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Post by TheGunheart on Jun 2, 2011 1:18:33 GMT -5
Omikron: The Nomad Soul.
An interesting, if flawed mix of an open "sandbox" city game and an adventure, with action scenes handled with first-person shooter segments and a rudimentary fighting engine. Even today, it feels quite unique in terms of gameplay, and the sci-fi distopia as a setting for a setting is a welcome change from the typical contemporary cities common to the genre. The shooting and fighting were nothing to write home about, but I'd take them over QTEs any day.
Sadly, only two games out there remind me even remotely of this, one of which is Steambot Chronicles, which I realize only has a resemblance if you squint real hard, but was technically more an adventure game. The other is, believe it or not, L.A. Noire, which is technically an adventure game in a sandbox city with shooting and fighting segments, as well as chase scenes. I kind of wish Quantic Dream would take some cues from it instead of their barely interactive movies.
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Post by robertagilmour on Jun 3, 2011 16:25:05 GMT -5
What did Harmony Of Dissonance have that the later games didnt?
The thing I like about it is just how much they tried to stuff in it, it wasnt completely successful but you could tell Iga and his crew were just bursting to have another go at the series.
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Post by kitten on Jun 3, 2011 16:37:28 GMT -5
What did Harmony Of Dissonance have that the later games didnt? Backward and forward dashing (the backdash in future games was a completely useless "dodge" button rather than an actual method of transportation) and the whip as your only weapon. They made the game play uniquely when compared to any of the other "Metroidvania" games and I really wish that both of those mechanics had returned in future games.
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Post by robertagilmour on Jun 3, 2011 17:25:03 GMT -5
Oh yeah! The dashing was great.
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Post by Deleted on Jun 3, 2011 17:30:29 GMT -5
What did Harmony Of Dissonance have that the later games didnt? The thing I like about it is just how much they tried to stuff in it, it wasnt completely successful but you could tell Iga and his crew were just bursting to have another go at the series. It's interesting that you would say that. To me, when a sequel is released in less than a year, it sounds less like "we had so many ideas last time around, we just HAD to make another game", and more like "cheap and dirty sequel made for easy money".
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Post by megatronbison on Jun 3, 2011 20:25:38 GMT -5
While the speedy dashing was okay it had the worst music of the entire Castlevania series. Not only that but you were pretty much just dashing around straight corridors...IMO this was the worst of the Metroidvanias but to each their own.
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Post by susanismyalias on Jun 3, 2011 20:27:50 GMT -5
, and more like "cheap and dirty sequel made for easy money". Welcome to modern Castlevania!
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Post by robertagilmour on Jun 3, 2011 20:28:14 GMT -5
I dont know, maybe. But what I meant is that with the two versions of the Castle and all the different setting and visual effects they had in HoD, it was as if they were really excited to be back on the series and came up with too much stuff for one game to elegantly contain.
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Post by muteKi on Jun 3, 2011 20:33:54 GMT -5
worst music of the entire Castlevania series. I like it the most of them all; aside from using the CV3 sound canvas, it feels like what Castlevania IV's soundtrack wanted to be.
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Post by robertagilmour on Jun 3, 2011 20:34:59 GMT -5
it had the worst music of the entire Castlevania series. I wasnt a fan of the music in general, but this is one of my all-time favorite Castlevania tunes... ...surely someone else loves this? I used to stay in that area just to hear this music.
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Post by Warchief Onyx on Jun 3, 2011 20:42:38 GMT -5
While the speedy dashing was okay it had the worst music of the entire Castlevania series. Not only that but you were pretty much just dashing around straight corridors...IMO this was the worst of the Metroidvanias but to each their own. Same here (though I can't decide if I liked CotM or this less). It felt like it was trying way too hard to ape a lot of what Symphony of the Night did except in a more half-assed way. The whole two castles thing was such an artificial way to extend gameplay, especially when the castles weren't all that different and the castle layout itself was really boring. At least SotN's inverted castle played a lot differently from the regular one. I liked a couple of the songs ("Successor of Fate" and "Offense and Defense;" the Clock Tower music was OK too), but a lot of it was just not very good. And not just because of the quality (or lack thereof) of the synth. I thought it was weak from a compositional standpoint, too. I did like forward dashing, but that was really the only thing I loved about HoD.
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Post by kitten on Jun 3, 2011 20:51:56 GMT -5
Without the dashing and whip, I would definitely consider HoD to be one of the most mediocre Castlevania games, but because it had both of them, I enjoyed it a lot. I think appreciation of HoD all comes down to how much you like those two mechanics.
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Post by megatronbison on Jun 3, 2011 20:59:52 GMT -5
I would love to hear HoD's soundtrack done in a less painful manner. I'm sure there are good songs in there but it's underneath someone jamming on their stylophone.
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Post by muteKi on Jun 3, 2011 21:07:49 GMT -5
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Post by robertagilmour on Jun 3, 2011 21:28:16 GMT -5
That sounded good.
It's weird, we always get back to weighing the GBA and DS Castlevanias and it is usually negative but I coulda swore there was a weird time when the people who normally badmouth them were praising them. I didnt dream that one.
I thought Circle of the Moon was really special, visually quite a bit like classic Castlevania and probably the hardest of the metroidvania games to get everything and do the whole map.
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