Castlevania: Lords of Shadow Message Board

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Posted by GoNintendo May 29 2012 16:52 GMT
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- deep combat mechanics
- involves Trevor Belmont
- Fight with Trevor's version of the Combat Cross
- strong attacks with X
- wider-reaching attacks with Y
- secondary weapons like the boomerang-like glaive and electric bomb
- use these with A
- grab enemies with R
- block and dodge with L
- involves light and shadow magic returns
- earn experience points to unlock new combos
- these include launching foes into the air, smashing enemies down to the ground and more
- includes skeletons, axe-wielding undead and more

Thanks to Alejandro for the heads up!

Posted by Giant Bomb Aug 10 2011 15:00 GMT
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The Prisoner and Twilight Zone were the first comparisons that came to mind upon seeing The Witness.

Setting expectations at the door is the most reasonable thing a person could do when walking up the dozen or so plant-riddled steps to enter Jonathan Blow's just-up-the-hill apartment in San Francisco.

Stepping inside, there's not much to take in--no clutter--but maybe he cleaned up for us. It's very, very clean, outside of the obvious flatscreen TV, a sheathed sword hanging about a fireplace (and plenty of additional firewood nearby), and a few stacks of media. I notice an opened copy of Castlevania: Lords of Shadow sitting near the top. Behind the couch Ryan and I are sitting on, there's a minimal amount furniture...except for a gigantic keyboard, naturally.

The Witness probably won't look much like this when Blow unveils the finished game next year.

Blow sat down in a chair next to us, loaded up an early version of his new game, The Witness, and spoke.

"I knew this was going to be a really ambitious project for an indie to try and do, so I didn't want to do it for a while," he said. "I prototyped some other things, but then eventually, I [said] 'yeah, this is the game I really want to make.' So, I started a new company because I have employees now!"

He laughed at the notion of having employees, but it's true; there are two, with more incoming. And even though Blow formed a company to release Braid, he started another company for The Witness, pointing towards the additional legal wrinkles of hiring pople as the primary motivator.

Blow is the brain behind the The Witness' design, but the complexities of creating a 3D video game at the scale fitting his vision required those with expertise beyond his own. He hired a 3D modeler and a 3D engine programmer. Hoping to avoid any personal conflict, he purposely didn't bring on any friends. Even with the new help, he still codes.

In terms of basic design (i.e. puzzles), The Witness is largely finished.

"I feel like now I'm already happy with the game design," he said. "It's a good game. I have a year to tune puzzles. [...] What you guys have played right now is what I finished up about a year ago. I consider it polished for prototype."

Since then, Blow has been tweaking how the player moves, how the interface feels.

Unlike virtually ever other press encounter with a game, Blow did not run us through a demo. He provided a brief introduction for context, warned what parts of the game weren't done (art, sound, story), and left the room. The idea of having him standing over our shoulder as we worked through his own puzzle logic was too stressful. Fortunately, it stressed him out, too.

This is the first puzzle in the game (right now). It looks simple--go from one end to the other--but it's just the beginning.

Ryan attempted to articulate what we played for the next two-and-a-half hours in a preview. If you want a more detailed explanation of what The Witness is from the player perspective, make sure and read that before going forward. Now, we're going to jump ahead to when our brains began to hurt, the moment most people would set the game down for the night.

In essence, The Witness is a first-person adventure with puzzles like Myst--but course corrected.

"I really enjoyed Myst when it came out, but I wasn't a professional game designer at that time," he joked.

What do I do next? I guess I'll click here. And here. And here. And here. And here. There, too.

Even without looking at Myst from a designer's perspective, the genre's had issues. What's the designer thinking? As much as I adored Sam & Max Hit the Road and countless other LucasArts adventures, I can't tell you the number of times I'd look up a solution and feel no remorse; there was no way that answer would have ever popped in my head. And don't get me started on the amount of money I may or may not have charged to my parents' phone line calling a 1-800 number for Tex Murphy hints.

There was a logic to the puzzles, sure, but the logic often wasn't apparent until you finally solved it. Some games were worse than others, but even the best of adventure games fell into the trap on occasion.

