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Castlevania Judgement


Hero-of-Time

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Hmmm...Does the character Alucard age in the Castlevania games or something? (since there are two models to his character).

 

Alucard is the son of Dracula, the titular antagonist of the Castlevania series. Due to his human mother, Lisa, Alucard is a dhampir, a half-human, half-vampire. His mother's death and admonition not to hate humanity caused him to take arms against his father.

 

Appearances

  • Castlevania III: Dracula's Curse
  • Castlevania: Symphony of the Night
  • Castlevania Legends
  • Castlevania: Aria of Sorrow and Dawn of Sorrow

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It's not that I dislike Alucard's design, but he reminds me a bit too much of KH Sephiroth. Dracula looks amazing though. Those pumpkin sprites are a nice touch. We'll see, it'll probably be a fun game, nothing mindblowing, but fun.

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...the fuck is this?

 

This is as bad idea as making a Zelda racing game, and I would not be surprised one bit if that actually happens in the future.

 

Bullshit. Give us a real Castlevania game.

 

But this could be the 'Mario Kart' of Castlevania.

At the very least it looks damn good for a Wii game. I want it!

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...the fuck is this?

 

This is as bad idea as making a Zelda racing game, and I would not be surprised one bit if that actually happens in the future.

I wouldn't say no to abit of Zelda Racing...

 

*In a Mario Voice* "Welcome to Zelda Horse and Kart!!"

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IGN's Hands-on

 

Believe us when we say that we were just as shocked as you all were to hear that the next Castlevania title from Konami – the one that would debut the series on Wii –was a fighter. Granted we heard about it a while before everyone else, and were sworn to secrecy, keeping tight-lipped until the official announcement was made, but we had the same discussions around the office, skeptical talks about the game, and typical questions as everyone else. As part of our pre-E3 coverage with Konami, we had a chance to go hands-on with the game this week, and while we still don't know everything about it – or exactly how we feel about such a bold move from Konami – we at least know more than we did before getting a chance to go a few rounds with the fighter.

 

Castlevania Judgement is in a very, very early form right now, and we've actually gotten word that a new build will be created for E3, which the team is currently working on right now. What we had a chance to play this week was a true "pre-E3" build, and it came complete with all unlocked characters and stages for us to play around with. Most of the audio in the interface screens didn't work, and when in-game there were still typical pre-alpha issues left and right, but we had a chance to at least try it out, and see the direction Iga is taking this unique design.

 

For starters, the game plays like Power Stone, or a vs. version of the Xbox/PS2 games from a few years back. Each player grabs a character, and runs around in a small, one-level, free-roaming arena filled with monsters, candlesticks, and a classic Castlevania backdrop. General movement is handled with the analog stick on the nunchuk, while Wii-mote waggle doe s the main attacks for each character. To add modifiers to the regular attacks, you can hold any combination of A, B, and (right now it's only working slightly, but it's there) C and Z. When pressed alone, A throws whatever sub-item you selected for your player – the list includes four for each fighter, and they are set up based on that character's style – while A and B together does an item crush that uses hearts and magic together.

There's also general double-jumps for the players you'd expect. We can only talk about playing with Simon Belmont, Dracula, Alucard, and Maria, but out of those three everyone except Dracula could double jump, with Dracula's second jump instead keeping him in the air in "hover" mode for as long as you'd like. As a few other quick observations, Alucard could use his "tetra spirits" attack, Dracula threw fireballs and the huge dark sphere attack made famous in Symphony of the Night, and Maria's jump attack and sub-items make use of her summon creatures and famous owl. With someone like Simon Belmont, players can use daggers, holy water, the boomerang cross, or throwing axe.

