Author Topic: Castlevania: IGA Take 7 DS Thread  (Read 17178 times)

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Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #60 on: October 23, 2008, 11:59:19 AM »
The more I play the more I love the game, because the actual game mechanics, bosses, difficulty, and level design are the best in any Igavania thus far.

But I can't help but think the game would be so much better if it were one contained area like we're used to. No map.

A lot of the "levels" feel empty compared to others. You go through a level with nothing in it and then the very next level you fight a boss with no save point before it at the beginning of the stage. If the game were in one castle I'd like it more. I'm not sure if this a fault with the game or it's my own personal thing, but because the game isn't all in one self contained world I find this less addicting than previous games in the series despite the better mechanics, which is a shame, because this is shaping up to be the best Igavania yet if this game keeps this up.

The crab fight boss was epic. Boss fight of the year.

I have probably died more in this game than any Castlevania I've played combined (I-IV, Rondo, SotN, CoM, HoD, AoS, DoS, PoR).

The glyph system really gives ya options. I'm finding myself tooling around with every possible combination. Combine two weapons together like the sword or hammer and you can do a GIANT SWORD/HAMMER attack. Combine a hammer/sword with undead ability and you can do a giant red sword thing that cuts shit in half. Combine hammer/sword/whatever with electricity glyph and you can make a giant electric spear thing. There are so many combinations, and what's great is that the game actually lets you switch between three sets of Glyph combos. It's fucking genius.

I love the quest system. Simple fetch quests like in PoR, but I feel rewarded more in this one.
« Last Edit: October 23, 2008, 12:08:19 PM by Himuro »
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Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #61 on: October 23, 2008, 12:44:50 PM »
The prison was the shit. I had tons of fun with the boss there, and avoiding the prison lights so that gigantic freaky head doesn't come out was BADASS.

Excellent level design in this.
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Don Flamenco

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #62 on: October 23, 2008, 12:55:15 PM »
I might have to temporarily own a DS lite for this one. 

Goddamot, this happens every time castlevania comes out.

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #63 on: October 23, 2008, 03:14:33 PM »
why temporarily? ds is all I play these days. that and psp.
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bork

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #64 on: October 23, 2008, 03:24:33 PM »
Himu is over-hyping it.  It's a good game, but even more so of the "been there, done that" feel going.  I do like the magnet system where you can grapple onto the hooks and hang there, Bionic Commando-style.  I am done with the crab boss and feel the level design is pretty damn bland so far.  The locations you go to look just like any area in Dracula's castle would.  I love Castlevania but even I am getting tired of these Metroidvania games. 

Aria Of Sorrow is still the best portable Metroidvania.  This game is better than the other two DS CVs though.

ど助平

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #65 on: October 23, 2008, 03:29:26 PM »
Game is awesome. Not over hyping shit.
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demi

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #66 on: October 23, 2008, 04:05:50 PM »
The world map is weird, the glyph system is wack, and the "town" is gay too. It's pretty difficult though, for me, because I havent found shit for healing. The shop doesnt seem to sell potions for some reason.

PoR > DoS > OoE
fat

demi

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #67 on: October 23, 2008, 04:06:47 PM »
Quote
The crab fight boss was epic. Boss fight of the year.

??? this is a joke, please ignore this statement
fat

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #68 on: October 23, 2008, 05:23:14 PM »
Hey, sorry Genghis!

I'm a Metroidvania fanboy. I can't help it.  :-[
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Third

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #69 on: October 23, 2008, 05:32:08 PM »
Holy shit the game is hard,

The giant enemy crab was fairly easy, though...

I'm now at the next boss....SHIT I've died like 10 times.

Don Flamenco

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #70 on: October 23, 2008, 06:01:43 PM »
why temporarily? ds is all I play these days. that and psp.

I've owned it a couple times.  I catch up on what I want to play, then it's usually a huge wait until something else comes out.  Since I tend to buy them cheap at pawnshops, I ebay them for roughly the same price for money for other games, rinse, wash, repeat.   There's nothing besides Castlevania I wanna play (and nothing in the future either) right now, so I'd probably get rid of it after.   

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #71 on: October 23, 2008, 06:07:17 PM »
i'm liking it way more than DoS

DoS suckssss

better than both ds CV's. And yes, Aria is the best.
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Don Flamenco

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #72 on: October 23, 2008, 06:10:31 PM »
honestly, I'll miss "CHARLOTTE! JONATHAN!!!" 

once my school work clears up, I'm on this.