"In Myst or whatever," he said, "every frickin' lever looks different, behaves different, you don't know what it does. The gameplay is the 3D version of hunt the pixel. What part of this giant machine on the wall is interactive and what does it do? I tried to filter all that out. Once you filter all that out into an interface that's very clear, 'oh, that's a puzzle, I know that's a puzzle. I know basically what I have to do. I have to go from the beginning spot to the end spot, but there's something I have to know to know which way to go.' Once it's that clear, then you can do a lot of crazy, out of left field stuff."

In The Witness, the puzzles are front, center and clearly puzzles. They're all on clearly labeled monitors.

In addition to tackling puzzle games, Blow grumbled over the effect focus testing has had on video games. His ultimate struggle, it seems, is fine tuning the concept of difficulty in a world where challenge isn't really mainstream anymore.

"I think of this being around the time Tomb Raider came out and where, somehow, a puzzle became figure out what lever to pull and then the door opens," he said. "What I've been trying to do with this, and also with Braid, is how can I get real puzzles into a game without *crag*ing the game [up] in the old style [like Myst]? You don't prevent the player from finishing."

Braid made you feel stupid, really stupid, but only because the solutions seemed so obvious.

The Witness is as much like Braid as it is different, but what the two share in common is the sense of accomplishment when a particularly evil puzzle is solved, the mixed feelings of frustration and wonder when the solution, which seemed so distant just moments ago, becomes painfully obvious. It was there all along, you just hadn't looked at it just right. To explain those moments is to spoil what made Braid, and what may make The Witness, special experiences.

In Braid, however, there was a sense of guilt when you left a puzzle and moved on. You had given up, even if you had every intention of coming back. Leaving a screen has a certain finality to it, which Blow's attempted to solve in The Witness through the 3D environment. There are segments of puzzles across the island, each with its own particular ruleset, but if you get stumped, just walk away. There's no loading screen, nothing. If the solution magically comes to you later, just walk back over.

Puzzles in The Witness are chained together by rule sets, getting more and more complicated.

"It's an open world, you can do whatever you want, but when you get to a certain area, it's linear," said Blow. "You get a feeling of progress. If it was just a bunch of puzzles out in the middle of a flat plain it's like 'okay, I did that, but I don't know why or what's going on.' This is adding just enough context."

The Witness already looks pretty great, even if its visually primitive form. Over the next year or so, Blow will be hitting the game with a "production stick" to transform it. He's working with architects to create the buildings, developed a whole mythology to the island simply to inform its look.

There's a reason these houses, castles and other objects are here, even if the game never says why.

"The shape of the island right now is just what happened as I was designing the game, like 'oh, the castle should be up high or whatever' but it's not planned," he explained. "What we want to do is invest it with another layer of reality by making it real geology. If there's a ridge here, it happened because of some geological event."

Someone put those puzzles there, too.

Blow was eager to tell us more about the island's secrets, but we actually stopped him from saying too much more. There's only so much he could say, anyway, as the story is still being sketched out. There were some portable radios scattered throughout the island to be discovered, but the writing and voices were all temporary. Everything could change before release.

We'll all know how it turns out in a year or so, when Blow thinks the game will be ready for release.

"What I would have told people was the worst thing about adventure games, you can actually make good...somehow," he said.


Video
Posted by GameTrailers Jul 13 2011 23:04 GMT
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Imagine Simon Belmont in full 3D in this never-before-released concept footage from Lords of Shadow!

Posted by Joystiq Jun 03 2011 02:30 GMT
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The final piece of downloadable content for Castlevania: Lords of Shadow will be released next week, according to Konami. Entitled "Resurrection," the new chapter follows on the previously released "Reverie" DLC and "lays bare the fate of both Gabriel and the Belmont clan." The DLC sees Gabriel facing off with a demon known as "the Forgotten One" -- he's the large fellow pictured above -- and promises a "stunning finale" to the story.

"Resurrection" is scheduled to arrive on Xbox Live on June 7, and PSN on June 8, for $10.

Posted by Joystiq Apr 16 2011 03:15 GMT
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After its impromptu delay, Castlevania: Lords of Shadow's DLC, Reverie, is suited up and ready to attend the monster's ball -- er, actually, bad phrasing. The point is that it's coming next week and Xbox 360 users worldwide and PAL PS3 gamers will finally be able to get a taste of it.

Confirmation comes via game director David Cox's Twitter account, where he apologized for the delay and thanked fans for patience. Sadly, Cox didn't reveal an exact day of the week, but we'll be sure to whip out a post when it's known. See what we did there? Huh?

...

Okay, yes, we're totally sorry we did that.

