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MrPopo
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Re: Games Beaten 2019

by MrPopo Sat Jun 08, 2019 10:58 am

There are definitely people out there who hate the charge shot and slide and I am just not in that camp at all. I think both mechanics are wonderful and even though I love 2 and 9, I think their addition to the MM series is most definitely a positive thing. The other issue people seem to have with this game is that the weapons are more or less useless

I think this is a case of the latter leading to the former, especially in MM5. When the buster ends up being the fastest weapon to kill several of the bosses you know something is off with the balance. The concept of the charge buster is not a bad one; I think it's more NES limitations causing a lack of utility in the other weapons that makes it stand out. By contrast, in Mega Man X your weapons all have a variety of utility uses that encourage you to swap back and forth, and boss health is calibrated so that you can kill a boss with the buster (as you need to on the first one or if you run out) but it is always more efficient to use the weakness due to some combination of damage, ease of hitting, and attack pattern interruption (though they mess it up a bit in X3 when the iframes are so long it's faster to use buster again, even if it takes more shots).
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Games Beaten: 2015 2016 2017 2018
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Re: Games Beaten 2019

by MrPopo Sat Jun 08, 2019 6:54 pm

1. Octopath Traveler - Switch
2. Dusk - PC
3. Forsaken Remastered - PC
4. Tales of Eternia - PS1
5. Resident Evil 2 (2019) - PC
6. Pokémon Trading Card Game - GBC
7. Metro Exodus - PC
8. Thronebreaker: The Witcher Tales - PC
9. Project Warlock - PC
10. Magic: The Gathering - PC
11. Ghost 1.0 - PC
12. Call of Duty 2 - PC
13. Sekiro: Shadows Die Twice - PS4
14. Revelations: The Demon Slayer - GBC
15. Mechstermination Force - Switch
16. Shadow Warrior Classic Redux - PC
17. Lost Sphear - Switch
18. Warcraft II: Beyond the Dark Portal - PC
19. Dragon Quest III - NES
20. Rage 2 - PC
21. Blood - PC
22. Harvest Moon 64 - N64
23. Battlefield V - PC
24. Sigil - PC
25. Shining Force III: Scenario 2 - Saturn

Shining Force III was created as a three part game, but we only got the first part in the US. And considering the massive cliffhanger that part 1 (and part 2, for that matter) end on that ended up being a real bummer. It's also a bummer that the III trilogy was the last Shining Force game we'd ever get (not counting the GBA remake of SF1); future Shining games went the action RPG route. Which is a real shame, because the Shining Force games end up being fairly unique in the SRPG space; pretty much everything else goes with either the Fire Emblem model or the FFT model.

Now, the three parts of Shining Force III were clearly written all at the same time. Parts 1 and 2 cover the same time frame, with 2 starting slightly after 1 (minus the initial battle) and ending slightly after 1. Then 3 starts most of the way through 2 and then carries the story to its conclusion. This allowed Sega to do two things. The first was to release three games with less than six months between each successive release, guaranteeing them some good income as people bought each title, without necessarily having to spend as much as you would on three unique titles. The second was to add some polish to the subsequent entries. This was pretty apparently in Scenario 2 once I got past the initial area that was shared with Scenario 1; now I was seeing more visual effects (fog, night time, more types of architecture) and improvements to many of the animations, as well as a proper victory pose and fanfare on level up. I'm quite curious to see if things improve further in Scenario 3.

The basic recap of the Shining Force III story is that there is an Empire, and then a bunch of its territories revolted and formed a Republic. The series opens up at a peace conference at a neutral trade city. However, said conference is disrupted by some sinister masked monks who engineer the abduction of the Emperor and pin it on the King of the Republic. Scenario 1 follows Synbios, son of one of the founders of the Republic, as he escorts the King back to the Republic capital. Along the way you start to see threads of a plot engineered by the masked monks to bring about the resurrection of their ancient lord Bulzome. The game ends at the capital, with Synbios having fought off the incursion of some Imperials allied with the Bulzome monks, but then Prince Medion shows up to finish the invasion.

