Castlevania

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Offline Protoman Blues

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Reply #1125 on: February 14, 2014, 10:19:54 PM
Yeaaah, I laughed!!



Offline Kieran

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Reply #1126 on: February 15, 2014, 12:10:26 AM
I just got punk'd, didn't I?

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Offline Flame

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Reply #1127 on: February 15, 2014, 12:16:35 AM
Doesn't seem to work.
Really? it should work. Put it in where it says vouchers.

I dont remember if it uses the dashes.

If it still doesn't, then it might have expired...

EDIT: it did expire.

the newer coupon seems to have as well.

keep an eye on this page

http://www.dealzon.com/deals/castlevania-lords-of-shadow#castlevania-lords-of-shadow-2

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Flame

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Reply #1128 on: February 25, 2014, 11:04:46 PM
This game is smooth as [tornado fang]. They rebuilt the engine from scratch and it really shows. everything is much more fluid now. the framerate and camera are especially smooth, oh god that camera is smooth.

The PC version gets an added high res textures pack to go along with the game, and it shows. textures such as Dracula's coat, (his back, which you see most of the time) was a bit pixelated and [parasitic bomb] before, not anymore with high res textures.

people went nuts over these stealth elements in the game, but you know what? it's really not that bad. its overexaggerated.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Mirby

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Reply #1129 on: February 27, 2014, 10:28:35 AM
By the way, Koji Igarashi is hosting a panel at GDC titled "There and Back Again: Koji Igarashi's Metroidvania Tale"

The fact that this was announced right after LoS2's release is... well, it's rather suspicious. Of course it could just as easily mean nothing at all, but we'll see.

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Offline Da Dood

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Reply #1130 on: February 27, 2014, 04:17:03 PM
Damn, I hope this means he's preparing an actual Metroidvania on the 3DS.


Offline Flame

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Reply #1131 on: February 27, 2014, 07:09:00 PM
I wouldn't get my hopes up. It's just supposed to be a talk or something.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #1132 on: February 28, 2014, 06:41:33 AM
Well I beat the game. Story spoilers ahead, particularly the ending[spoiler]not a fan of the ending. It's just pretty bad. and anyone who says otherwise is either marketing, or has VERY bad taste. It resolves absolutely nothing and was anti climactic. leaves a bit of a sour taste in my mouth, considering I liked the gameplay and most of the story presented up till then, and it seemed to be leading up to one thing, aaand then lets you down.[/spoiler]

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Nexus

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Reply #1133 on: February 28, 2014, 07:42:25 AM
Most people seem to regard this game much like the first. "Eh, it's alright but it's still not really inspired and extremely directionless without having much character of its own." Considering the guys over at MercurySteam had the gall to say that Metroidvanias were dead in favor of the series advancing into 3D like their games, unless Konami really wants to keep the Lords of Shadow line going (and possibly refusing to admit anything's wrong) I get the feeling Mercury isn't staying on the series much longer.

Hopefully. Not that they're godawful, but I'd hate to have them be the only Castlevania devs.



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Reply #1134 on: February 28, 2014, 09:43:38 AM
Cox said that about Metroidvanias. not MS. Cox is Konami. And what he said, is that he doesn't think people would want to play 2D sidescrollers on the PS4/Xbone, and that despite some people probably wanting exactly that, it isn't likely to happen due to the way game devs work.

Also, an anonymous Mercurysteam employee came forward at some point somewhere and dropped a bomb. Basically, many of the dev team think LoS2 is [parasitic bomb], and that the development was ridiculously bad, due to the Director Enric Alvarez having a massively inflated ego and arrogance after the success of LoS1. to the point where it was all his vision and his vision alone, leading to fights, bad blood, and several people outright leaving the project.