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #73 on: October 23, 2008, 06:11:25 PM »
CHARLOTTE!!!! JONATHON!!!!!!
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Don Flamenco

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #74 on: October 23, 2008, 06:13:27 PM »
I'm gonna make a 10 minute MP3 of just that.  And listen to it on repeat.

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #75 on: October 23, 2008, 06:27:26 PM »
haha
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Third

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #76 on: October 23, 2008, 08:45:22 PM »
Quote from: Jinfash
which boss is that? i forgot...

The floating skeleton head with the 4 tentacles.
I'm going to trash him tomorrow!

AdmiralViscen

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #77 on: October 24, 2008, 12:41:23 AM »
Do they force you to do a fetchquest in order to see the last half of the game? If not maybe I will buy this week.

Van Cruncheon

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #78 on: October 24, 2008, 11:37:18 AM »
PoR >>>>>>>>>>> AoS >>>>>> DoS

haven't decided where ecclesia fits yet, but i'm pretty sure it's not as good as PoR
duc

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #79 on: October 24, 2008, 12:40:03 PM »
Shanoa has the best double jump animation in any 2D game i can remember lol, so pretty :-[

haha, I got it last night and my first thought was "I think she's orgasming on the rebound"
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bork

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #80 on: October 24, 2008, 02:34:52 PM »
I still haven't finished DoS.  (At the end)  Haven't finished PoR (I think I am close to the end but I can't get that stupid whip from you-know-who).  But I might finish OoE.  Might be longer than the rest, too...

I just saw that
spoiler (click to show/hide)
Dracula's castle is there in its ENTIRETY.
[close]
That's pretty cool.  More recycling, but cool assuming it's a nice long game.
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Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #81 on: October 24, 2008, 05:16:33 PM »
goddamn, some of these bosses are not fucking around
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cool breeze

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #82 on: October 24, 2008, 05:52:08 PM »
how long is this game supposed to be?

Bebpo

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #83 on: October 24, 2008, 10:04:55 PM »
Game is awesome. Not over hyping shit.

Nah, you're over-hyping like usual.

It's fun and pretty but to call the level design good?   :lol  It's about as bland as you can get with long hallways and repeats 3-4x of a few enemy types.

And crab boss = boss of the year?  More like worst boss that drags on forever of the year.

And so instead of just walking over enemy drops for souls you now have to stop -> stand for 3-4 seconds to absorb -> get back to moving....so what was the point of doing it this way instead of just drops again?
« Last Edit: October 24, 2008, 10:07:31 PM by Bebpo »

Van Cruncheon

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #84 on: October 24, 2008, 10:11:33 PM »
por >>>>> ooe
duc

recursivelyenumerable

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #85 on: October 25, 2008, 01:42:59 AM »
I have a friend with a face uncannily like that of the main character from this game.  I'm satisfied with our friendship, am happy for her and her boyfriend and have no fantasies whatever about being anything more than friends.
QED

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #86 on: October 25, 2008, 03:34:29 AM »
got the shitty ending

kind of mad, like most Castlevanias it has entirely unclear and arbitrary criteria for further advancement

FAQed how I get the other 60% of the game but still, people
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AdmiralViscen

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #87 on: October 25, 2008, 08:49:56 AM »
got the shitty ending

kind of mad, like most Castlevanias it has entirely unclear and arbitrary criteria for further advancement

FAQed how I get the other 60% of the game but still, people

fuck this then.

Mrbob

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #88 on: October 25, 2008, 01:07:45 PM »
I dunno about this.  I have all the castlevania games, but reading this thread it really seems more of the same.  I might be completely burned out on Metroidvania.

I think I'll go spend 20 bucks on World of Goo instead. 

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #89 on: October 25, 2008, 01:22:07 PM »
i didn't think it was hard to get the good ending! :wtf

I missed one villager who was behind a hidden door you have to break the wall to find ... kind of a stupid requirement
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MoxManiac

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #90 on: October 25, 2008, 01:37:28 PM »
So you have to get all the villagers for the "good" ending?