Now, Prince Medion is the third son of the Emperor and the protagonist of Scenario 2. While in Scenario 1 he kept showing up at opportune times to help out Synbios, the fact he shows up to invade at the end of Scenario 1 leaves the player wondering how this happened. And so you restart with Scenario 2. Here the focus is on trying to find the abducted Emperor, which quickly turns into following around the Bulzome monks, as they are clearly involved in some fashion. The Emperor is eventually found, and in the process you uncover the fact that the Bulzome monks are working with members of both countries to play them against each other. But the Emperor, ever the schemer, takes advantage of the plots to achieve his own personal goal of recapturing the Republican territories, and he blackmails Prince Medion into turning against his own ideals (compassion) by holding Medion's mother hostage. So we end at the same spot Scenario 1 ended; the impending fight between these two noble armies. And there are some initial blows before a messenger stops the fight; something has happened related to the hostage situation, but the game ends before we hear details. All we know is it is related to the third protagonist, who has spent time in each army before moving on. And so now we'll roll back again to see what Julian (the third protagonist) was up to and how he interferes with this plot.

Shining Force III builds on the systems of Shining Force II by incorporating some ideas from Fire Emblem, as well as adding in some dimensionality to the battle maps by virtue of being in 3D. This is most apparent in internal maps; different terrain will be at different height levels that will impede progress. You can go down more levels than you can go up, for example, and properly accounting for this is important. The stuff it takes from Fire Emblem is the support system, weapon levels, and the weapon triangle. However, these don't end up being implemented the greatest. The support levels are gained by attacking the same enemy as someone else or healing someone else, and ranking these up will confer benefits. However, these benefits are only realized when you stand adjacent to your partner, and since most units are melee this means you frequently won't be able to enjoy them. Additionally, if a character dies you lose a friendship level. Considering Shining Force has always encouraged you to sacrifice a unit now and them for the greater battle this works at odds with the game systems and just isn't impactful enough. The weapon triangle is in a similar situation; unlike Fire Emblem where it provides hit and evasion as its primary purpose, here all it does is give you a damage boost if you have the advantage. This is due to Shining Force having dodging and counter attacks being a rare event. This makes the system more of a "oh, that's nice", rather than something you'll ever take time to take advantage of. The weapon level system is another one that works against the traditional Shining Force gameplay loop. Each character can gain levels with their equippable weapon classes. This provides two benefits; the first is you can trigger a special ability that is more powerful than a critical hit and might confer a status effect on the enemy, with additional ones unlocked as you gain more weapon levels. The second is you get a damage (and magic power) boost while using a weapon of that type based on your weapon level. While getting a damage boost is nice, this has the side effect of also making you unable to equip anything outside a single weapon class if you want to do damage, as the damage boost is enough to make an old weapon of a type you are proficient with stronger than a new weapon you aren't proficient with. The end result is that you end up upgrading an individual character's weapons very infrequently. Considering previous games included the shopping loop to buff the team every so often, having it now turn into "ok, I'm at new town, let me upgrade the ONE character who has a new weapon that they are proficient with" which is a feel bad. This also ends up further devaluing the ranged options the melee characters have (spear, knife, tomahawk), as not only are they about 5-10 damage points weaker (which is a lot when the end game weapons are 25 damage), but if you don't have them trained they are another 10-15 damage points weaker than your primary melee weapon.

Those minor quibbles aside, it's a fantastic Shining Force experience. Each game is as long as Shining Force 1, so you're getting a ton of gameplay. And there's a nice series of connecting points between the games; save a character in one scenario and you can recruit them in a second scenario, or take an item in the first scenario and it's not available in the second scenario. There aren't enough of them to make you feel like you've screwed over a future playthrough if you don't do a "perfect" initial run, but it is nice to see the developer foresight. And the intent behind the new systems isn't bad, it just could have used another iteration. Had we ever gotten a Shining Force IV I would have expected it to refine those systems to something more fluid.
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Games Beaten: 2015 2016 2017 2018
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Re: Games Beaten 2019

by ElkinFencer10 Sat Jun 08, 2019 10:12 pm

Games Beaten in 2019 So Far - 33
* denotes a replay

January (12 Games Beaten)
1. Army Men 3D - PlayStation - January 1*
2. Ys I: Ancient Ys Vanished - NES - January 4
3. Mega Man - NES - January 6
4. Mega Man 2 - NES - January 6
5. Mega Man 3 - NES - January 6
6. Mega Man 4 - NES - January 7
7. Dr. Discord's Conquest - NES - January 7
8. Mega Man 5 - NES - January 26
9. Just Cause 3 - PlayStation 4 - January 26
10. Mega Man 6 - NES - January 27
11. Persona 5: Dancing in Starlight - Vita - January 27
12. Mobile Suit Gundam: Encounters in Space - PlayStation 2 - January 27


