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Post by Sarge on Aug 19, 2019 19:39:58 GMT -5
I can certainly understand why. I know Ex is a big fan of OoE as well. Still, I beat it again a few years back (probably my third run), and had a blast... but it still didn't dethrone SotN. Maybe nothing will. Nostalgia may factor in a lot at this point; SotN was the first non-linear game in the series I played, and I was completely, utterly floored by it when I played back around 2000.
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Post by Deleted on Aug 19, 2019 19:56:24 GMT -5
SotN is the only Igavania I've beaten thus far. I loved it up until the inverted castle segment, which you actually don't have to play through if you get the 'Bad Ending'.
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Post by Ex on Aug 19, 2019 20:30:03 GMT -5
I know Ex is a big fan of OoE as well. Order of Ecclesia is my favorite of the "metroidvania" Castlevania titles. I also greatly enjoyed Circle of the Moon, but I recognize it's not for everyone. If I were to be so bold as to rate the entire Castlevania "metroidvania" series from my most favorite to least favorite: Order of Ecclesia Symphony of the Night Bloodstained: Ritual of the Night (this is really OoE2 if we're being honest) Circle of the Moon Dawn of Sorrow Aria of Sorrow Harmony of Dissonance Portrait of Ruin
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Post by toei on Aug 19, 2019 20:31:44 GMT -5
I'd be curious if the platformers you allude to that feature the double-tap sprint reset your movement speed the second you change direction. In a game where every boss essential provides difficulty through the Castlevania equivalent of a bullet hell of projectiles, the inability to maintain speed while quickly changing direction became incredibly annoying. Also, most platformers aren't 9 hours, so the double-tap has never been a nuisance in them for me I'm talking about 8 and 18-bit games in general, not just platformers. Action RPGs, beat-'em-ups, VS fighters even. You really haven't seen that before outside of some Kirby game? It was very, very common for many years. A few of those games allow you to change directions while running, but those are usually games with pseudo-3D environments. If you're trying to reverse course in a side-scroller, typically you'll have to double tap again. It wouldn't really work otherwise, every time you'd want to take a step back from a run you'd have to stop first or risk throwing yourself down a hole or into an enemy.
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Post by hooplehead on Aug 20, 2019 4:51:57 GMT -5
toeiI’ve played other games that utilize the double-tap that aren’t Kirby, but unlike Circle of the Moon, they don’t feature loads of projectiles for you to narrowly dodge by having to dash back and forth. Those other genres don’t ask that of you, meaning you aren’t double-tapping like a mad man for a five minute boss fight. I only mention platformers or Kirby since those games generally also ask you for precision, meaning being able to dash back and forth fluidly is a must since you’ll be doing it so often. When I think of the other genres you mentioned, dashing is more of a contextual thing rather than the mode of movement you’ll be relying on, if that makes sense. The double-tap isn’t bad, but it doesn’t work for the fine, sometimes twitchy movement this game asks of you.
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Post by Sarge on Aug 20, 2019 14:56:37 GMT -5
I tell you, where I wish there was a double-tap movement mechanic was Super Smash Bros.. The quick stick-tilt always screwed me up. I'm mostly used to it now, although I have a hard time still making finer movements.
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Post by Ex on Aug 20, 2019 16:05:24 GMT -5
While I'm sure they exist, I'm struggling to remember any retro platformers that use a double tap to run.* I mean 2D side-scrolling platformers in the "Super Mario Bros." style. I can remember plenty of retro beat 'em ups that used that mechanic though.
*That aren't Kirby.
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Post by Xeogred on Aug 20, 2019 17:26:38 GMT -5
Shinobi III, but it's not exactly Mario Bros. People struggle a lot with the double jump in that one too, but I grew up on it so it's just in my DNA at this point. James and Mike Matei played it recently for their "Monday Play's" series that I randomly caught, Mike was claiming in the falling rocks stage it was "impossible" to finish without the jump magic buff, lmao. I always beat that stage with normal double jumping, but it's definitely tough to do.
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Post by Ex on Aug 20, 2019 17:29:34 GMT -5
Mike was claiming in the falling rocks stage it was "impossible" to finish without the jump magic buff, lmao. I'm not surprised.
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Post by Sarge on Aug 21, 2019 17:11:42 GMT -5
Shoot, that's one of the harder bits. Maybe I should actually utilize some of that ninja magic next time...
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