Thursday, December 30, 2010

Hey look, my chair!

Actually, in a moment of great sadness, my gaming chair broke in half a few days ago. It survived me sitting on it for many years, made it through a move from one house to another, only to be snapped in twain as I recoiled in abject horror from the bull shit Castlevania occasionally comes up with. That's right, I blame Gabriel Belmont for breaking my chair, and I will have revenge! Justice! Something!

Or I will go back to complaining about his strange game. Castlevania finally started looking like Castlevania last night: environments have become suitably gothic and well known enemies like skeletons and knights with giant axes have started to show up. It certainly took a long time to get there, though. If I had to kill one more werewolf I was going to give up and wait for the moon to stop being full so I could massacre them in their puny human forms. Vampires have finally made their debut and they appear to be blissfully ignorant of the current styles of their kind. They forgo shiny-ness and coy looks and perfect hair to looking like the monsters they are and kicking you ass. I hope Dracula, at least, is a classy chap, if he even shows up this game.

My biggest remaining complaint revolves around something that has been haunting fast paced 3D action games since the first Devil May Cry: what do you with the controls when the camera view shifts? Castlevania is constantly choosing how you see the world. It knows what its best sides are and is going to make damn sure you see them. This also leads to rapid shifts in point of view that literally reverse up and down or left and right. At some point the choice was made to keep the controls relative to the previous camera angle until you let off the analog stick, then it snaps back to the new one. I don't like it now and I didn't like it when Capcom did it then. There are two possible solutions: give me control of the camera (which would require putting more thought into the level is designed) or not using drastic jumps in point of view. Neither is really a good answer, but I know it is possible to do. I don't remember this being a problem with Bayonetta or the most recent DmC. Bayonetta's camera always made sure her ass was in full view and DmC just had big open areas to fight in.

I suppose I could chalk this up to inexperience on the part of MercurySteam, whose previous games were Scrapland (which no one played) and Jericho (which was shit), but they had the assistance of Kojima Productions on this, so no dice.

Which makes me wonder where the rest of the cut scenes are.

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