Konami's E3 Press Conference: Darkness and Light

Jul. 19 9:32 AM by KouAidou

As with Ubisoft, Konami's press conference was not exactly the sort of thing that would have Nintendo fans chomping at the bit. Aside from brief callouts for Elebits on DS and a new Lost in Blue for the Wii, the only offerings they gave us were the two new Castlevanias: Order of Ecclesia for the DS, and Judgment for the Wii. But hey, new Castlevania is always a crowd-pleaser, right? Well, uh... let's talk behind the cut.

First off, the good: Koji Igarashi made his first appearance at an E3 in quite a while to pimp his new games, looking very dapper indeed in his cowboy hat. The first game up for show was Order of Ecclesia, which had a new trailer at the press conference and a hands-on demo up in Konami's booth. Speaking in terms of presentation, this thing is looking like anything anyone could possibly want from a game; the backgrounds are gorgeous, almost all of the sprites have been redrawn, and there's a ton of stuff moving on the screen at once. In my own terms, it's the kind of thing that proves that the pixel is not a dead art form. The voice acting is a bit lackluster, but would it be a Castlevania game if it wasn't?

The coolness from the trailer carried over to a hands-on demo, where we learned a little more about the game's plot and engine. The heroine, Shanoa, is a member of the titular Order, a vampire-hunting organization acting in place of the lost Belmonts, some time after the events of Symphony. She's lost her memory, but not her power, at the hands of a mysterious figure called Albus, so her quest will revolve around (what else?) getting it restored.

Shanoa's power involves storing magical power known as "Glyphs" in her full-body tattoos, and using them gives her access to an array of different weapons and skills. Two weapon-type Glyphs can be dual-wielded using the X and Y buttons; the ones we got during our playthrough were all sword-types, but I think we can safely expect to see ranged and magical weapons as well. In addition, a single support Glyph can be stored under the R button; for us, this was the ability to generate a magnetic field, allows Shanoa to slingshot between predesignated points using some highly intuitive touchscreen controls.

All in all, the graphics were gorgeous, the controls easy to manage, and it's clear that the designers have put their all their creativity into coming up with new ways to explore the environments. Barring some monstrous disaster prior to its release, there's no question that this will be a highly coveted title when we see it in the Fall.

As for Castlevania: Judgment? Um... less so.

Before we start, let's get the baggage out of the way: Like many of you, I am violently angry about the Judgment redesigns. Unlike many, I do not object to the very concept of the Castlevania designs being drawn in anime style. It's just that the guy behind the redesigns, Takeshi Obata, is actually one of my artistic idols. I know him as an artist who can draw a wide variety of character types and change his style to suit the tone of his subject. So, seeing him simultaneously phone it in with recycled designs from his earlier work, while simultaneously betraying the integrity of the IP he's designing for, is something I find repugnant beyond description. It's not just that the designs are bad or generic, it's that this guy should be able to do so much better.

At any rate, none of this stopped Igarashi from speaking of the new designs as if they were a feature: he praised the work that Obata had done, and promised a total of 14 playable characters for the game's eventual release. This means that in addition to Simon, Alucard, Maria, and Dracula, we can look forward to 10 more new designs before the end is up. Given that Igarashi seems to have, as Lynxara puts it, "a total boner for Castlevania III," we'll probably see a couple of its main characters putting in an appearance, at least, and Soma seems like a likely mark, too. So, you heard it here, internets: the redesigns aren't all done yet, so if you don't like the aesthetic at work there, keep complaining as loudly and often as possible. Together, we can save Trevor Belmont.

Back at the press conference, Igarashi attempted to cope with a different breed of internet outrage by explaining his reasoning for making the first Wii Castlevania a fighting game rather than the platformer everyone was expecting. Apparently, when the Wii was released, many fans expressed their hope that a Wii Castlevania title would include whip controls that utilized the Wii Remote's motion sensor. In considering this, the team realized that such a feature would most likely become torturous over hours of playtime. Hence, rather than a massive castle to explore, they decided it would be better to focus the game on one-on-one duels.

The story's basic conceit is that a mysterious being has gathered characters from all over the Castlevania timeline to do battle with each other for some nefarious purpose. It's a flimsy premise (and to his credit, Igarashi admits as much), but one that was meant primarily to gather everyone's favorite characters together. Frankly, this strikes me as laziness; with a continuity as insane and convoluted as Castlevania's, surely you can come up with something more interesting. Not to mention that it highlights the pointlessness of doing a total style overhaul for a game that's mostly intended to be fanservice.

Igarashi also clarified that he didn't consider Castlevania: Judgment a fighting game at all, but rather a "360 degree 3D Versus Action Game." Following this, he played a demo for the waiting crowd, which included... Simon beating up on a completely stationary Dracula as Igarashi explained the basic controls. It's pretty simple stuff: nunchuck analog stick for movement, Z Button to guard, C Button to Jump, shake the nunchuck to dodge, shake the remote to attack. Hold B and attack to do a stronger attack, use objects from the environment against your enemy, and... look, you know the basic drill. It's a 3D fighting game. Sorry, Iga-san, that's just what it is.