February (2 Games Beaten)
13. Earth Defense Force 5 - PlayStation 4 - February 2
14. Fallout 76 - PlayStation 4 - February 3


March (4 Games Beaten)
15. Octopath Traveler - Switch - March 2
16. Resident Evil 0 - PlayStation 4 - March 9
17. Call of Duty: Modern Warfare Remastered - PlayStation 4 - March 10
18. Fire Emblem: The Binding Blade - Game Boy Advance - March 30


April (3 Games Beaten)
19. Moemon - Game Boy Advance - April 5
20. Yoshi's Crafted World - Switch - April 10
21. Wargroove - Switch - April 26


May (8 Games Beaten)
22. Dragon's Dogma: Dark Arisen - Switch - May 5
23. Battlefield V - PlayStation 4 - May 9
24. Timespinner - PlayStation 4 - May 12
25. Earth Defense Force: Iron Rain - PlayStation 4 - May 17
26. Shenmue - PlayStation 4 - May 19
27. Xenosaga Episode I: Der Wille zur Macht - PlayStation 2 - May 26
28. Team Sonic Racing - Switch - May 29
29. Xenosaga Episode II: Jenseits von Gut und Böse - PlayStation 2 - May 30


June (4 Games Beaten)
30. Xenosaga Episode III: Also Sprache Zarathustra - PlayStation 2 - June 2
31. Gato Roboto - Switch - June 3
32. Katana Zero - Switch - June 4
33. The Walking Dead: Survival Instinct - Wii U - June 8


33. The Walking Dead: Survival Instinct - Wii U - June 8

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I'm a sucker for Wii U. I'm a sucker for zombie games. With those things in mind, a zombie game on Wii U should be everything I want in a game, right? Yeah...that might be the case normally but not this time. I knew going into it that The Walking Dead: Survival Instinct had been pretty much universally panned as an unmitigated disaster of a game, but with my love of terrible games, I figured I could find something to like about it, and to some extent, I did, but it was a challenge to find any redeeming traits here. Like the zombies in the game, flaws pop up out of nowhere and without an end.

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The first thing that players will notice is the graphics. This game looks like a hot mess. Aside from a couple of visual flourishes - and I mean "a couple" literally - this game looks like it would be right at home on the Wii or Xbox. Even those flourishes I mentioned give away the craptastic visual quality. When you're holding the crossbow but not aiming, you can see a reflection of the environment in the scope's glass lens, but you'll notice that the reflection doesn't move at all; it's just a static image that looks vaguely similar to that stage's environment. Yeah, it's a nicer touch than just a blank black lens, but it's an obvious crap job. As far as the zombies go, there are something like a dozen character models that are just used over and over again. I once killed a knifed a zombie that was eating an identical dead zombie right beside a third identical zombie. Obviously, it would have been impractical to make hundreds of unique zombies for a low budget game, but at least design an algorithm that doesn't do that crap.

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The story is...okay. It's a prequel to the AMC series that focuses on everyone's favorite character who wasn't named Glenn (RIP), Daryl Dixon. The game has you play as Daryl as he goes looking for his white trash brother, Merle, in the early days of the infection before the first episode of the show picks up (but, as far as I can tell, after the later developed Fear the Walking Dead series takes place). There isn't anything especially bad about the story although the voice acting sucks except for Norman Reedus and Michael Rooker, but the story is just boring. It feels like it was the last thing they decided on. "Okay, we've got this game about zombies and shit. Who's got a story we can haphazardly put over it?"

