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When you put it that way, I'm hoping they're waiting for the day to announce it.I’m sad that it’s almost Halloween and not even a peep of a new game or collection.
On some level, I can kind of appreciate not wanting the origins of the series you've taken stewardship of to be established by the B- or C-team on an aged handheld that was only beginning to get its second wind.It sucks that IGA basically said it doesn't count because "ew, girls," but also, making the world smaller by having all the subsequent Belmonts all be related to Dracula sucks, too, so I guess I'm fine with it? Also, this series has had like four "first" entries that cannot line up with each other, so whatever, I guess.
Oooo thanks for the impressions. Was intrigued about this.Making the strongest recommendation possible for Carpathian Night Starring Bela Lugosi, the officially licensed video game utilizing the man's likeness. It is among the very best Castlevania clones I've played, a total treat from any angle and consideration. I absolutely value its sensibility since so many throwback projects even within this specific subset are obsessed of a jokey-joke, referential, "self-aware" tonality, as seen in games like Infernax or the still-upcoming The Transylvania Adventure of Simon Quest, and if I detect such, I usually steer well away. This is played straight and to type, a committed pastiche and homage without being tired and bereft of its own voice...
Ah, cool! Thanks!Wait, so what does the Konami Code do?
i did a dorin playthrough, on wicked (hard) mode
dorin himself is identical to irina in the basic movement mechanics; it's not a bloodlines-esque division. they traverse the stages in the same ways, but their sub-weapons are somewhat different, even if those too are roughly the same function per input
but wicked mode is like a total overhaul of the game. there's no making enemies more durable, or you more frail; bosses may hit a little harder given how down to the wire a few of them got for me, but that's really all in the numerical tuning of it. it changes all enemy placement across the game, with late-game enemies showing up from the start, in greater/trickier numbers and combos, and it even has some totally new enemies introduced into the mix. layouts get changed too, with way more difficult platforming, more traps, and most of the hidden gems/scrolls having their placement altered too. sometimes there's a totally new offshoot room to house them in that wasn't there before. boss arenas are changed sometimes too. in places it's extremely demanding so it's fully tuned for the game's always-on instant respawn very close to where you die, which really only becomes a necessity in this difficulty. i really loved how different it was to parse--you absolutely have to learn how to use sub-weapons to manage large enemy crowds