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Castlevania: Belmont‘s Curse Gameplay & Commentary Trailer

⁨52⁩ ⁨likes⁩

Submitted ⁨⁨17⁩ ⁨hours⁩ ago⁩ by ⁨simple@piefed.social⁩ to ⁨games@lemmy.world⁩

https://www.youtube.com/watch?v=eeS5ZYcBSx0

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Comments

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  • SchwertImStein@lemmy.dbzer0.com ⁨7⁩ ⁨hours⁩ ago

    Hell yes, Evil Empire

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  • GrantUsEyes@lemmy.zip ⁨16⁩ ⁨hours⁩ ago

    Let’s fucking gooooooo ٩( ˶°ヮ°)ง

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  • neon_nova@lemmy.dbzer0.com ⁨12⁩ ⁨hours⁩ ago

    I really do not like this graphical style. Maybe someone will mod it to use sprites instead.

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    • warmaster@lemmy.world ⁨10⁩ ⁨hours⁩ ago

      You might be a die hard fan. I have never finished one, I didn’t like the movement speed. But this one looks great to me. Maybe they are trying to sell it to a wider or younger audience?

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      • mic_check_one_two@lemmy.dbzer0.com ⁨7⁩ ⁨hours⁩ ago

        I like both for different reasons. The older SOTN style ones are great for small detailed movement. Dodges are measured in individual pixels, not perfectly timed I-frames.

        But I also love the faster paced movement on display here. Ori and the Blind Forest, Afterimage, Metroid Dread, etc are all great examples of solid movement-based games. Where if you’re sitting still, you’re not playing the game right. Fights are determined by your ability to time attacks and abuse counters/i-frames, quickly closing to striking distance and retreating before the enemy can counter.

        Navigating in the latter games often feels much better. Simply walking from A to B tends to feel like a chore in earlier metroidvanias, because it’s a pretty simple thing to move around. At most, you usually have a double jump or dash, but that’s about as far as your movement options go. But with more movement options (and faster, more fluid movement,) going from A to B feels like its own part of the game. The Spider-Man games are a good example of how simply navigating can be entertaining.

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