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The game's biggest downfall is just its controls and performance. There really is a good game here, but it's buried so deep under shitty performance, clunky controls, and annoying bugs that it's nearly impossible to find. The game targets 30 fps, but it usually runs somewhere in the 20s and, at times, dips to something like 10 fps. Considering that the Wii U was the most powerful of the three consoles that saw releases (I'm excluding PC, naturally, as it's not a console), this is egregious. With the game looking as sub-par as it does, it's inexcusable that it runs like shit, too. The controls also just feel unnecessarily cumbersome. Your inventory management is done with the gamepad's touchscreen, a feature utilization that I actually think deserves praise, but the game seems to have a hard time deciding if you REALLY wanted to switch to that item or weapon. If you just lightly tap it, it seems to consider that "incidental" and doesn't change your weapons. Normally, this is fine - just tap the screen again a little hard and a little longer - but if you're trying to change weapons while being cornered by a horde of zombies, that second or two could get you killed. The crossbow - ironically not acquired until more than halfway through the game despite being Daryl's whole thing - was my biggest point of frustration. Sometimes the arrows go exactly where they should. Sometimes the arrows hit a zombie's head despite clearly missing the zombie entirely. Sometimes you can watch an arrow go straight into a zombie's head but register as a shoulder hit. You're supposed to be able to retrieve arrows regardless of whether you hit or miss, but a lot of these arrows just seem to vanish into the ether. Even if you can see the object model of the arrow sticking out of a tree or a wall, it will occasionally not let you pick it up even if it's got a red outline to denote that it's an item that can be picked up. All around, it's clear that QA was not on the priority list before rushing this game to market.

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The Walking Dead: Survival Instinct is an affront to fans of The Walking Dead, an affront to fans of the Wii U, and an affront to fans of zombie games in general. It's a shame, too, because the foundations of a really fun game are here. It stars a fan-favorite character, the survival and risk-vs-reward aspects could be a lot of fun, and the survivor companion management during missions is neat, but it's a "death by a thousand cuts" sort of situation here; there are just SO MANY problems with the game, that what few redeeming aspects it has just aren't worth the hassle. Unless you're going for a full set of games like I did for Wii U (or if you're going for it on Xbox 360 or PlayStation 3), there's absolutely no reason to own this game. It's entertaining enough for a while as a "Haha, look how shitty this game is" party gag, but as an actual game, it's utter garbage.
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Re: Games Beaten 2019

by pierrot Sat Jun 08, 2019 10:48 pm

MrPopo wrote:This is most apparent in internal maps; different terrain will be at different height levels that will impede progress. You can go down more levels than you can go up, for example, and properly accounting for this is important.

Oh, interesting. This actually sounds a bit like Terra Phantastica. Seems like Camelot might have gotten some ideas from Chime. Terra Phantastica also has a bunch of other novel stuff it does, and is probably my favorite SRPG because of it.

I always kind of felt like Shining Force 1 and 2 were a but too stripped down. I guess not having to worry much about a bunch of different variables is probably comforting for a lot of gamers, but even if they aren't necessarily implemented all that well, the additional systems in SFIII sound like they could potentially help my enjoyment. The nice thing is I might find out how you feel about the entirety of Shining Force III by tomorrow, or Monday.
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Re: Games Beaten 2019

by MrPopo Sun Jun 09, 2019 1:05 am

Each scenario has taken me between 30 and 35 hours, and I know Scenario 3 has more battles in it (as part of the finale). So I probably won't finish the game until late in the week given the other draws on my time.
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Re: Games Beaten 2019

by pierrot Sun Jun 09, 2019 10:55 am

Popo, I am relying on you to do nothing but play Shining Force for the next 25 hours, because I'm assuming you've got at least 15 hours into Chapter 3 already. You can't just shatter my expectations like this.
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Re: Games Beaten 2019

by BoneSnapDeez Sun Jun 09, 2019 11:45 am

As much as I dig Shining Force III I can't imagine playing those extra scenarios. Too much of a good thing.

Maybe if I tackled one per year? Though I feel like I'd get lost at that pace.
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Re: Games Beaten 2019

by pook99 Mon Jun 10, 2019 9:13 pm

MrPopo wrote:
There are definitely people out there who hate the charge shot and slide and I am just not in that camp at all. I think both mechanics are wonderful and even though I love 2 and 9, I think their addition to the MM series is most definitely a positive thing. The other issue people seem to have with this game is that the weapons are more or less useless

I think this is a case of the latter leading to the former, especially in MM5. When the buster ends up being the fastest weapon to kill several of the bosses you know something is off with the balance. The concept of the charge buster is not a bad one; I think it's more NES limitations causing a lack of utility in the other weapons that makes it stand out. By contrast, in Mega Man X your weapons all have a variety of utility uses that encourage you to swap back and forth, and boss health is calibrated so that you can kill a boss with the buster (as you need to on the first one or if you run out) but it is always more efficient to use the weakness due to some combination of damage, ease of hitting, and attack pattern interruption (though they mess it up a bit in X3 when the iframes are so long it's faster to use buster again, even if it takes more shots).


