Posts Tagged ‘Castlevania’

Interesting Stuff for The Week of June 27

Friday, July 2nd, 2010

I thought I’d try something different and compile a post of news and interesting stuff I come across every week. I’ve never tried to post about news here unless it was something worth commenting on because there’s no way I’d be able to keep up with the many gaming sites out there and I wanted each post I wrote to have a worthwhile amount of content worth reading. Since I’m always reading about news and finding other interesting things whether its videos, interviews, or news, I thought I’d try and compile a single post with interesting stuff I’ve come across to get some practice combing for news.

Here’s interesting stuff for this week:

I always knew about using holy water against Dracula’s final form in Castlevania, but didn’t know how useful the holy water was in the rest of the game until I saw this video. Next someone will come up with a use for the throwing knives. Castlevania holy water video (via Otaku USA)

A Halo fan goes all out with this Realistic Halo Elite Costume. (via neoGAF)

Smash Bros. and Kirby creator Masahiro Sakurai is interviewed about Kid Icarus and talks about how he considered Star Fox for the game he was designing, bringing Kid Icarus back with Smash Bros., and how Japanese game development isn’t suited toward the Western style of big hollywood budgets. (via 1up.com)

Siliconera’s interview with NIS America’s president reveals that Sakura Wars V didn’t do so well and Sony blocked the Sakura Wars 1+2 collection on PSP because they viewed it as a graphic novel and not a game. (via neoGAF)

IGN interview Shigeru Miyamoto with reader questions where he explains how they try to develop games by designing gameplay that brings to the players closer to the developers, and that any ideas that didn’t make it into Super Mario World have found their way into later games in the series and hints at a Mario game for 3DS. (via Ripten, via GoNintendo)

Final Fantasy 14 Online is coming out Sept 30th for PC and delayed until March 2011 for PS3. A limited version for $25 more has a nice cover by Yoshitaka Amano, an art book, a making of DVD and a few other things.

Mega 64 TruthPhones: E3 video. What the presenters on stage were really thinking during the E3 conferences.

Gundam in Shizuokua – It’s a Gundam! The size of the Gundam to the people moving around it shows just how enormous it is. It reminds me of the episode when the White Base crew had to remove explosives that were planted on the mobile suit.

PAX 2010 music acts announced.

Master Hand is playable in Super Smash Bros. Melee by tricking the game into letting you bypass the character select screen without choosing a character. Gotta try this later myself. (via neoGAF)

Rogert Ebert concedes games can be art, admitting that he hasn’t played any video games and would not give an opinion on a movie he hasn’t seen. He goes on to supply his definition of art and how it should be something that allows him to learn about other people’s experiences and move him. Similar to how Miyamoto mentions connecting with players through gameplay, that’s kinda why I like video games in the first place.

At a recent stockholders meeting at Nintendo, Shigeru Miyamoto mentioned “We need new game characters”. Someone suggested that Nintendo could develop for other platforms like iPad to which Iwata said no, that their games and systems are the same thing.

Mega Man 10 concept art was posted on The Mega Man Network from the Japanese magazine Gameside. Even though the game is 2D, the concept artwork shows a real world to inspire the level design, and there was similar artwork for the older games in the Mega Man Complete Works book. (via Tiny Cartridge)

Fan’s View: Inside the World of Fanart at 1up.com covers several aspects of fanart for games such as legality and why people make it.

One of the weirdest and funniest things I’ve seen lately is Starfox the animated series, with a completed animated clip with Star Wolf singing to Star Fox “can’t let you do that!”. (via GoNintendo)

Dracula X: Rondo of Blood Review (Wii Virtual Console)

Wednesday, April 28th, 2010

After being interested in the Castlevania series from reading about Castlevania 3 in the NES Game Atlas but never getting a chance to play it, I was first introduced to the series with Dracula X on the SNES. Castlevania: Dracula X was an awesome game about whipping monsters through burning towns, underground caves, and castle bridges with great, powerful music playing in the background. But like everyone else, I’d later find out that this wasn’t the real Dracula X, but a different game based on the original for PC Engine (Japan’s TurboGrafx-16) that never came out in the U.S. Commanding a high eBay price tag of about $100 for the game alone, it wasn’t a game that was easily obtained.

So when The Dracula X Chronicles collection was revealed containing both a 3-D remake and the unreleased PC Engine version, I had to get a PSP just for it. The day I got a PSP and The Dracula X Chronicles I played through the remake until I unlocked the original Dracula X: Rondo of Blood, which I then continued to play through that night until I beat it. I usually only did this with GBA Metroid games. It was that good.

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Rondo of Blood is Like LINK

Monday, April 26th, 2010

As I played through Dracula X: Rondo of Blood on Virtual Console, it reminded me of Zelda II: The Adventure of Link. They’re both sidescrolling platformers where the heroes fight monsters with a weapon with limited range. Of course, the original NES Castlevanias, including Castlevania 2, were similar to Zelda 2 in this way, but the 16bit Dracula X for PC-Engine from 1993 is a bit closer to Zelda 2 for the NES.

For one, in Dracula X Richter Belmont was easier to control, ditching the stiff movement of the previous Belmonts, making him feel more agile with the ability to change the direction of his jump, not unlike Link. Dracula X has blue Axe Armors that can attack by throwing their axes high or low, like an Iron Knuckle in Zelda 2, which then come back like the boomerangs of Goriyas (Link and Richter also attack standing up or crouching).

The brick tiled backgrounds in Dracula X with their dark color palette remind me a lot of the palaces from Zelda 2, which each featured different colors like red, purple, and gold, but a with dark tone like the rest of the game world. Stage 5′ of Dracula X, the mishmosh of stage layouts into one crazy stage, gave me a similar unsettling feeling like I got from the Great Palace in Zelda 2, where it’s so huge with multiple paths that you don’t know what you’ll find on the next screen.

As annoying as they were in previous Castlevanias, the floating medusa heads in Dracula X aren’t nearly as tough as the floating statue heads in the palaces of Zelda 2.

I imagine if Nintendo had made a 16bit version Zelda 2 for the SNES, it would have looked similar to Dracula X: Rondo of Blood.