Admittedly it’s not exactly the best handheld Castlevania game ever released, and apparently reception to it was mixed at the time, but it’s nice to know we’re likely to get Castlevania games on the eShop in general. Here are some screenshots of it:
Well, it’s showing its age a bit and looks fairly basic for the series (although then again, it is an original Game Boy game, and it’s definitely cooler looking than Super Mario Land). But hey, it’s a step in the right direction towards great games like Castlevania Aria of Sorrow, Castlevania Circle of the Moon and Castlevania Harmony of Dissonance being available in the distance future. If they can finally start putting up Game Boy Advance titles.
What do you think of this game’s announcement on the 3DS eShop?
Some of the new staff have already made their introductions on this site already (see JohnWaluigi’s articles) and Link 70222 has written his first article as well. But those aren’t all the new staff we have here.
For one thing, NintenDan is now an administrator here like he is at the forum, and he’ll help me figure out how to customise the site style. Expect the random character based banner from the forums to be put up here as well.
We also now have Dev, FillFall, Servbot and MrL as writing staff as well, so welcome them once their first articles have been posted.
Hopefully this will now let us cover far more games than ever before and write all kinds of interesting articles on a daily basis, now we have enough staff to keep up the site. Also, check out Nintendo 3DS Community (http://nintendo3dscommunity.com) where everyone is a member as well.
Well, it’s clear that everyone loves replay value. When we finish the main story of a game we revisit our favourite parts of the game, looking for secrets that we missed the first time. Or, seperate modes which encourage us to power that game up one more time. These are largely enjoyable, for the most part.
But to what extent should replay value go??
In my opinion, Nintendo has flirted with the idea of replay value in recent games. My 3 examples are Super Mario Galaxy 2 (SMG2), The Legend of Zelda: Skyward Sword (SS) and Harry Potter and the Half-Blood Prince (HBP) . Now, how exactly did these implement replay value?? Well, SMG2 had it’s Comet Medals and Green stars. These forced you to revisit EVERY SINGLE LEVEL in order to 100% the game. Replay value gone too far? I think so. As brilliant as the game was, I had no desire to revisit the less enjoyable galaxies (Shiverburn holding particularly bad memories) and this prevented me from 100% the game. Now, in my opinion, this feature should have been toned down slightly, or been completely re-invented like Super Mario 3D Land. Not make me do the same galaxies all over again to finish the game. So, this game could have done with less emphasis on re-playing levels.
SS had, in my opinion, a similair problem, but it was unavoidable. Replay value here was provided by Boss Rush and Hero Mode. Now, the Boss Rush is enjoyable and is a perfect example of how replay value should be implemented. It provided a series of quick challenges, that were unessential for the story, but gave a great sense of achievement. This is replay value at it’s best. Sadly, Hero Mode suffers from the same problem as SMG2. You’re forced to play through the whole story, with enemies dealing twice the damage and no hearts lying around. The whole story. Including the iffy bits like the Silent Realms. This again, I would see as replay value taken to the extreme. Being forced to replay the entire game with minor changes may not appeal to everyone…
And finally, onto the HBP. I put this here purely to demonstrate a mediocre replay value system. Once you finish the game you’re placed in a mode called Endless Day, where you can roam as you wish. You collect Mini-crests and Crests to unlock characters and places in multi-player duelling (which, if you bought the movie, were all unlocked anyway). This gets boring after… ooh, half an hour. Multi-player duelling is what gives it it’s longevity, and even that isn’t a perfect.
So, in summary, SMG2 stretched the concept of replay value to it’s maximum, almost ruining the concept. SS hit it on the head in the Boss Rush, but lost it’s way a bit with Hero Mode. And HBP… Well, let’s leave that on the Pre-owned shelf, eh?
Thanks for reading.
New writer Link 70222 here to share some news about the 3DS crossover project between Namco-Bandai, SEGA, and Capcom. In the past, little was revealed about this game when it was first announced, and that’s still true. We originally had 2 screenshots of chromosome-like figures that were speculated to symbolize characters.
These new screenshots were released today. What do they mean? Not sure, but if past speculation is correct, there’s more characters to look forward to.
First of all, ignore the name, it’s a misnomer. Waluigi still holds my respect, but not as a favourite character. However, my name has been too long established on the web to be removed on a whim, but I digress…
I’ve recently been promoted as an author for this site, as you may have guessed. But, as I’m always hopelessly behind on current affairs, I prefer not to write about news. I’m more of a thinker/debater and I like to write opinionated articles. So, this is how I work. If you want me to discuss something you feel needs discussion, register on this site and drop me a PM (You’ll understand when you register). So I hope to hear from ye all soon! Bye for now!!