Posted by Joystiq Apr 01 2011 01:30 GMT
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David Cox, producer on Castlevania: Lords of Shadow, has been all over Twitter recently, responding to complaints about the DLC delay. When he was asked by one disgruntled European gamer wondering why the Xbox 360 delay was holding up the Reverie DLC on PS3 in his region, Cox revealed that the initial DLC launch on PSN was "put up there in error." In other words, Reverie wasn't meant to be released on PS3 in North America (whoops!).

Cox also said that it's "too late to take it down" meaning that presumably whatever bug is keeping it from a larger release isn't catastrophic enough to require it be pulled from Sony's service. Currently the DLC is still available on the US PlayStation Store for $9.99.

Posted by Joystiq Mar 30 2011 19:55 GMT
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We just did a double take when we heard that Konami has delayed its "Reverie" DLC for Castlevania: Lords of Shadow -- hadn't we heard this before? We had ... just one month ago when the add-on, originally slated to arrive in February, was delayed until March. Now it's been delayed until -- well, Konami isn't saying exactly.

Once again using Facebook as its conduit for bad news for Lords of Shadow fans, the publisher cites "a last minute issue which we hope to have fixed shortly" as the cause of the delay. "[W]e are working with Microsoft to resolve it as quickly as possible and give you the level of polish you deserve," the statement reads.

Given that the PSN version of the DLC hit the North American PlayStation Store a week ago, the issue must be platform-specific to Xbox Live (though European PS3 players are still waiting on Reverie, too). Whatever the cause, Konami will send word "as soon as a release date has been finalized."

Posted by Giant Bomb Mar 17 2011 19:47 GMT
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It’s been a long time since our last news bit on Castlevania: Lords of Shadow and its impending DLC releases, so here’s a refresher. Back in 2010, Konami promised that two additional content packs would hit the game in 2011. “Reverie,” the first pack, will have you returning to the game’s world as Gabriel in an attempt to aid a vampire handmaiden named Laura. The other pack, “Resurrection,” perhaps the bigger and more meaningful of the two, takes place following the events of the original game and features a “showdown with a very notorious enemy.” The latter pack still hasn’t been dated, but the former? Oh, it’s got a date: March 30, 2011 in Europe and “near that date” (via Joystiq) elsewhere.  
 


The cost is familiar. Reverie will debut at 800 MSP on Xbox Live and for $10 on the PSN Store. What’s unusual is its connection to the next DLC. According to Konami, this DLC will “segue into the next DLC pack’s stunning conclusion...” That means you don’t want to miss it, right? 

Castlevania: Lords of Shadow hit the Xbox 360 and PS3 back in October 2010. Here’s ye olde Quick Look in case you’re wondering what the game is all about:        

 

Posted by Joystiq Mar 16 2011 07:10 GMT
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Silly heroes, the problem with defeating the little bad guys is that they're usually keeping a bigger baddie in check. This will be Gabriel Belmont's "Reverie" revelation when the Lords of Shadow DLC becomes available on March 30 in Europe. Checking in with Konami for confirmation of a North American release date, a representative informed us the DLC should be available "near that date."

The publisher released a new trailer and screens for Reverie, the first of two planned DLC packs. Continuing the adventure will cost 800 MSP on Xbox 360 and $10 (€7.99/£6.39) on PS3. According to Konami, the download "spans three stages" and segues into the next pack.

Video
Posted by GameTrailers Mar 15 2011 19:45 GMT
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Konami teases their Reverie downloadable content for Lords of Shadow, set to provide a new playable character!

Posted by Joystiq Feb 27 2011 17:00 GMT
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The Oscars still haven't deigned to give awards out to video game creators, but the International Film Music Critics' Association is much more open-minded. In among their awards given out this past week was a "Best Original Score for a Video Game or Interactive Media." And the winner goes to...

Castlevania: Lords of Shadow. Congratulations to composer Óscar Araujo, who got to take home the "Iffy." No, we just made that name up -- we don't really know what it's called. Probably just the IFMCA Award. His score beat out the music in Dark Void (by Bear McCreary!), James Bond 007: Blood Stone, Lego Universe, and the Legend of the Guardians games to win it all.

And apologies to composers Bill Elm and Woody Jackson. Why? Because their Red Dead Redemption score got robbed! Robbed, we say!

