Something like Castlevania from the mid-2000s on felt shackled by its own history, constrained by the limitations of budget that left it defined by its own residue more than anything else. The worst of it was seen in games like Portrait of Ruin, because in addition to ill-fitting repurposing of old material and uneven new offerings, the conceptual basis of the game set in brain-motion ideas of wildly differing pocket dimensions expressed in various art disciplines and techniques as the painting-hopping framework might have suggested, if the developers had the means and opportunity to realize such an ambitious vision. Resurrection is taking its series closer to that reality than ever before, through the visual techniques and touchstones that have already been recognized by many, and firmly shaping the game's form to reflect its communicated setting and premise. It's a terrific reimagining of the concept that appears both feasible to execute on and imaginative in ways that mere authentic reproduction could not have achieved.
 

ShakeWell

Slam Master
(he, etc.)
I still love pixel art as an artform and aesthetic, but when I was a kid, I couldn't wait until all videogames looked like... well, Cuphead, basically. Like real cartoons I could play. I love this look for GnG. Honestly, anything that looks better than a 2010 Flash game is generally cool with me.
 

Kzinssie

(she/her)
I definitely had an initial "ick" reaction to the graphics because there have been so many ugly-ass games with paper-doll graphics, but it grew on me pretty quickly. I definitely don't understand the idea that it needs to be specifically pixel art, the aesthetic of the series has been more down to its "halloween" sort of cartoony horror aesthetic to me than anything about the actual medium of the graphics.
 

madhair60

Video games
I'm looking forward to this but I'm a little bit bummed out by how many of the gimmicks seem to be repeated from earlier games.

That said, it's called Resurrection, not Reinvention. And it's hardly the first time, given that most games in this series seem to be refinements or reimaginings of one another.
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
The English site.

The reaction to this game... elsewhere has been frankly embarrassing to witness. Some of the complaints frame Resurrection's use of non-pixel art as some grand betrayal of the series's tenets, and it's really difficult to read that as a sincere estimation of things in context, as while G'nG at large may capture the hearts of its superfans through its aesthetics as well as its play feel, it has not widely been put on a pedestal as an exemplar of the form, until now when it's convenient to slight an unfamiliar expression by contrast (Demon's Crest's aesthetic merits are a separate matter). The last time the series proper even had a chance to shape its worlds through retro purism-friendly means was in dang 1991--thirty years ago (I doubt many picture the WonderSwan game in their mind's eye for their formative idea of the series)! Only circumstances beyond exceptional would facilitate the continuation of the series in that mold today, when artists with those skillsets are no longer available at a whim, and those that are are putting in absurd hours and effort to maintain and elaborate on the visual legacy of their own decades-old material as a sort of last word on the subject, like with Tengo Project's works. A visual redefinition is a necessity for a project like this to even get off the ground.

I also don't know how to navigate the seeming revulsion expressed at the visuals because in my eyes this game is doing what for long years was a dream scenario with games like this in the circles I was entrenched in, in tying aesthetics to theme. Something like Castlevania from the mid-2000s on felt shackled by its own history, constrained by the limitations of budget that left it defined by its own residue more than anything else. The worst of it was seen in games like Portrait of Ruin, because in addition to ill-fitting repurposing of old material and uneven new offerings, the conceptual basis of the game set in brain-motion ideas of wildly differing pocket dimensions expressed in various art disciplines and techniques as the painting-hopping framework might have suggested, if the developers had the means and opportunity to realize such an ambitious vision. Resurrection is taking its series closer to that reality than ever before, through the visual techniques and touchstones that have already been recognized by many, and firmly shaping the game's form to reflect its communicated setting and premise. It's a terrific reimagining of the concept that appears both feasible to execute on and imaginative in ways that mere authentic reproduction could not have achieved.


I agree with you regarding the issues with SotN and Igavanias thereafter.

And I think this new GnG looks fantastic! As you said, it is the realization of the original sprite work; the “jankiness” of how Arthur jumps and moves around in his armour is especially evocative.

That said, I am one of those people who are still bitter about the near-death of 2D animation. Both in games and in film. Especially because CG technology can be used to make 2D animation easier and cheaper to produce (I’m thinking specifically of Tout en haut du monde here).

I’m not posting that to suggest that Resurrection should have done that, but I’m eternally in mourning about hand drawn animation.
 

Ludendorkk

(he/him)
The problem is that Flash conditioned an entire generation to see marionetted animation styles as "cheap", regardless of how much obvious care or passion went into the project. I'm convinced it's basically Pavlonian, given the takes I've seen.

(Also as an aside I've always considered the discourse about sprite reuse in Igavanias overblown, especially now that Bloodstained turned out to be a hideous eyesore and people pine for such "routine" pixel spritework)


This looks great. I hope it does not remain a Switch exclusive.

From the ransomware leak we know it's a timed exclusive, it's coming to essentially everything.
 

Phantoon

I cuss you bad
I love pixel art styles. Love them. But they were the closest approximation the consoles of the day could get to concept art. This is possibly closer to what was intended than the original pixel art.
 

ShakeWell

Slam Master
(he, etc.)
Do we know anything about a physical edition? Or is this going to be another one of those weird Capcom products I have to import because only Japan gets the physical edition (see also: The Capcom Belt-Action Collection).
 

MetManMas

Me and My Bestie
(He, him)
I am happy that this game is a thing and when it comes out I will be there. I like this paper doll look a lot more than the 3D look that Ultimate GnG* had going on.

Now put Sir Arthur in Smash please.

* I know it's not exactly beloved, but I hope the PSP game will get a remaster someday. Preferably with an option to play that remix that's more like the classic games only Japan got.
 

ShakeWell

Slam Master
(he, etc.)
I've been saying this for years! He's wasted on a game as aggressive and combo-heavy as MvC, he needs to be able to flood a whole stage with his bullshit

I'm not saying NOT to put Arthur in Smash, but I am saying that he's super fun in UMvC3.
 

Daikaiju

Rated Ages 6+
(He, Him)
Is it just me, or does the animation remind anyone else of the catoon segments from Monty Python?
 

LBD_Nytetrayn

..and his little cat, too
(He/him)
* I know it's not exactly beloved, but I hope the PSP game will get a remaster someday. Preferably with an option to play that remix that's more like the classic games only Japan got.
Why Capcom decided to let some of their best releases die with the PSP, I'll never know.
 

Klatrymadon

Rei BENSER PLUS
(he/him)
It seems to be new, along with the hammer. These aren't in either version of Goku, which has a broader selection of weapons, shields and armours than the previous games, and they don't seem to be inspired by anything in Ghosts'n Demons either, or any of the other recent examples of GnG-worship. The status-effect spells are brand new, too. Between these additions, the bold new art direction and the return to branching paths, it looks like this game has notions, which is a very heartening sign.

(Ed: I guess hammers already featured pretty extensively in Army of Zin!)
 
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