Fucking A  :punch
no

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #91 on: October 25, 2008, 02:23:01 PM »
you're totally right, it looked absolutely optional to me. something you'd complete before the final boss.

i saved them before going to the Mystery Mansion (or whatever it's called) by coincidence.

yeah, I think that was what bugged me ... the game did not telegraph that this was the "endgame" (well, of the midgame) and so I didn't get in a "go clear the map" mood. I felt kind of surprised by the arbitrariness of the "lol, bad ending 4 u," when it came

I'm also pretty firmly opposed to 100% completion as a requirement for /anything/ in a game. see also: Braid
乱学者

Crushed

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #92 on: October 25, 2008, 03:17:32 PM »
goddamn i need money to buy this game but i'm such a filthy poor

ps: PoR > DoS is a fact and anyone who disagrees is alucard level wilde homo
wtc

bork

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #93 on: October 25, 2008, 03:18:16 PM »
did the game force you to save? or can you load your previous one and save the missing villagers?

If it is like every other CV, you just load your previous save and get the villagers.  

I am liking this more and more the further I delve into the game.  The map designs in most of the portable games are all "meh," so let's just put that aside.  I think it's the best of the three DS CVs but AoS still spanks them all. 

It is time to return to the original platformer style with an ORIGINAL title for the next portable go-round, especially since it appears we're getting another Metroidvania in 3D on the 360/PS3.

Make it the much-wanted-by-fanboys "battle of 1999" where Julius Belmont took out Dracula for good (until Soma came along).  There hasn't been a CV game set in the latter half of the 20th century anyway.
« Last Edit: October 25, 2008, 03:24:05 PM by the lyte edge »
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Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #94 on: October 25, 2008, 05:04:35 PM »
did the game force you to save? or can you load your previous one and save the missing villagers?

when you get the "bad ending" it does drop you back to your last save point and you can go get the villagers, so...

the bosses in this game are some real serious attrition-level bullshit
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Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #95 on: October 25, 2008, 05:51:32 PM »
I'm on the

spoiler (click to show/hide)
Blackmore
[close]

fight now and I'm not really having much fun. The bosses in this game are just distinguished mentally-challenged wars of attrition.

"Can you figure out their pattern? Good. Now do it for five minutes perfectly."

This boss just 3-shot me within the first 5 seconds on the tenth time I tried to fight him.
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Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #96 on: October 25, 2008, 07:12:21 PM »
I'd recommend that - this guy is pretty much impossible without some gear upgrades. (esp. Onyx Earrings for Dark resistance)

I just spent 30 minutes grinding out 5 Cashmere Thread

Igavania :-\
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Junpei the Tracer!

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #97 on: October 25, 2008, 09:15:12 PM »
Vol Fugur is the bestest glyph/weapon ever.
Boo

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #98 on: October 25, 2008, 09:26:11 PM »
also Pneuma+Pneuma is great, not because of their union but because if you pull a fast combo you'll get a magnified attack that hits up to three times! (great slash glyph)

Pneuma Pneuma yay[/maiyahi]

I'm using:

Double Rapiers
Fire/Ice
Light/Dark

has my three sets
乱学者

recursivelyenumerable

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #99 on: October 26, 2008, 01:09:12 AM »
Quote
I'm also pretty firmly opposed to 100% completion as a requirement for /anything/ in a game

co-sign.  Completionists are horrible people and anything that encourages them is bad.  more controversially, anything that annoys them, like painfully obscure secrets, is good.
« Last Edit: October 26, 2008, 01:11:41 AM by recursivelyenumerable »
QED

Bebpo

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #100 on: October 26, 2008, 01:52:35 AM »
I'm on the

spoiler (click to show/hide)
Blackmore
[close]

fight now and I'm not really having much fun. The bosses in this game are just distinguished mentally-challenged wars of attrition.

"Can you figure out their pattern? Good. Now do it for five minutes perfectly."

This boss just 3-shot me within the first 5 seconds on the tenth time I tried to fight him.

I don't look at the names of the bosses but I think that's the guy I just fought.

My new strategy for bosses is this:
If boss is magic user
--Then change all equipment to boost MIND/INT as high as possible, equip two of whatever element boss is weak against for X/Y glyphs and then for R glyph equip the MIND/RES booster
Else
--Do the flipside and boost ATK/DEF as high as possible, equip two strongest weapons, equip R glyph that boosts DEF/CON

For that guy I just equipped two of Nitesco beams from the green skeletons and sat on the left side and fired non-stop lasers at his face while dodging the shots.  Also on bosses the first thing I do is hit them with my UP+X/Y attack over and over until I'm out of hearts.  That at least lowers their HP by a bunch and makes the battles shorter.