Posted by Joystiq Feb 17 2011 15:00 GMT
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Castlevania: Lords of Shadow's "Reverie" DLC, originally set to be released this month, has slipped into March according to an announcement on the Castlevania Facebook page. "Our apologies for the delay but it's going to be worth it!" That "unruly evil" that Gabriel and Laura track down in the DLC is only going to be more unruly the longer we let it stew.

Konami offered no reason for the delay, but a late, complete DLC pack is always preferable to a buggy, punctual release. It is also unknown whether this delay will cause the followup DLC to slip out of its April release window. We're checking in with Konami to find out when it has scheduled the "Resurrection."

Posted by Joystiq Dec 24 2010 01:20 GMT
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The first screens of "Reverie," next year's first downloadable add-on for Castlevania: Lords of Shadow, depict Gabriel Belmont co-operating with Laura, the big-haired brat living in Carmilla's castle. She'll help you -- if you play.

Posted by Kotaku Dec 22 2010 17:00 GMT
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#dlc Castlevania: Lords of Shadow left many unanswered questions lingering after the credits rolled, and Konami plans on answering them with a double dose of downloadable content coming next year to the PlayStation 3 and Xbox 360. More »


Posted by Joystiq Dec 22 2010 15:35 GMT
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Ready to return to the castle? Konami has finally detailed the long-promised DLC packs for Castlevania: Lords of Shadow. The first download pack, entitled "Reverie," sees protagonist Gabriel aiding Laura (the creepy mini-Winehouse you see above) in "destroying the unruly evil" that was kept in check by the vampire queen, Carmilla.

The second download pack, "Resurrection," continues the story after the end of the game and "gives some insight" into "Gabriel's ultimate destiny." According to the press release, "this will be larger in scope than the first add-on" and include a "final showdown with a very notorious enemy." Oh no, it's not the flying Medusa head, is it?

Reverie will be available in February, while Resurrection will launch sometime in April. While no pricing details have been offered yet, we're bound to find out more in the new year.


Posted by Joystiq Nov 23 2010 02:00 GMT
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Konami has announced the apparent milestone shipment of one million copies of Castlevania: Lords of Shadow to retailers across the US and Europe since the game's October 5 release. While the publisher didn't specify just how many of those copies have actually been sold, president Shinji Hirano patted his company on the back with a few vague words of encouragement, saying in a statement, "The remarkable sales achieved in such a short time are a true testament of the work and dedication that went into this project."

Clearly, for Konami to have shipped so many copies to retail, ongoing sales of Lords of Shadow must be reasonably strong, though the title failed to crack the top ten in US software sales last month, and it only lasted two weeks in the UK's top-ten rankings. But Konami is still declaring a victory for the series' "rebirth," adding that it's "extremely pleased at the positive response seen" to developer MercurySteam's effort. The game's Japanese debut is scheduled for December.

Posted by Joystiq Oct 29 2010 15:55 GMT
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Now that PSN is back in working order, we're happy to inform you that the patch for the PS3 version of Castlevania: Lords of Shadow is online. It would be a really good idea to install it, too, considering that it addresses the random loss of your save data.

According to the Konami's announcement, the patch also institutes some minor changes, including the addition of scrolling text on loading screens in the interest of readability. It also seems the text will now be easier to read without being distracted by the fear for your save file.

Additionally, Konami said that an upcoming patch for the Xbox 360 version of the game would be detailed "shortly."

Posted by IGN Oct 28 2010 17:13 GMT
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Save issues addressed and upgrades added with all new patch for critically acclaimed Castlevania: Lords of Shadow.

Posted by IGN Oct 26 2010 19:05 GMT
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Yes, this actually does make some amount of sense.

Posted by Kotaku Oct 26 2010 08:00 GMT
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#onlyinjapan Konami has already released a special PS3 bundle for Metal Gear Solid 4. This new bundle isn't so special. But hey, it's got Castlevania: Lords of Shadow. More »

Posted by Joystiq Oct 14 2010 01:20 GMT
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These are dark times -- if you're paranoid about losing hours of game progress. Some users have reported an unusual save glitch in the PlayStation 3 version of Castlevania: Lords of Shadow. Affected players report being prompted with a message upon startup, which reads, "Save file corrupt, will now overwrite, press X to continue." Needless to say, pressing X leads to grim results.

