Question of the Month

 

"How should Konami utilize the DS?"

My Answer | Answer #1 | Answer #2 | Answer #3 | Answer #4

If you've ever read my message board, you know my affinity for Maniac Mansion-style play. That is, we can reinvent Symphony's open-ended style of play by allowing the gamer to control three players at once. The DS can give life to the combining of these ideas.

For the best explanation, we'll give Trevor Belmont and his allies a second game. The story? Dracula returns or something. Who cares? At the start, you, as Trevor, pick only one of his original three allies--Alucard, Sypha or Grant--to take along for the journey into the castle, but during the adventure, he'll gain the services of a brand new character to act as his party's third wheel. At this point, you, as the player, will have three characters that you can control at once. Here's how it works: Each character has one or two special abilities that will help him or her explore the castle in certain ways. However, this won't be enough--instead, you'll have to oftentimes combine two characters' abilities to reach your destination.

For instance: Let's say somewhere in the castle is a mile-high vertical chamber with no platforms that will allow you to reach its top, and the exit that rests atop this room is blocked by a steel structure. Of course, if you have Alucard on your team, you can fly all the way up there, but there'd be nothing you can do in bat form to break through the structure. Instead, to solve the puzzle, you'd have to usher into this room another of your characters--we'll call him "Mehmet," who's known for releasing explosive energy; now, as Alucard, you transform into a bat, grab Mehmet in tow, carry him all the way to the top of this room, and allow him to destroy the structure while suspended in air.

This is where the two screens come in: The buttons control Alucard on the top screen while the bottom screen allows you to control Mehmet's actions, either by using other remaining buttons or the touch screen to select a target and available actions. The actions can appear on a list near the top of the screen, and you simply touch the one you want to execute.

With the two-screen setup, you can cycle between the characters to control any two of them at once using the two screens--and you can have all three characters in different castle sections at one time. This will help in instances where there's a switch in one castle section that opens a secret passage in another; if the passage only opens for, say, three seconds, it'll be important to have one character hit the switch while another character is standing right by the passage, ready to sneak in quickly. It would be dangerous, though, to leave two characters just standing around while you concentrate on one, especially since they'll always be a third not shown, so there are two solutions:

And using this method of play, you can always explore the castle in different ways, using different combinations of heroes, for countless hours of replayability. I'd like to see them pull of something like this.

Answer #1

By Sam Mills

As soon as Nintendo announced it's new DS (you know, that dual screened) handheld system, and it was announced that Konami, among many were developing for it, it didn't take but a moment for all the major sources to assume Castlevania was on it's way for this new invention. After all, the series has found it's most spectacular recent success on the Nintendo GameBoy Advance, so it seemed very likely. Sure enough, it looks as if all assumptions were correct.

Knowing about the concept of the system and some of it's specs help me to imagine what kind of Castlevania game we are going to get. While the system does have 3D capabilities, I really think they're going to stick with good ol' fashioned 2D on this one. While I think the series works in 3D, I don't think Koji is going to try it again on this one. He's quotes as saying it will be "Aria of Sorrow" in nature (no mention of SOTN or HoD, his similar works in the series).

Perhaps the game will take place in the future, and the DS will be a "medium" of sorts to work with a Castlevania mission on a high tech mission to destroy Dracula (or something connected to him). Story wise, this will be pretty much standard, search the castle, look for items to advance, ect. Only now, the character exploring will be equipped with some modern gadgets, including a supposed radio (and headset, of course), being fed information from an outside source. The game player will assume both roles of explorer in the castle, and intel outside.

While controlling the in game action on screen 1, you also assume the role of a mission control expert, feeding our hero information, and doing research on screen 2. Screen 1 will be the traditional 2D action, going through the castle and picking up items. The touch screen will come into play when you need to acquire something. Instead of having to walk over it to pick it up, you can acquire it by simply touching it. This will make the game play more smooth.

However, lets say a challenge arises, such as not knowing the combination to a old chest. On the second screen, the player assumes the fact finder, and has to search through his database made up of old ancient sources in order to find it. Then, through the voice activation feature, you verbally communicate the information. We may get scenario's such as this:

SCREEN 2: Intelligence to Mr. Belmont. That chest contains a curse. Don't open it!

SCREEN 1: Copy that, but I need the key inside to get into the Haunted Ballroom!

SCREEN 2: Stand by...okay, the Tokra intelligence suggests you put in the code 777 for luck, not 666.

SCREEN 1: Copy control, entering 777...it worked! Thanks for the head up!

SCREEN 2: Good luck, Mr. Belmont. Tokra out!

It may seem odd for a player to talk to one's self, but that's pretty much what we'd get.

Another use for the mission control can see things not visible to the character in the castle. Mission control can have radar and such not visible on the action screen. That information can also be passed on, and secret passages and such would become visible when the player finds them on screen 2.

If this sounds like a "Matrix" scenario, I don't mean for it too. I wouldn't want this to be "Cybervania" or anything like that (despite my ever dying love for "The Matrix"). I'm thinking more of a Metal Gear scenario, with someone on the radar helping out the character. In a modern to futuristic Castlevania, a concept introduced by the referred Aria of Sorrow, this would make perfect sense.

Perhaps we'll get the missing story of J. Belmont from Aria, but I'm willing to bet that story is meant to never be told (hence the characters amnesia). I'm thinking this game will take place 100 years after Soma Cruz, and will have the playable character as a member of the the Belmont family, or Alucard (yeah! You gotta love Alucard...)

In any case, I predict it will involve multiple characters, which is probably a theme we'll see a lot of with the DS.