Doing that strategy I've turned 5 min boss endurance fights into 90 second battles.  Much, much better.

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #101 on: October 26, 2008, 07:23:01 AM »
I don't have the Mind/Int boost glyph which I think is part of my problem
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TakingBackSunday

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #102 on: October 26, 2008, 12:37:19 PM »
This game is fucking hard  :'( :'(
püp

Bebpo

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #103 on: October 26, 2008, 02:37:03 PM »
Why Iga 7 has fucked up game design
-------------------------------------

Point 1:  The Glyph system broke the boss fights
When the team added the glyph system, they thought in their minds it was a great new addition to CV gameplay.  But then with all the possible attack options of different elements, weapon types, combined with stat boosts and accessories, they ran into the problem of how do we balance this?.  If one player who has all the right stuff equipped can do 1000 damage per hit and another player who doesn't have all the l33t stuff is doing 12 damage per hit, how do we balance a boss fight?  Their solution?  Give the bosses a ton of HP and balance it towards the gamers who have the right setup.  Unfortunately this meant that for everyone who didn't know the exact right weapons to use, the bosses took 10 mins or drawn out fighting while chipping away little damage by little.

Point 2:  The Glyph system (more precisely the elemental dependency) made fighting normal enemies not fun   
Making every enemy strong against certain elements and weak against others definitely changed up normal castle progression fighting.  Instead of fighting just being about the skill of learning enemy patterns, dodging them, and retaliating back.  The fights became about equipping the right elements for each enemy.  Even with the Glyph Sleeve, this meant if you walked into a room with a catgirl and a holy flying monster attacking you, you'd have to switch your sleeve to physical attacks for the catgirl and then switch to darkness attacks for the flying holy monster.  While this might add a layer of strategy, it just bogs down the pacing of a normal CV where you dodge and counter and keep moving.  It's cumbersome and slows down your progression (not to mention makes you cycle through menus way more often than other CV games, and being in the menu in battle is the last place you want to be in an action game).

Point 3:  Dual Netisco is broken and ruins the last third of the game
After players are annoyed with point 2 above for 75% of the game, they'll find a lot of relief when the get the dual Netisco laser beams that have a huge range and can be spammed for like 4-6 hits a second.  Once those are obtained, elemental affinities don't even matter because you can spam so many beams per second every enemy dies in 1-2 seconds anyhow.  The problem is not the damage but the range:  When you have the Netisco, for the rest of the game you are standing safely 10 steps away from every enemy and none can even reach your foot before they die.  Suddenly the tension and the skill of castle progression in CV disappears.  Normally castle progression is challenging and rewarding because you have to learn the enemy patterns and retaliate correctly in order to take as little damage as possible.  Once you get the Netisco though you don't have to learn a single enemy pattern for the rest of the game.

Yet, even with the flaws Metroidvania still works and exploring new areas is enjoyable.  Ecclesia has some cool looking areas, some great boss patterns, and is pretty meaty in length.  It's definitely a weaker game than PoR which had the same great challenging action but with far less grievances, but it's still better than some of the GBA games or even DoS. 

8/10 in my book.
« Last Edit: October 26, 2008, 02:42:33 PM by Bebpo »

The Sceneman

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #104 on: October 26, 2008, 04:37:27 PM »
fuck I want this game
#1

AdmiralViscen

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #105 on: October 26, 2008, 09:07:05 PM »
:bow Bebpo's posting :bow2

GilloD

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #106 on: October 27, 2008, 10:18:17 AM »
Game is worth t6he purchase for the end of the crab boss. It's like Dead Space condensed.
wha

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #107 on: October 27, 2008, 04:47:57 PM »
Okay, I'm about to shelve this POS game.

The
spoiler (click to show/hide)
Eligor fight - the huge colossus-style centaur
[close]
is driving me fucking nuts. It takes like 10 minutes to get past his initial forms and then I get three-shot by his final pattern.

I don't know if I'm using the wrong glyphs or what (I never found the INT up glyph, which would help a ton when spamming lasers).

Bleh.