Konami has acknowledged the problem -- which it says is restricted to a small number of users -- and promised a patch is en route to eradicate erroneous erasure. We'll let you know when we hear a firm release date, and recommend you keep a backup of your save file on a USB drive in the meantime.

Posted by Joystiq Oct 12 2010 10:00 GMT
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Hey, do you like to zap helpless humans with lightning? Then you're probably a super villain. Cool -- and we've got the perfect Facebook game for you: Castlevania: Lords of Shadow Friend Challenge. Seriously, it's all about zapping helpless people ... and your friends! It really scratches that sadist itch, trust us.

Developed in-house at Konami, the Facebook game allows you to unlock various bits of content from the console game including "screenshots, videos and items" as you recruit Facebook friends to your army and level up your character. Sorry, it doesn't look like these unlockables are on a two-way street -- performance in the Facebook game doesn't impact your Castlevania: Lords of Shadow game.

Posted by Kotaku Oct 12 2010 03:00 GMT
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#videogames Gabriel Belmont will have his revenge upon the Lords of Shadow, venturing to the very depths of hell to find retribution against those who have corrupted the ideals of the Brotherhood of Light and murdered his wife. More »

Posted by Joystiq Oct 12 2010 03:30 GMT
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Hideo Kojima as the Chupacabra isn't the only advantage the Japanese version of Castlevania: Lords of Shadow has over its worldwide contemporaries. Those who purchase the special edition in Japan will also have their choice of downloadable Vanias as bonuses.

The PS3 version of the game includes a code for the PSOne Castlevania: Symphony of the Night, playable on PS3 or PSP. The Xbox 360 version gets you a copy of the XBLA game Castlevania: Harmony of Despair. Which means there is now another reason the PS3 version will outsell the Xbox release by a massive margin (other than there being so few Xboxes in Japan).

The Japanese special edition isn't universally better: it carries a price tag of ¥9,980 ($122), and Lords of Shadow won't even be available in Japan until December 16.

Posted by Kotaku Oct 12 2010 00:00 GMT
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#easteregg What dark secret was worth this deceased knight's life? He bears a message regarding the very nature of truth, as it pertains to certain comestibles. I speak no lie when I tell you there are spoilers ahead! More »

Posted by IGN Oct 11 2010 16:49 GMT
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Game's composer reportedly let slip new game.

Posted by Kotaku Oct 11 2010 16:20 GMT
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#sequel With last week's Castlevania: Lords of Shadow pulling in pretty solid reviews, the composer of the game's score outs a sequel already under construction at developer MercurySteam. More »

Posted by IGN Oct 07 2010 17:30 GMT
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Something to get your teeth into.

Posted by Joystiq Oct 07 2010 02:30 GMT
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Now that you've read our review of Castlevania: Lords of Shadow -- you have, haven't you? -- let's find out what other outlets thought of the series' latest stab at a 3D interpretation. Turns out, it would seem there are some issues reconciling this as a "Castlevania" game. If we had control of space and time (and, believe, we're working on it), we'd totally want to see the scores if Castlevania was completely removed from the title and the game was released just as Lords of Shadow. It may have scored just a little higher.
  • Game Informer (90/100): "This polished, action-packed adventure has me ecstatic to see not only what's in store for the next 3D Castlevania, but also what talented developer MercurySteam does next. Don't let the deluge of fall releases or the 3D Castlevania stigma keep you from this amazing quest."
  • Eurogamer (80/100): "In the future, we can only hope that a developer finds a way to deliver more of the core series components - of buildings that you piece together through exploration, of back-tracking that never seems like a chore. For now, though, even with a missing piece of that magnitude, MercurySteam has managed to deliver a game that's heartfelt, handsome, and quietly distinct."
  • Gamespot (75/100): "The combat is great and the boss battles are quite memorable, but it degenerates when those core ideas clash--when Castlevania ignores what it does so well (action) for the sake of creating a more diverse experience."
  • IGN (75/100): "Pretty much anything you would expect to find in a Castlevania game is not to be found here. But fans of combat-heavy action adventure games will have fun if they can excuse a lot of mindless button mashing and a couple technical issues."
  • 1UP (B): "This won't replace Symphony of the Night as the oft-argued greatest Castlevania, but it should finally at least put to rest complaints that there are no good 3D Castlevania games. If Lords of Shadow sees a sequel, there are lots of important, obvious improvements that need to be made, but Mercury Steam proves that they're at least on the right track."