Whether it's true or not who knows, but it actually makes perfect sense, considering Mirror of Fate was so half baked, LoS2's overall story and handling of characters was... strange, to say the least... and all three LoS games as a whole have had strange decisions behind them, usually resulting in Producer Dave Cox looking like the villain for "lying" or not pulling through with promises, when it's very likely that Alvarez was the true cause of that.

here's the rant, google translated


Part 1

[spoiler]Good , before the turn of events , I would like to shed some light on the development of this game ... Working with Mercury Steam and I would like to tell anonymously so people do not know , the frustrations and information everyday from here. This is dedicated to all that we have left the skin in the development of this game, but especially those that have precipitated us into the mess that is Lords of Shadows 2 . - Kojima had little or nothing to do with the development of the first game , set a seal , visited the studio, we signed things and that's it ... no one thinks otherwise . Of course in the second half less. - The vast majority of this team is aware that the game we've done is a real [parasitic bomb], I wanted to reach out and the soles of shoes of the first delivery. Nobody seem strange if the reviews nor the average marks obtained . - The weight of the guilt should charge who should carry, Enric Alvarez . It is certainly the person who has achieved dent the development of this game based on their personal criteria jumping over programmers, designers and art. Despite the good image in front of the press, creative "visionary" in the style of David Cage and Molyneaux , this guy has serious problems. It is a mean and haughty person, from the " success Lords of Shadows 1" your ego has grown to the edge of being able to say hello when you meet him in the hallway.[/spoiler]

Part 2 [spoiler]Distrust of their own workers is full . People in this business usually find out things before us by the press by our own company ... unfortunate . And no corporate culture, zero ... a handful of people working blind and at the mercy of the vagaries of an alleged visionary. - The internal structure is archaic , based on the old partners Scrapland times . For people to get an idea , the engine with its many shortcomings, this uniquely developed by two people , one of them a member of the company and confidence Enric pattern . Access to new programmers is impossible to renew core ... things are still done 10 years ago . - Many of the founders of the company are department heads, people with zero mentalities regarding the direction and delegation of responsibilities. In most cases, the bloke developers know more than their bosses. This structure helps the general stagnation of development , proof of this is the end result of the Lords of Shadows 2 . - Absolutely all design decisions should be monitored , appropriate and maimed by Enric Alvarez.[/spoiler]

Part 3 [spoiler]Several designers have flown tired of holding this. - The art direction in this project has been erratic and beheaded . First overturning ideas behind art director of the earlier project , this decided to leave. It was a battle of egos by Enric Alvarez, who is coming from the times of Rebel Act Tequila is currently working on developing Ryme . - Many people have decided to listen to outside offers , weary of the pace and progress of the company. Rare is the month we do not see people picking things out to go to work . It's amazing that the biggest game developer in Spain AAA not even have the shame of people counteroffer . This company does not appreciate his talent workers and their good work . There has never been bonus or anything that resembles it . Not even a "Good job team!" - The organization in production project is harmful , often the heads of each department dismissed production deadlines superimposing their own criteria. Proof of this is that development was delayed for six months paid out of pocket Mercury Steam. -[/spoiler]

Finale[spoiler]Many can not help but see the parallels between the decline of the company and one where many have worked Pyro. - The QA department is treated like cattle , with wages of shame and unfortunate deal. The treatment in general is unfortunate for their folly and cutrez levels of heads . - Expectations for the future are quite void ... with a publisher like Konami all happy after the game mediocrity we've done ... - After developing Lords of Shadows 2, the company I work for has laid off about 35 workers , coincidentally this has not been said or filtered in any medium. New layoffs are not discarded soon. And finally , why are not all bad things , the human team of this company is incredible. If the majority of people who are not allowed to rise because of this Jurassic caste, I had the opportunity to decide the new direction of the company , I am convinced that things would change very much . There is a quality as I've ever seen, but contained in the worst jars . I hope those who read this, understand (or not) what I've outlined here . If someone does not say it will be forgotten and will not be echoed behind the furor launch.[/spoiler]

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Mirby

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Reply #1135 on: February 28, 2014, 11:38:37 PM
Here's the rant properly translated.
[spoiler]Well, I would like to shed some light over the development of this game... Working with Mercury Steam -and I would like to tell this anonymously- is about an everyday frustration. Here's to every guy that has experienced hell during the development of this game, but especially to those who have led this to the mess that Lords of Shadows 2 is:

- Kojima had little to nothing to do with the development of the first game, he came by, set a seal, visited the studio, signed some things and that was it. He had even less to do with Mirror of Fate and LoS2.