Of course, the imagination of the programmers is only limited by their understanding of the technology. Hopefully, Koji and his team will see this as an opportunity to think outside of the box, not feel confined to being in a box of "one screen for the game, the other for the map..." Faith is what we must have in our dear friends, which unlike trust, we must have whether they've earned it or not.

Sam Mills can be reached at sammycut1@aol.com

Answer #2

By Tyler Rietze

As you know, Castlevania is based around Dracula, without him, the series wouldn't be as... appealing. I think it would be kinda cool if you were to play as Dracula. Maybe to fill in the gap between Lament of Innocence and Castlevania: Legends.

-Shortly after Dracula becomes a vampire, he tries to reclaim his throne, and how does he do it??? He kills Mathias! But how might be the question. Well he summons monsters to fight, and if worse comes to worse, like lets say a boss battle against a certain Cronqvist, his sword is drawn. I don't know if the series would benefit from it, but with the summoning, it could be like Ogre Battle. With the whole setting down units and moving them yourself with the second screen as you hide in the shadows as mist. Or even instead of fighting Mathias, pump out a new or old Belmont classic but sit in your throne and command the monsters in the same way, and with each hit you get in on the Belmont he sheds blood and your monsters nourish you by gathering it, allowing you to summon more monsters, say bosses.

-As a bonus feature for beating it in some way, you can play as the Belmont and with the second screen simply have your menus and maps displayed though that's too unthought provoked. If needed, I'm not saying that we need ANOTHER rpg styled one, they're all alike with different features. But as Sam said, there is faith that Koji will stretch their minds and use them to the fullest.

But that's my thought on the next Castlevania, let's just hope Koji's team does 150% better than my idea.

Answer #3

By Randal

I have an idea for the future DS Castlevania. It should be called "Castlevania: Dream of Chaos." In it, you play as both Alucard, and a new Belmont named Vash. Each character takes a different route through the castle of evil, each route holding 8 large areas.

Now on to the abilities: Alucard will have 'vampire tech', similar to SOTN, only FAR larger. For instance, he could upgrade his hell-fire ability 3 times, until it becomes Hellish Inferno. And so forth. He would gain a total of (not including relics special attributes) 21 vampire abilities. As for Vash: He'd have Belmont Arts, a total of 18--with these devious attacks, he could nuke enemies, enshroud his whip in flame, ice, voltage and also cure himself.

Now onto the story/castle layout: It's 1677, and a covenant of dark heretics has prematurely resurrected Dracula, and Alucard, on his way to see if there's an end to this, runs into Vash, who's also on his way there. They befriend, and there you go. Each character would take half the castle, until they meet up (13 hours for each half) and then you could go to the other character's side and get new items and abilities. Finally, you could play it one of two ways: Single player or duo quest. In duo, you can switch between screens and play both character scenarios at the same time. Also, I had an idea for an entirely new area to out beloved franchise: It would be called "the well of souls," and would be a large underground labyrinth area, with ghosts flying about. The boss would be called "the soul keeper" and he'd be a bad-ass.

And as for the touch screen: You could use it to direct magic attacks. For instance: If alucard uses "fire orb," you could guide it into enemies using the touch screen and use it for targeting enemies with magic, not just guiding. And as for the amazing 16-channel sound: If they play their cards right, they could make a soundtrack like SOTN's, now THAT would be nice. As for the multi player: You could get a bunch of other guys and do HUGE item trades, or even trade some abilities. See, there would be some items so rare, you'd have to trade for them.

One last prominant idea I had was item trade: You'd come to a certain part in the castle, and if your other character was in the other side - and say you wanted to give him some potions, or maybe a new piece of armour - you'd find a room called 'exchange room'. In these rooms, you could send items to your other character and then play as him with these new items.

Answer #4

By vagrantcharly

I've had this idea for quite a while, where KONAMI could implement an optional multi-player feature into their Castlevania games.

As players progress through the game, they would meet up with new characters, which then would join him/her as a companion throughout the player's journey.

Assuming the DS has enough power to transfer data at fast enough rates, the game could be made so that a second (and possibly even more) player could join the game, choose his character and aid player 1 on his quest... What happens if player 2 has to leave...? Yep, player 1 would of course be able to control both characters by alternating their control, much like in the DKC series...

The DS' second screen could be used to display player 2's POV... That is, player 2's DS unit would simply stream a succession of images which show whatever's going on in his screen... In turn, player 1's DS unit would do the same thing... Again, assuming the DS has enough processing power and transmission rates are fast enough, I do believe this is possible. Also, transmitting a succession of images would be much quicker than transmitting data to process in real time.

This could also lead to a new game feature: Both players would be able to separate from each other and visit entirely different rooms & areas at the same time, in hopes of completing different tasks simultaneously! Although mixing all the SFX and BGM could get messy... Bear with me, this is just a sketchy idea...

If a player dies, the game could either end, or keep going (so long as the main hero is still alive), affecting the outcome of the story! Fighting your zombified friend could prove a nice challenge...

The stylus could (of course) be used to navigate menus, wether in real time or under pause -- this is perhaps the simplest of functions one could think of and one that I'm sure everyone's thought of by now... :) But it could also be used to direct your companion (during single player mode) to perform certain actions... For example, touching your player would command his companion to aid him in defense; touching an enemy would command him to attack; touching an item would command him to pick it up while you concentrate on other things; and touching his own body would command him to lay low and retreat from incoming enemies... These are just a few sketchy ideas... But of course, a decent AI system would be in order for these tasks to be accomplished adequately...

Another idea that comes to mind is that the alternate screen could be used to display special commands and menus, which would be controlled via the stylus... For example, a list of magic spells or healing/effect items could be dsplayed, making the execution of an action, such as drinking a Potion in real time combat, that much more quicker and hassle-free... An area map could also be displayed, perhaps a compass, and other miscelaneous stuff...

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