You can easily run past most enforcers (white dot characters) from a smaller distance than you think. And even if they do spot you and become suspicious, just take a run around the block and they'll go back to their post.
@bladeofcreation: I think this is a consequence of it being a Square-Enix released game that was displayed on the main stage at E3. Then they decided to do this weird "second playthrough sound mode coming in a week" thing that just added to the publicity and kept everyone talking about it for a week. It's also a fairly short game that anyone can complete in one sitting, so it's not hard for people to join in and give their opinions on it. This isn't even touching on how profoundly bizarre everything about this game is which is what fuels the negative publicity.
If Square-Enix didn't put this out there, I don't think we'd talk about it as much as we do. This was probably the biggest AAA publisher blunder in a long time. It's especially bad when you consider they axed Io and Hitman for this.
The new levels are huge and amazing and it still has that goofy charm from playing a straight faced killer who can seemingly blend in anywhere and nobody notices how oddly creepy you are.
I do wish the Legacy pack gave me the weapons and challenges I did before. Some of those SASO challenges were tough.
I do almost miss the replayability that the episodic layout of Season 1 gave you. I haven't revisited a map yet and probably won't until I beat the game.
This was really amazing and a real treat. I remember trying out the very first demo of this game years ago and loving the style and sound, but not really understanding where the gameplay was going to be. I love little logic puzzles like this so it was really awesome to figure out all the different deaths and names.
The best part is that the set up means you can easily replicate this for future games. I know the title of the game is all about the Obra Dinn, but I'd really love to see a sequel or spin-off about different mysteries.
I posted this in the Red Dead Redemption crunch thread, but I'll post it here again. Crunch is absolutely bad for workers and businesses. People make mistakes when overworked and then later have to crunch to fix those mistakes. It's also fiscally irresponsible for companies. They lose talent to sick days and burnout and can end up wasting money by having to push back or even miss deadlines because somebody made a mistake on the tailend of a 60+ work week. Sometimes shit really does happen, and developers might have to put in extra hours to fix a mistake, but chronic, back to back weeks of 60+ will come back to bite either you or the company.
It's also sometimes purely optics about how upper management thinks what working hard looks like. Jason Scheier's piece on Rockstar employees has one example of a guy showing up on the weekend and not doing anything because he has no work to do just so his bosses could see him in the office so he could get his bonus. That's poor management and definitely not something that is "inherent" in the game's industry or any other industry.
It has some of the best choreographed and animated fight scenes I've ever seen. I love the banter between all the characters. I was really glad how they handled Dracula as not just some evil monster, but as a whole person with motivations and failings.
There's so much they can do in the future with the series as there's so much Castlevania lore to pull from and I'd love if they didn't try to adhere too strictly to the videogame canon. What I would like is if this becomes an ongoing thing, we might get an animated version of the events of 1999 that we never see in the games.
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