The vast majority of this team is aware that the game we've done is a real piece of [parasitic bomb] that has nothing to do with the first one's quality and production values... Nobody is surprised by the low reviews we've got.

- If there's someone to blame here, that's Enric Álvarez. He is the person who has led a broken development based on his personal criteria, completely overlooking programmers, designers and artists. Despite his nice look to the press, often considered as some sort of creative "visionary" in the looks of David Cage and Molyneux, this guy has serious problems. He is a mean and naughty guy, and since the "success Lords of Shadows 1" his ego has grown to the point of not even daring to say 'hello' when you meet him in the hallway.

His distrust to his own workers is enormous. Most of the development team often found out features of the game through press news, rather than from the studio's head - unbelievable. And there is no corporate culture here at all... this is just a handful of people working blindly and at the disposal of an alleged visionary.

- The studio's internal structure is archaic, still based on the old partners of the Scrapland days. I'll give you an example so you can see the full picture: the studio's signature engine (one with many flaws) was solely coded by two guys, one of them being a founder of the company and Enric's confident. Access for the new programmers to the source code to update or refurbish the engine is denied, so things are still done in a 10-year-old fashion.

- Many of the studio founders are people with zero abilities for running a studio. Often here newbie developers know more than their own bosses. This structure only leads to a slow, messy and absurd development process, with the end result of Lords of Shadows 2 being a perfect example of what happens due to that.

- Absolutely every design idea has to be monitored, taken away and mutilated by Enric Álvarez. Several game designers have grown tired of this and have abandoned the studio.

- The art direction for this project has been erratic and beheaded. After Enric dismissed every idea and core decission from our main art director for the previous projects, he decided to just leave. It was a battle of egos unleashed by Enric (something that he has carried over with since his times in Rebel Act). Our now former art director is still working in Madrid, now with the Tequila guys making RIME.

- Many others have just turned to other studios offers, sick of the situation here. Almost every month we see fellow devs packing up and getting out of here looking for a new job abroad -that's sad-. It's amazing how the biggest AAA game developer in Spain is not even willing to make its workers a counteroffer. This company does not think highly of its talented workers and their good work. There has never been any kind of salary bonus or anything that remotely resembles it. Not even a single "Good job team!" acknowledgement.

- The production management for this project has been terrible, way often the heads of each department dismissed every production deadline and imposed their own criteria. As a result, the development was delayed for six months, and that investment only came out of MercurySteam's pockets.

Many can't help comparing this situation to something similar that already happened in a company in which many of us worked: Pyro Studios (the team behind the Commandos saga). The QA department is treated like cattle, with shameful wages and almost everyday bullying.

- Expectations for our future are quite bad... with a publisher like Konami really upset after the mediocre game we've made.

- After completing Lords of Shadows 2 MercurySteam has fired 35 workers, and it's embarrasing that no website or journalist is talking about that. More firings are expected to come in the following days.

- And finally, because not everything is bad in here, I wanted to say that the real team behind this company is an incredible bunch of people. If all those guys who are not allowed to be promoted due to our Jurassic studio leads had the chance to set the course of the company, our future would be so bright. There's just so much passion and talent here, more than I've ever seen anywhere else, but it's completely held back. I really hope that those who read this understand what we've lived here. Someone has to say this so it is not lost in time after the game's launch.

Thank you for reading me.[/spoiler]

Source 1
Source 2

I for one find it despicable that MercurySteam let go 35 workers after this, and that Alvarez forced everything to go through him. Basically a case of overinflated ego.

[parasitic bomb] he could learn something from PB in having an ego but still being damn cool :P

OH [parasitic bomb] IM USING LINK AND I ACCIDENTALLY FINAL SMASHED A CUCCO OH GOD HELP
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Offline Fxeni

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Reply #1136 on: March 01, 2014, 12:26:21 AM
Sad to say, this is a problem in a lot of studios. Not to downplay the message, quite the opposite; the fact that this is common makes it even more sickening.

I hope the guys that left (or are forced to leave) find a good place.

I have no comments for the game as of yet, since I haven't touched it. I'll come back with comments on that eventually...



Offline Flame

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Reply #1137 on: March 01, 2014, 01:48:33 AM
I will say this about how the game turned out despite it's problems and ending
It could have been far worse. At least the gameplay is fun, and about half of the story is really good.