 

While those are the only four fighters we can talk about, we did see quite a few familiar faces, ranging from other allied characters in the series (the time of each game doesn't seem to matter in Judgment), a few of the more major enemies in the game, and of course some classic bosses – yes, the one everyone would expect to be in a Castlevania game is there; he's more frequent than Dracula himself. In addition we had a chance to check out a few levels, including the village (swarming with undead) and monastery, but also saw cave levels, some sort of torture chamber, and a pier or port arena. There's also a general "alignment" color you'll need to select when picking a character – green, blue, red, and purple – but they didn't do anything yet in the game, so that'll remain a mystery for now.

 

In addition to vs. mode – the only area we had a chance to play – we also saw some sort of "story" mode in the game as well, and we already know DS connectivity is going to make an appearance, though in a brief interview with Iga the game's designer said any announced info on that so far hasn't been accurate (rumors were that it would be needed to unlock Maria or other characters in the game), and that DS connectivity would unlock features not only in Judgment, but in Order of Ecclesia as well.

 

The game obviously has a long way to go, as it was pretty clunky, still running in 4:3 for the time being, and had some basic camera issues that had player 1 blocking the screen every now and then, but we got the idea of the game, and it certainly has promise. Belmont has some awesome looking whip combos and extravagant offense, while Dracula is a complete tank, barely moving at all and casting magic from a distance. Alucard is like the anti-Belmont, focusing on magic more than combo attacks, but still having strong melee to work with, and Maria is extremely unconventional, summoning magic and odd, floating jump attacks to throw off opponents. In addition, each player also has a huge super attack that launches a scripted summon sequence, and they looked pretty good, despite being rough and early.

 

We'll have more on Judgment as the game continues development, but until then check out our in-game images in the media gallery below. For those wondering of Judgment truly feels like a Castlevania-made-fighter, we'd say yes, but it needs a lot of polish if it's going to sit at the top of our "must play" list, and right now it's a bit too rough to tell.

 

IGN's Interview With Iga

 

Along with our preliminary hands-on with Castlevania Judgment for Wii, IGN had a chance to sit down with lead designer on all things Castlevania, Koji Igarashi. As a quick note, this interview was done via translator over email, and Mr. Igarashi is - understandably - staying pretty tight-lipped about the game until E3 is underway. Check out this preliminary interview, and be sure to tune in at E3 for even more with Iga, as we sit down and dive deep into what Castlevania Judgment is all about.

 

Enjoy.

 

 

 

IGN: Wii owners have been waiting for an announcement ever since we saw the original "Connect to Wii" option on the DS menu. Nobody expected a fighter though. Why move the series in this direction for Wii? Have you always wanted to do a Castlevania fighter?

 

Iga: I had been thinking about how to utilize the characteristic features of the Wii controllers. I felt that using the Wii Remote and the "swinging" motion was a must and needed to be utilized. But the gameplay of the existing Castlevania games is designed for prolonged play and I thought it would be difficult for players to continue to swing for long periods of time. To do so, would be extremely tiring. Then I realized, with the 3D action style, I would be able to incorporate intervals so that players can rest and this would allow players to enjoy the swinging action of the Wii Remote.

 

IGN: If you could, take us through how the gameplay will work. How does basic movement and attacking work? Is the gameplay open 3D like Power Stone, or person vs. person like Soulcalibur?

 

Iga: You will swing the Wii Remote for basic attacks and use the Nunchuk to move around. Basically, you use the Wii Remote for attacks including sub-weapons and weapon attacks, and use the Nunchuk for non-attack moves such as defense and walking. It's easy to remember, right? It is going to be "person vs. person" but in the free-running style like Power Stone. There will also be special features depending on the stage.

 

 

IGN: We've gotten word that Alucard, Simon Belmont, and Dracula are already in the game, with the ability to unlock additional content (perhaps Maria?) via DS connectivity. Can you unveil any other fighters? How are you handling the idea of "multiple Belmonts" existing in the same time/place?

 

Iga: I'm afraid the information about unlocking Maria is incorrect. For things you can do via DS connectivity, I would like to keep it a secret just a little bit longer. If you know Simon Belmont and Alucard will be in the game, you also know that the heroes are not from the same time period, right? The concept of this game is to bring a variety of characters from different periods of the Castlevania timeline together for the first time.

