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Topic | I've always wondered if Symphony of the Night was doable on SNES. |
WhiskeyDisk 07/06/17 3:23:24 PM #20: | Dikitain posted... WhiskeyDisk posted...Foppe posted...WhiskeyDisk posted...Foppe posted...Map the transformation and spells different to fit the controller? You're not thinking about what would actually happen using those inputs if that's what you think. Plus, how many simultaneous inputs and button chords was the SNES controller even capable of? Then what are you going to do about Alucard's back-dash? Part of what made SotN and the other Castleroids special was the fluidity of combat and flexibility in combat the MCs had over the more traditional Castlevania games. We may as well try and theorize what a 16 bit version of DMC or God of War would play like but at best you'd get some janky Bionic Commando or Battletoads level of interface screw (yes, I know those we're 8 bit titles but you'd end up with the same level of stunted frame animation and lack of frame cancels, etc). Those games were designed for a certain control scheme and any amount of screwing with something as basic as those mechanics would make it a very different game. --- http://i.imgur.com/4fmtLFt.gif http://s1.zetaboards.com/sba/ ~there's always free cheese in a mousetrap. ... Copied to Clipboard! |
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