Castlevania could be done in 3D well. Lower res to 240i. Use TAA and motion blur. Focus on effects.
Try to make landscape and castle eerie. Everywhere looking different. Rooms seperating areas that form their own theme. Strangeness, try to avoid or survive that. Camera low and character close. Various weapons, no damage difference but attacks that fill unique functions:
Whips for distant enemies, taking a long time to hit and requiring timing on button press (when on enemy) to cause damage. Weapons also useful for different environments. Whip for swinging on hooks. Axe/Machette for woods. Knife for locks. Sword for people. Even a bow theif style to douse lights to pass enemies and to light pathways in areas where the light holds off monsters.
Slower weapons for more damage and the more you use a weapon the more damage it does, faster to use, more moves.
Just need to make Castle interesting enough to want to explore it. Resident Evil was in the right vein.
Hidden rooms and such forming something so much better the rest feels fake.
Using space so rooms are larger than they should be would be good for realism. World feeling large and places substancial.
Matthew Allen
Second stick to rotate camera, when swinging weapon, weapon swing going in the opposite direction of camera movement. moving camera around during swing also perhaps shortening swing, or extending it, another weapon used if attacking again diring swing while camera moving, in direction facing.
Retain high quality medieval looks for all equipment, showing it on character. Nothing Japanese or stupid, such as rock armour. Improvisations yes, magic keep to a minimum.
Could pick up and buy additions rather than replacements. But those for customisation perhaps as well, with damage and traversal clothes being torn. Bought things coming cursed, imitations of the found items, fight for the seller. Some exceptions, seemingly less powerful unique items, that come in handy or last, enable some progression or some invisibility. Suiting the environment a kind of bonus in initiating a test to endow with items. Master the existance in an area, know what is local to it and get by without damaging any of it. Defeat it's enemies or projections of them, some bosses when bested revealing they are part of the place, demonstrating what isn't.
No clear way progression path, grinding as an alternate to the secret way forward/up/down, beyond. The more you play the further you can go. Actions better the more they are done. Also cheat options for sacrifices, alleigances etc, eg: Double jumping (a climb or thing to be raised), water walking (could be pillars just under the surface that would be found if not for cowardice), the area to be bathed in light with night vision (otherwise move slow and away from monster growls or run past them, unseen but deadly growl back etc).
Jaxson Gray
Demon's Souls otherwise provides an alternative.
It costs performance but setting Full RGB range, deep colour & hdmi super white may be worth it.
The appeal is the world being vastly more than you. Ok if it moves slowly an your actions are impaired. Makes the world more dangerous.
Nicholas Perez
Elements within games may still be good even if the overall game isn't.
Good things could be exported to something that deserves them and the rest made better, accompanying what suits them.
Trying to make things perfect may always be right.
Should be able to if done enough, standards of what is done ahead of the doers expectation.
Players can be the ones to raise them, with the doers going on ahead.
Carson Garcia
This wasn't the result of rushed development, this was the result of no development. They put a barebones product together and produced it with "promises" of fleshing it out later. One bankruptcy later and now it's a chink F2P travesty.
Elijah Edwards
What was the last good Castlevania game, and why was it pic related?
Lucas Anderson
That's not Adventure Rebirth
Brody Bennett
Don't listen to the haters. It's a decent GoW clone.