Topic: Castlevania: Order of Ecclesia (Read 4351 times)

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I picked this game up earlier today (after finding out just yesterday that it was coming out today) and so far (I'm like 2 hours in) it's pretty good. At first it seemed to be a tad too linear (there were 2 places, a forest and crossing the water, that were just straight lines) but the areas I'm in now seem to have more paths like it should . I'd say it's about as non-linear as Portrait of Ruin.

As far as being better than SotN well I'll say that gameplay-wise it is. I love the glyph system (although I wish combos had more purpose), unleashing waves of magic, a raining deathstorm of axes or simply rapid weapons attacks with only a quick refilling MP bar to stop you definately makes you feel more powerful than you have in previous-CV games. And you'd think this system would make the game easier but you'd be wrong. I dunno if it's just me but this game actually feels harder than the previous 2 DS CV games. Not too hard mind you (I like harder games) just harder. SotN still has other factors that could make it better than this game though and because I'm so earlier in the game I can't really say if it wins in these areas yet but so far it seems atleast better than the other 2 DS CV games. Hell just the fact that it's outside the castle (even though you'll probably end up there I'm sure) wins it points with me.

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I'll probably pick this up sometime, I enjoyed the previous two DS ones, so this one should be good. Only problem is it isn't out in the UK yet >=[

However:
Recycling monsters is the worst practice ever.

FF recycles monsters, Dragon Quest recycles monsters, etc. There is no problem with them recycling monsters, so there shouldn't be one for Castlevania...



Plus I like battering medusa heads, it's good to get revenge for all the deaths in the old games.
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They don't use the same sprites, animations, and attacks for 4 games in a row though, do they. It is not the same thing as adding a different version of behemoth in every ff game.
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I'll probably pick this up, just because I'm a sucker for Castlevania games. I liked all the handheld ones, and I really liked both DS games, even though alot of people have trouble liking either.


BY PICK THIS UP I MEAN SHADILY ACQUIRE OF COURSE

 But yeah, it looks fun. Again.
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BY PICK THIS UP I MEAN SHADILY ACQUIRE from the net OF COURSE

*coughsamecough*

I might get it properly for christmas, it ain't that far and all cash I'm saving up now is going to be A-Put into a new PnP RPG or B-Spent on more Black Orcs for my Goblin + Black Orc army.

But anyway, that lighthouse boss is a bitch =[ Took me four-five tries to kill, then once I got to the top it took me a few more minutes of using the Axe glyph to realize I had to crush him...



But damn this IS harder than the other two, each of the three bosses so far has taken me a few tries, and I've died a bunch of times from the monsters (Mostly that Misty Forest ¬.¬) Too bad it doesn't have a LoZ style death counter, it'd be a good laugh to see how many deaths I got (Got 0 on a LoZ:OoA once, took a lot of turning off and swearing at forgotten games)
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Someone pm me when Konami decides to make a Castlevania that isn't about grinding rare item drops, collecting stupid abilities, and backtracking endlessly.

From what I've seen, the level design has reached the PEAK generic.  Every screenshot and video features the same plain looking levels, there's lots of brown, and I heard three or four areas are literally straight lines with absolutely NO variation in the terrain just like... FLAT PLANES.

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I do agree, some of the levels are straight but if you think about it, when has a forest ever had floating platforms? I can forgive some of the level design but i am kind of bummed that alot of the levels don't really need exploration sadly but what i am happy about is that castlevania is bigger than Portrait.
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I do agree, some of the levels are straight but if you think about it, when has a forest ever had floating platforms? I can forgive some of the level design but i am kind of bummed that alot of the levels don't really need exploration sadly but what i am happy about is that castlevania is bigger than Portrait.

it might not make sense in real life but sidescrolling platformers are the last genre i expect realism from.  if you don't have crazy platform jumping and variation in environment like every other castlevania before it then you might as well call it a beat 'em up.

also, some buddies told me that major grinding is required to beat the game.  some villagers or something ask for RARE drops (and those of you castlevania fanboys knows how long it can take even with MAX LUCK to get a rare drop) and this is necessary just to finish the stupid game.  also there's supposed to be something called a GLYPH system that limits how many times you can attack with your MAIN weapon??

god dammit i'm not buying this piece of shit.
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also, some buddies told me that major grinding is required to beat the game.  some villagers or something ask for RARE drops (and those of you castlevania fanboys knows how long it can take even with MAX LUCK to get a rare drop) and this is necessary just to finish the stupid game.  also there's supposed to be something called a GLYPH system that limits how many times you can attack with your MAIN weapon??

god dammit i'm not buying this piece of shit.
Well from my experience so far the villager missions are side-quests (pretty much like the missions from that ghost guy in PoR) so you don't have to do them.

And as for limiting your attacks it actually works alot better than you might think. See in this game you don't just equip new weapons but use glyphs on both your arms and back as weapons. These glyphs can be anything from a sword to the ability to shoot lightning bolts. Since you can pretty much dual-wield any glyph (or even 2 different glyphs), which allows you use them at a much faster rate than in previous CV games by alternating your attacks (not only that some of these regular attacks are equavilant to the special attacks in previous games) MP is used when you use your regular attack because if it didn't well you'd be to damn powerful.
Heh I know, this still sounds stupid doesn't it? Well what makes it not stupid is the fact that if you stop attacking MP automatically refills, very quickly. This makes it feel more like a limiter (kinda like Secret of Mana's % system but... not) instead of a crutch. Tell you the truth they probably should have called it stamina or something instead of MP considering how it works.