Although the only stage available in the demo was a flat "arena" stage, Igarashi promised stages with more interesting gimmicks, and even NPCs who could interfere with the fight. I'll admit that when we got some hands-on time with the game, it was actually pretty fun to play; there were a few issues, such as the automatic camera designed to keep both combatants in view at all time, which makes the environmental interaction aspects kind of tricky. But there was a definite impression of visceral, high-speed combat, and the shake-to-attack control worked surprisingly well (though I can't claim that it felt especially like actual whip-swinging).

In the end, the main problem is that it even in playing it, it just didn't look or feel especially like Castlevania. You can choose sub-weapons, and destroy candlesticks to get hearts, which I guess fulfills some sort of quota of Castlevania-ness. But it misses what is the heart of any good crossover game: that when you finally get to play out the deathmatch between the two characters you've fanned over for years, they need to actually look and feel like those characters. If they don't, all you've done is create a generic fighting game with motion controls. That's bad on its own, but when your game is coming out in the wake of Smash Bros. Brawl, it's just unforgivable.

Comments

Does anyone know where I can find the new Ecclesia Trailer?

Aw... I was hoping for better in Judgement. Man, they put Death in it as a playable character, especialy since I've seen it hinted at in multiple articles about the game. And if they screw up his design!... POW! Right in da Kissa!

 

The new trailer is up now. :)

I hold out hope for Death since I know Obata can do awesome monster designs. But logically speaking there was no reason for him to have whiffed the main four as hard as he did either, so... I don't even know what the hell is going on.

 

Whoops, I meant "they BETTER put Death..."
^_^()

 

Apparently, when the Wii was released, many fans expressed their hope that a Wii Castlevania title would include whip controls that utilized the Wii Remote's motion sensor. In considering this, the team realized that such a feature would most likely become torturous over hours of playtime. Hence, rather than a massive castle to explore, they decided it would be better to focus the game on one-on-one duels.

Umm... the fact that it would be "torturous" to play through an entire Castlevania game with motion control is pretty much the point.

The original game was an absolute beast to get through because of the controls. Simon's Quest was different, sure, but Dracula's Curse and Super Castlevania were about the controls and timing again. Yes, things changed somewhat later, but it's cyclical.

I would be much more inclined to purchase an adventure game with a lot of depth to it than a fighting game that thinks it's an action game.

 

Simon's redesign still makes me deeply sad.

 

What's really crappy is the Dracula design... It looks like he fused an Oni with the Golden Diva from Wario Land 4, then added a clockwork heart with mini-volcanos to the front for good measure... ughhh...

 

I've been told Obata's Dracula design is very directly homaging the design of Dio Brando, a vampire character from the long-running JoJo's Bizarre Adventure manga. I do not know if this is true or not since I can never quite get into JoJo's long enough to get to Dio.

 

Umm... the fact that it would be "torturous" to play through an entire Castlevania game with motion control is pretty much the point.

Yeah, I agree. I think that the team overall is just really underestimating the fans on this sort of thing. A simple flick of the wrist (which is all they've done for the "whip controls" in Judgment) is hardly that bad, anyway. I wonder if things might have been different if Nintendo had introduced the Wii Remote expansion before they had started production on this.

 

I have a really hard time seeing Konami implement 1:1 motion control into a Castlevania game, if mere waggle control scared them off.

(And since you have to waggle to dodge in Judgment, you're going to get tired of doing that, anyway...)

 

Honestly, my thought was that the 1:1 motion control would probably allow for more subtle movements. Hence you could do whip controls with a very small flick rather than an active shake, which would be more immersing and simultaneously less tiring.

 

Judgement honestly left me kind of cold. I know what they were trying, honestly, but as KouAidou said, it didn't FEEL like Castlevania. They really tried... it included the music, the hearts, the subweapons, and so on, but it never felt like I was playing a Castlevania game. At best, it reminded me of titles like Power Stone. The controls were actually not bad, although Magic seemed far more powerful then it needed to be.

 

The designs on Maria are fine, I guess, and Alucard's is pretty basic, but Dracula's is a little shameful, homages aside. After all, this isn't JoJo's Bizarre Adventure Judgement, this is Castlevania Judgement. I personally feel I could have come up with a better plot than what they cae up with. Heck give me a little time and I'll probably post some stuff. I mean really, how generic can you get! That's the same plot from every other fighting game spin-off! They would probably have been better off making it 2-D and giving vast Mega-Arenas. Hopefully Death won't be a homage to the teenage goth Death from those sandman comics.

 

whoops, post the screwed up version, heres what I meant...

The designs on Maria are fine, I guess, and Alucard's is pretty basic, but Dracula's is a little shameful, homage's aside. After all, this isn't JoJo's Bizarre Adventure Judgment, this is Castlevania Judgment. I personally feel I could have come up with a better plot than what they came up with. Heck, give me a little time and I'll probably post some stuff. I mean really, how generic can you get! That's the same plot from every other fighting game spin-off! They would probably have been better off making it 2-D and giving vast Mega-Arenas. Hopefully Death's new design won't be a homage to the teenage goth gal Death from those sandman comics.

 

Maria's design really bothers me because she's just been turned into an homage/clone of Card Captor Sakura. She has Sakura's staff, one of her costumes, and several of her moves in combat. I don't see the point in turning Maria into nothing more than a gag, since Obata rarely copies designs like this.

 

I didn't pick up on the Card Captor thing until you pointed it out, and now it's bothering me to no end...

 

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