Showing posts with label Singleplayer. Show all posts
Showing posts with label Singleplayer. Show all posts

Monday, November 10, 2014

Super Castlevania IV = Overrated

Super Castlevania is a really exceptional game, however, sometimes I feel that it's kind of overrated compared to its predecessors (excluding Simon's Quest, that game was shit). With Castlevania IV, many fans look at things such as the improved air control, as well the ability to swing your whip in any direction, as the game's selling points. However, I disagree entirely and it really takes some of the fun out of the experience.

Castlevania, at it's core, is a game that was all about patience, timing, and planning. You weren't allowed to change direction in mid-air, simply because the game encouraged players to be patient and wait for the right time to jump. Whenever you died during a platforming section, it was often because you messed up on your timing. It wasn't the games fault that you fell into a bottomless pit, it was your fault for jumping too early or too late. While there's definitely some cheapness in the game (player knockback being extremely aggravating to me), the control wasn't necessarily bad. It was restricted for a reason, and that's because the game was all about timing. If you weren't patiently, you were penalized for it. Super Castlevania IV takes this entire aspect out of the game.

Not to mention that the sub-weapons are underpowered as fuck. You can use the whip for just about any situation because of its increased length, and the ability to swing in multiple directions. In the previous Castlevanias, the whip was designed to be less useful, which was for a good reason. This encouraged players to use their sub-weapons for situations that the whip isn't good for. And the funny thing is, in Super Castlevania IV there were certain parts of the game where they expected you to use a specific sub-weapon to clear the area, but the whip was so immensely overpowered that you have no need for the sub-weapons in the first place. All you ever had to do in that entire game was just spam the whip 24/7. Where's the strategy in that?

If they were going to put so much emphasis on the whip, the game should've been better designed around it. They had those grappling sections where you had to use the whip in order to swing from place to place, but aside from that, there were no other obstacles that allowed for cool, unique ways to use the whip. I would've liked to be able to lasso a small enemy with the whip and throw it as a projectile (like Super Mario Bros 2, but a bit more badass). What about being able to ride on ziplines? That would've been cool. How about a spin jump attack that uses the whip, sort of like Zero's double jump from the Mega Man X series? I feel that there were some serious missed opportunities.

Resident Evil and Survival Horror

Resident Evil is an example of an awesome game that essentially gave birth to its own genre, which we know today as Survival Horror. The stiff, clunky controls, the claustrophobic map design, and the individual strength of zombies were three core elements that made this game a classic. You were not a powerhouse by any means, you were a weak, frail human being in the midst of a dreaded zombie apocalypse.

My problem with modern Resident Evil is the sheer fact that it isn't Resident Evil. It's no more about avoiding confrontation and desperately trying to hold on for dear life, now it's just a generic action game with third person shooter mechanics. Now you can easily take on an entire zombie horde at a time, unlike classic Resident Evil where just two average zombie could prove to be a significant threat. Modern Resident Evil needs to buff the zombies, make the environments tighter and more claustrophobic, bring back the slower pace, and make ammunition less common, all so the series can be brought back to its roots as a survival horror game. 

One thing that has to go is zombies using guns. This isn't Gears of War. I don't mind Tyrants using heavy weaponry, but don't ever give a fully automatic assault rifle to the average zombie. It works for the Flood in Halo, but not for zombies in Resident Evil.

Friday, November 7, 2014

DOOM Doesn't Need an AR

I occasionally hear some people claim that apparently Vanilla DOOM "sucks" as it lacks a conventional assault rifle or other long-range weapon. A Combat Rifle is currently featured in Brutal DOOM as one of the two main weapons, used frequently alongside the Shotgun. It's very accurate and has a good rate of fire, making it pretty good for mid to long range combat, but personally I find it very unnecessary.

DOOM was always geared toward close quarters, which is particularly due to the main weapon, the Shotgun, being more powerful the closer you are to your target. It was all about getting into your enemy's face, blasting off a quick shot, and frantically dashing back into cover until the reload was finished. Now that whole element of gameplay is much less prevalent, at least is single player (due to slow enemies), because now you can simply keep sniping foes from a distance without ever needing to get up close and personal. At least it isn't as useful in multiplayer, because all your enemies are just as fast as you are.

I wouldn't mind the Combat Rifle as much if it wasn't as common as the Shotgun. If anything, the pistol should be brought back as the starting weapon, and you should acquire the Combat Rifle later down the road with a more limited ammo supply.