(05-03-2013 10:48)seph1roth link Igual este Castlevania acaba siendo malo...pero cualquier review que se base en esto que comentas deja en entredicho la profesionalidad del que la ha escrito.
Con Castlevania y con cualquier otro juego...
Pero es que se nota. Mira el análisis y verás el resentimiento que tiene el analista con el juego y lo compara, en cada uno de los párrafos, con los juegos de Igarashi.
Si quieres te lo señalo yo:
Castlevania: Symphony of the Night represented a major sea change for what was, back in 1997, KonamiÔÇÖs best-known franchise. Heavily inspired by bona fide classic Super Metroid, Symphony of the Night created an inescapable trend with subsequent Castlevania releases. It took a series best-known for grueling difficulty and linearity and replaced it with exploration-based, RPG-driven gameplay. The results were staggering: Symphony of the Night is widely considered to be not only the best Castlevania game, but one of the best games of all time. Naturally, it spawned a litany of handheld games modeled after it. And virtually every one of those games is far superior in just about every conceivable way to Castlevania: Lords of Shadow ÔÇô Mirror of Fate.
In short, Mirror or Fate suffers from a troubling identity crisis. Caught between developer MercurySteamÔÇÖs high-quality reimagining of the Castlevania series in Lords of Shadow
and the towering legacy left behind by the Koji Igarashi-driven handheld games (some of the best available on both Game Boy Advance and Nintendo DS), Mirror of Fate is a muddled, rarely enjoyable slog that attempts to take inspiration from both, but ends up pleasing the sensibilities of neither camp of Castlevania fans. ItÔÇÖs unfocused, unfulfilling, drab and boring.
The developer seems to have made a modest admission of its gameÔÇÖs complete lack of reliable combat mechanics by designing boss fights that are laughably forgiving.
In old-school Castlevania games, boss fights are dreaded; they can stop you dead in your tracks and really force you to think. In the Metroid-vania games, beating boss fights requires tactical acumen, the proper equipment and the right player level. In Mirror of Fate, skill isnÔÇÖt the name of the game; tricking the system is, and thatÔÇÖs all too easy to do. Bosses have patterns to learn like in any old Castlevania game, but brute force can be utilized to get to the next in-fight save point. You die, respawn, and resume fighting the boss, whose health meter has not been replenished, and try, try again until heÔÇÖs dead. If that werenÔÇÖt enough, occasional tired quick-time events will ensure that virtually no one enjoys these fights.
For one, the leveling system is inadequate for a game like this. There are no statistics to delve into, no equipment or items to find and switch up (with the exception of each charactersÔÇÖ necessities, like holy water or a time stopper), nothing but God of War-like moves that unlock as you level up to supplement the vague sense of your characters becoming stronger. And you never have to use these moves to win ÔÇô I sure didnÔÇÖt.
For a game that goes to such lengths to mimic what makes Symphony of the Night and its ilk so incredibly compelling in terms of exploring non-linear sets of maps, MercurySteam dropped the ball when it comes to giving us a reason to level up and seek ever-greater levels of strength.
Etc.