The game itself is fun but the bosses are distinguished mentally-challenged.
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TakingBackSunday

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #108 on: October 27, 2008, 04:52:28 PM »
Yeah that's the big problem I have with the game so far.  Incredibly unbalanced.
püp

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #109 on: October 27, 2008, 05:13:07 PM »
couldn't play all weekend :(
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Bebpo

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #110 on: October 28, 2008, 12:15:11 AM »
Okay, I'm about to shelve this POS game.

The
spoiler (click to show/hide)
Eligor fight - the huge colossus-style centaur
[close]
is driving me fucking nuts. It takes like 10 minutes to get past his initial forms and then I get three-shot by his final pattern.

I don't know if I'm using the wrong glyphs or what (I never found the INT up glyph, which would help a ton when spamming lasers).

Bleh.

The game itself is fun but the bosses are distinguished mentally-challenged.

You are not alone.  I wasted 2-3 hours on that boss and it pissed me off to no end.  Every other boss in the game took maybe 5-15 mins of retries but this jerk took an entire night.

The trick is to faq it up and learn the exact weapon to use.  Since I was too stubborn to do that I fought him with Netisco's doing 22 damage or something per hit and it took 10 mins to get to his last form only to get horribly murdered real fast.

Eventually I beat him by destroying the right foot arrow first then going under, then destroying the left foot arrow then getting on top of him and shooting him for 3+ mins while having to use a shitload of potions since I'd get hit and knocked through his body.

The reason why that boss is TERRIBLE besides just being long and tedius is that he is GLITCHY AS FUCK.  I would have times where I am shooting the arrow shooter and it accidently breaks the gem on the leg and he would spaz and his sword or tail would slash up the whole screen so no matter where you are you get hit and knocked back.  Then you have the falling through him when you are on the top.  smh

The secret which I didn't use but read about later was
spoiler (click to show/hide)
use a fucking hammer.  Preferably the ones the great soldiers in the section before drop but those are 5-star rare drops and good luck with that.  Also leveling, using lots of potions, and praying helps too.
[close]

Howard Alan Treesong

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #111 on: October 28, 2008, 01:23:38 AM »
on the last boss

he has an instant kill move

fuck that

this game is going on eBay

play Portrait of Ruin instead
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Van Cruncheon

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #112 on: October 28, 2008, 02:52:13 AM »
yeah, this igavania fuckin' sucks, this eregon or whatever boss is distinguished mentally-challenged, and the soundtrack overall is pretty meh

worst igavania yet, play portrait of ruin
duc

TakingBackSunday

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #113 on: October 28, 2008, 07:44:01 AM »
Prole speakin' duh truths.  This game takes an interesting spin on things, but lord, what a fucked up difficulty balance.
püp

Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #114 on: October 28, 2008, 08:51:28 AM »
Prole speakin' duh truths.  This game takes an interesting spin on things, but lord, what a fucked up difficulty balance.

weaksauce.
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Himu

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #115 on: October 28, 2008, 09:26:12 AM »
I uh played a bit last night. Got some ice spell. It rocks. Haven't really been able to play lately due to school and work.
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TakingBackSunday

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Re: Castlevania: IGA Take 7 DS Thread
« Reply #116 on: October 28, 2008, 09:27:35 AM »
Prole speakin' duh truths.  This game takes an interesting spin on things, but lord, what a fucked up difficulty balance.

weaksauce.

There's a difference between encouraging a player to take advantage of the opportunities in a game to become prepared for the difficulty later, and just throwing random strengths and weaknesses in.  Not one boss in this entire game has a clear weakness.

Regardless, I am enjoying it.
püp

Himu

  • Senior Member
Re: Castlevania: IGA Take 7 DS Thread
« Reply #117 on: October 28, 2008, 10:37:38 AM »
how do you get an owl glyph
IYKYK

Himu

  • Senior Member
Re: Castlevania: IGA Take 7 DS Thread
« Reply #118 on: October 28, 2008, 10:42:32 AM »
Huh. I never really noticed a glyph symbol when I kill them.
IYKYK

Himu

  • Senior Member
Re: Castlevania: IGA Take 7 DS Thread
« Reply #119 on: October 28, 2008, 10:52:54 AM »
Oh. I just completed Tristis Pass last night. Only went through once.

I never grind in CV games. So I'm good. I'm going there again so I can do the sketch for the old lady.

Only 2 more villagers on my list apparently. Neat.
IYKYK