 

 

IGN: Some of the most unique aspects of Castlevania have been the sub-items, magic, and summons from each game. Will we see those again in Judgment? On another note, will you be able to equip items and armor to your character in the vein of Symphony of the Night?

 

Iga: Yes, there will be sub-weapons. Things you can use will change depending on the characters. You will need to use them strategically to get an edge in the fight. Some summons are implemented as part of the effects, and there will also be some elements in the game that will make fans who are familiar with the series smile. Regarding the ability to equip items, I would like to keep this a secret for now.

 

 

IGN: How many fighters will make it into the game, and which locations will players be able to fight in? Do the levels span across all Castlevania titles, or are they set in one specific time and place?

 

Iga: I can't divulge the exact number of fighters yet, but there will be many familiar characters that you will recognize! In regards to the locations, players will be able to fight in the "throne room" and "old monastery." There will be other locations that are appropriate for the series too. The main theme I focused on was the gothic feel that is synonymous with the franchise, not the time or specific locations.

 

IGN: What types of modes will players see in Judgment? How will you be handling the single player Story or Arcade modes? How large of a focus is online multiplayer?

 

Iga: The details of modes will be released a little later, but there will be a story surrounding each character. The online multiplayer aspect is a very important focus for me, but it has proven to be somewhat of a challenging task.

 

IGN: DS connectivity is said to unlock new features in Judgment. Will it do anything in Order of Ecclesia as well?

 

Iga: Details of DS connectivity still have not been announced, but will be shortly.

 

 

IGN: How are you taking advantage of Wii's graphical capabilities?

 

Iga: We have been working on graphics with the help and know-how of some of the designers of "Elebits" and "Dewy's Adventure" who are now part of our team. With their help, the level of the quality is very good. I am particularly confident about the in-game textures as well.

 

 

IGN: Will Judgment make use of any of Wii's other services, such as the Message Board, Wii Connect 24 for downloadable content, or any other channels?

 

Iga: I can't share any details at this time.

 

IGN: Do you have a message for any Castlevania fans (or newcomers) that are skeptical about the series as a fighter? Or in other words, why should people be excited for Judgment?

 

Iga: It's a fighter, but it's been developed as a 3D action game -- It's an extension of an action game. I have dedicated myself to create a super exciting action game based around the simple controls of the Wii, and I feel it's coming along very nicely. In celebration of the 22nd anniversary (it's kind of special, right?), I want fans of the series to enjoy the interactions and battles between characters that have been not been possible until now. I hope newcomers will be intoxicated with the splendid tricks of the vampire hunters that destroy evil as well as the evil powers of the dark family. I'll do my best to make this a compelling title for the series, and I ask and thank you for your continued support!

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It was an action game but is now a bar-room brawl ala Power Stone?

 

That doesn't sound good to me... sounds like they wanted it to be something else but had to settle on this. Glad that the engine sounds healthy though.

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I think the "power stone" part is being taken out of context, or at least exagerated. It's like Power Stone in the sense that you can walk around freely and that it's not a classic 2D beat'mup, but I doubt it's a "party" brawl like Power Stone.

It's a 1vs1 version of the 3D Castlevanias, which isn't exactly a Power Stone.

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I think it sounds shit to be honest. And I hate the stupid mentality of people dont like to use the wiimote for extended periods of time so i didnt make an adventure game, wanted a game to play in short bursts - fuck off!! Do these developers even know how Wii players feel? Especially gamers who would be interested in a Castlvania homage beat em up?

 

I'm open to its development but this is a HUGE disappointment!

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I think it sounds shit to be honest. And I hate the stupid mentality of people dont like to use the wiimote for extended periods of time

 

Specially since this is a fighting game, where to attack you almost always need to flick the remote. He's totally contradicting himself there.

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