I agree with that, the main complaint is that the OP charge shot makes the other weapons obsolete, which kind of defeats the purpose of a mega man game in the first place. It doesn't bother me at all, but I do understand why it would bother some. Even though I definitely prefer classic MM to X, I do appreciate how the X series balances the charge shot vs the other weapons.


77. Super Mario RPG

My first summer challenge game and it is a great way to kick off the summer.

Super Mario RPG begins the way most Mario games end. As usual Bowser kidnaps peach, Mario rushes to the castle, and the game begins with Mario storming Bowsers castle, smacking bowser around, and right before he could save the day Bowsers castle crumbles, a giant sword falls through it, and the path to the castle is destroyed leaving Mario to find a new route to the castle to rescue peach. I won't get into spoiler territory here in case someone has not played it, but I will say that the game does a great job of weaving a tale that is epic in scope but still retains the feel of any other Mario game. The story introduces you to all sorts of new characters and places, and is always lighthearted and retains a good sense of humor. It is a charming story that will have you smiling throughout the whole game.

The game plays in an isometric perspective. Mario could run and jump, and although platforming is not the focus here, there is a decent amount of platforming here to break up the usual monotony of exploring lands. This game does a tremendous job of keeping things fresh and respecting players time. All the enemies are visible onscreen and most of the time when you beat them they don't respawn meaning you could freely explore without having a bunch of random encounters slowing you down. There is absolutely no grinding in this game, sure if you want to you could revisit areas to grind but is not necessary at all. There are also random platforming challenges and minigames sprinkled throughout the game all of which are fun and usually come with some rewards for completing them.

Combat in this game is a lot of fun, every move from your characters are interactive and will do more damage with timed button presses. Similarly most enemy attacks could be defended with a button press at the right time, usually cutting damage in half. There are 5 playable characters and 3 of them could be in your party at any given time, with Mario being a requirement. Each character brings their own unique strategies to the table, personally I found Peach to be a required character because of her group healing abilities and I would swap other characters in depending on my mood.

Navigation in this game is a breeze, the game is actually set up like any typical mario game. There is a world map and when you enter any given region there is a bunch of different locales you can enter set up as dots on the area map, much like the levels in Mario World or 3. The areas themselves are easy enough to navigate, most of which have secrets if you are so inclined. Despite its age getting around in this game and knowing what to do next is seemless. I never had to consult a walkthrough and never got lost, which is rare for me, and greatly appreciated since I get easily frustrated when I don't know what to do next.

Mario RPG is on the easy side and I'm fine with that, everything in this game feels natural and is a joy to play from beginning to end. A must play for any fan of RPG's or Mario in general.
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Re: Games Beaten 2019

by prfsnl_gmr Mon Jun 10, 2019 11:15 pm

You have good taste, pook99. Super Mario RPG is a classic; one of the very few RPGs I have played through multiple times.

.....

First 25
1. The Legend of Zelda: Four Swords Anniversary (NDS)
2. Reigns (iOS)
3. Castlevania: The Adventure (GB)
4. Castlevania II: Belmont’s Revenge (GB)
5. Castlevania Legends (GB)
6. Yankai’s Triangle (iOS)
7. Mega Man III (GB)
8. Mega Man IV (GB)
9. Mega Man V (GB)
10. Sin & Punishment (N64)
11. Love You to Bits (iOS)
12. Mega Man Powered Up - Old Style (PSP)
13. Mega Man Powered Up - New Style (PSP)
14. Mario vs. Donkey Kong (GBA)
15. Mario vs. Donkey Kong 2: March of the Minis (NDS)
16. Mario vs. Donkey Kong: Minis March Again! (NDS)
17. Detective Pikachu (3DS)
18. Super Fantasy Zone (Genesis)
19. Fantasy Zone Gear (GG)
20. Fantasy Zone - The Maze (SMS)
21. Fantasy Zone (Famicom)
22. Fantasy Zone (NES)
23. Kung Fu Master (2600)
24. Kid Dracula (Famicom)
25. Kid Dracula (GB)