But yeah this game is alot more linear than the other Metrovanias (or however the hell you spell that) and I take back what I said about it being atleast as non-linear as PoR cause it's not. Really I'm not sure if I'd call it a Metrovania since because of the world map there's usually like just 1 or 2 exits from an area and there's hardly any backtracking at all. It actually reminds me more of Demon's Crest... damn that game was awesome, Capcom needs to make a new Demon's Crest for the DS!!!
Last Edit: October 24, 2008, 01:37:31 am by Leric

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But yeah this game is alot more linear than the other Metrovanias (or however the hell you spell that) and I take back what I said about it being atleast as non-linear as PoR cause it's not. Really I'm not sure if I'd call it a Metrovania since because of the world map there's usually like just 1 or 2 exits from an area and there's hardly any backtracking at all. It actually reminds me more of Demon's Crest... damn that game was awesome, Capcom needs to make a new Demon's Crest for the DS!!!

Eh... it sounds like Simon's Quest especially with the whole villagers thing. 

And Simon's Quest is probably the worst Castlevania. 

WHAT A HORRIBLE NIGHT FOR A CURSE

[spoilers]probably end up buying it used because i'm a sap[/spoilers]
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The level system makes it look sorta linear so far, but I like it. Granted, it's still alot like the other handheldvanias. But I like that, so...
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I never liked any of these metroidvania games. SoTN was pretty good up until the point where everything goes upside down and you have to backtrack eveywhere which was really cheap.

I would much prefer if they'd make one of 'em sidescrolling ones where you just go through a level, there's a few secrets to be found, then you fight a boss or a secret boss and then you get into a castle and whip dracula and he quotes himself from the previous titles as he dies. Like Rondo of Blood which was excellent. I also think it was either Rondo of Blood / Dracula X when they started to recycle 95% of the monsters with all the same sprites and animations and AI.
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I do agree, some of the levels are straight but if you think about it, when has a forest ever had floating platforms?

When has an abandoned monestaery (or however you spell it) had skeleton soldiers, zombies, and floating horse heads as its inhabitants? I really don't play Castlevania for the realism, so I wouldn't mind a forest with floating platforms.
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I have been playing this way too much lately. Every time I try to stop, I just pick it up again. It's only the second day since I've started playing and I'm pretty much at the end already..

It's definitely the hardest of the handheld Castlevania's to date. I'm averaging about one death per boss fight (and I'm usually pretty good at these kinda games). I wouldn't say its too hard though, as the deaths are more from me not being use to the boss's attack patterns and behaviour. I haven't had to grind any, but I do need to use healing items pretty often, even outside of boss battles. I think that's why people are saying its really hard. Enemies and bosses hit for far more than you're expecting, where as most Metroidvania games, you can get away with bulldozing through enemies, taking tonnes of hits without really dropping your HP much.

It is probably the best Metroidvania game to date, I'll give it that.
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Though recycling sprites is terrible, I got to say... there isn't so much of that here, imo.

So far, skeletons and lance armors have been recycled. The rest are all new.

They don't LOOK SO WELL, but that's because.. the spriters are lazy, I guess?

Maybe I'm blinded by hand-drawn-looking sprites (Odin Sphere, Muramasa, Wario Land Shake-It)
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I picked this up (argh I hate Fall game season it is so expensive) and it is way awesome!  I have missed most Metroidvanias and have only played Symphony of the Night and Portrait of Ruin (I like PoR a lot but like I said I skipped most of the other ones).  The Glyph system is really cool.

They don't use the same sprites, animations, and attacks for 4 games in a row though, do they. It is not the same thing as adding a different version of behemoth in every ff game.

To be fair, the savings are passed on to the consumer (MSRP for Order of Ecclesia is $29.99 and not $34.99)!
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Hahah the giant enemy crab boss in this game is great.  Too bad he doesn't have a weak point to hit for massive damage :( (and is also super hard)

EDIT: Wait nevermind he does have a weak point and it does hit for massive damage.
Last Edit: October 29, 2008, 05:21:54 pm by maladroithim
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I dunno man, I don't think there's gonna be any enemies in the game that are strong against
Last Edit: October 30, 2008, 04:10:52 am by Neok
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God damn. I've been playing this game for the past few days. It's really, really good. It's also really, really hard for someone like me.

It's not fun entering a room with two giant enemies with massive amounts of HP and somehow getting stuck between them. I've also died multiples times on most of the bosses. That crab was probably the highlight of the bosses so far, I thought it just had a ton of HP before I realized you had to

After getting through all those areas on the world map, I wasn't exactly expecting them to
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That crab was probably the highlight of the bosses so far, I thought it just had a ton of HP before I realized you had to

Well I would like to go back and see if maybe you can kill it if you try hard enough.