26. Fantasy Zone (TG16)
27. Double Dragon V (SNES)
28. Fantasy Zone II (Famicom)
29. Street Fighter: The Movie (PS1)
30. Fire Fly (2600)
31. Pac Man (2600)
32. Extreme Sports with the Berenstain Bears (GBC)
33. Fantasy Zone (PS2)
34. Space Fantasy Zone (TG16)
35. Arnold Palmer Tournament Golf Fantasy Zone (Genesis)
36. Mega Man (GG)
37. Konami Pixel Puzzle (iOS)
38. Qix (Arcade/NES)
39. Congo Bongo (Arcade)
40. Phantasy Star Gaiden (GG)
41. Phantasy Star Adventure (GG)

Played this one for Togethe Retro too. It is a simple, first-person adventure game, like Shadowgate....IN SPACE!!!…and with some awkward random battles. Not too bad, but not too good either. Very short, though.
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Re: Games Beaten 2019

by pook99 Tue Jun 11, 2019 9:27 am

78. Castlevania empathy (nes hack)

So this game randomnly pops up on my news feed yesterday which is weird because I have never had a hack of a game pop up there before. As soon as I got home yesterday I download the patch and give it a shot and I'm glad I did.

For those of you who are not too familiar with the hacking scene most hacks fall into one of 3 categories:

1) Improvement: where the hacker tries to fix the problems of an old game(the most popular being castlevania 2 redaction which changes the vague hints, doubles the hearts dropped, removes invisible floors, and speeds up the day/night text) or adds something to an old game (for example, there is a hack that turns battletoads into a 4 player game)

2) graphical hacks/sound hacks--hacks that change the graphics of the game for some thematic reason, for example a MM hack lets you play as roll, a friday the 13th hack lets you play as Freddy Krueger. These hacks can be minor, such as just changing the main character, or major and include changing all the enemy sprites and level backgrounds. Sometimes they even add story segments, for example there is a swamp thing (or toxic crusader I forget which) that swaps the titular character out for a ninja turtle and is accompanied by some new cutscenes.

3) Level Hack-- hacks that change up the entire level layout. These hacks can be great as they basically are like DLC for old games. If you have played an old game a thousand times and love it, these hacks let you revisit those old games in entirely new ways, which for me is just awesome. Many of these hacks ratchet the difficulty up to 1000, but there are also hacks which try and retain the spirit of the old game and keep the difficulty roughly the same. Personally, I hate the difficult hacks as they typically throw balance out the window and the games are just dumb and frustrating.

Castlevania empathy is a graphical hack and a level hack that tries to keep in the same challenge level as the original game and it largely suceeds.

Simom Belmonts sprite is entirely different and kind of looks how gabriel belmont from lords of shadows might look if he were an 8-bit character. The levels themselves look different, and although you always know where you are in relation to the old game, the levels are completely redisgned and just about everything, from platform placement to enemy placement is different, making the game feel extremely fresh.

There are no new enemy sprites here but the enemy placements have changed. For example on the last level in the original game you walk across a bridge and giant bats are everywhere, in this game the final level is more of a platforming challenge with regular skeletons and bats. All the bosses are the same but the envrionments of where you fight them have been completely changed around making most of these fights feel extremely fresh. The only fight that felt samey was the mummy fight, and I unfortunately can't comment on the dracula fight for reasons I will get into soon.

This is not an easy game, but it is fair. I would say the challenge is mostly in line with the original, some sections are easier (deaths hallway is still very difficult, but it is easier than the orginal for example) some sections are harder (I was dying on the 2nd level which never happens) but overall it balances out nicely. One thing that adds to the challenge is when you die you start with 0 hearts. In the original you start each life with 5 hearts, the reason that is relevant is you cannot acquire the first whip upgrade until you have 5 hearts and the secnd one comes at 7 or 8 hearts. In the original you are pretty much given the whip upgrade immediately every time, in this game after you die, expect to have to play with the leather whip for a short while until you can gather the necessary hearts. This adds a new layer of challenge and I actually really enjoyed it.

Unfortunately I did not finish it. I was on the last level, died a few times but kept going. I was on the the screen literally right before draculas stairwell and I got hit by a hunchback and the game froze. There was no way to unfreeze it and given how long it took me to beat deaths stage I was not about to go back and replay it. The lesson I learned here is if you are going to play rom hacks, use save states frequently in case the game glitches out like this you can continue without losing all of your progress.

Despite the disappointment at the end, I really enjoyed this hack. I will go back and play it again some time and if you are a fan of castlevania I think you will really enjoy it. It has enough of the old game in it to keep you feeling nostalgic but there is so much new stuff that even if you have beaten the original castlevania a million times (as I have) it will feel like a new game.
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