[spoiler]
It has one of the BEST Death fights probably in the franchise as a whole.

And one of the coolest Death designs.

Here's the boss fight. it has spoilers, mind you.
[spoiler]http://www.youtube.com/watch?v=bADU1tEMjgE[/spoiler]
[/spoiler]

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline OBJECTION MAN

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Reply #1138 on: March 03, 2014, 03:12:21 AM
Regarding above LoS 2 spoiler video, and LoS series spoilers in general:
[spoiler]Why does everyone have to have a whip? Gabriel, Trevor, Simon, Alucard, The Forgotten One, and even Zobek... I know, we fans complain when the protagonist doesn't have access to a whip, but this is just going to the opposite extreme.

To explain for those who have not played/seen MoF; Gabriel, Trevor, Simon, and Alucard (vampire Trevor) are all playable characters within the span of the story mode. Each uses the same exact whip moves (albeit different 'subweapons'). Even Alucard who was shown in the artwork to have a sword doesn't even use one in the game, instead opting to copy paste the same whip move set from the other three characters.[/spoiler]


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Offline Flame

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Reply #1139 on: March 03, 2014, 05:48:43 PM
Now that you mention it, heh, that is true.

At least with LoS2 things change up a bit. Dracul despite using a blood whip as his primary weapon, has the Sword and claws now. On that note, i thought it was really interesting that they broke down his LoS1 moveset and split it amongst the 3 weapons.

Also Alucard FINALLY sticks to a sword. I'm guessing (hoping) that his DLC will use the sword and not treat him like a reskin of Dracul. I mean think, he has a whip, a sword, and claws. See where this is going? yeah. Hope that doesn't happen.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #1140 on: March 09, 2014, 04:21:40 AM
if you've played LoS2, you may have noticed a suspicious place after leaving the Gorgon's lair. It's a long walkway, with railings on either side. But right outside the door, on the right, there's a section of railing missing for no reason. Obviously it was suspicious as [tornado fang] since the rest of the railing is intact. Yet there was nothing there at all.

Well turns out it's part of cut content

Castlevania LOS2: Secret Structure

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Flame

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Reply #1141 on: March 17, 2014, 05:45:17 PM

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Mirby

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Reply #1142 on: March 17, 2014, 09:53:55 PM
Oh.

Well then.

OH [parasitic bomb] IM USING LINK AND I ACCIDENTALLY FINAL SMASHED A CUCCO OH GOD HELP
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Reply #1143 on: March 17, 2014, 10:55:35 PM
Probably for the best. Would be cool if he directed something that wasn't a Metroidvania, seeing how tired those were becoming... rather quickly. Or if it is a Metroidvania, at least put some time in that sucker and not rush it.



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Reply #1144 on: March 18, 2014, 12:34:10 AM
Let me know when the Undead Whipper 1999 kickstarter is launched.


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Reply #1145 on: March 27, 2014, 01:59:32 PM
Played the Alucard dlc. I like it. It was actually better than the game. The puzzles were [tornado fang]ing fun, shimmying is basically nonexistent since alucard can use bat swarm to leap to grapple points and skip a chunk of em, and theres some legit platforming [parasitic bomb]. Combat is neat, the void/ chaos stand ins are nothing special though.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #1146 on: April 05, 2014, 11:42:37 AM
Probably for the best. Would be cool if he directed something that wasn't a Metroidvania, seeing how tired those were becoming... rather quickly. Or if it is a Metroidvania, at least put some time in that sucker and not rush it.

I actually agree with this. I do think each game has a lot of unique charm and polish to them, but overall they can be very forgettable. The stage design gets really repetitive and enemy AI is meh.

Kind of sad and interesting to see the franchise parallels between Castlevania and Mega Man. Both hardcore classics, various incarnations, milked formulas, forced onto portable platforms, and now on hiatus with the most significant respective developer leaving their company. I guess Lords of Shadow might've paralleled the hypothetical canned "Maverick Hunter".



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Offline Flame

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Reply #1147 on: April 14, 2014, 09:28:51 AM
Kind of sad and interesting to see the franchise parallels between Castlevania and Mega Man.
Interestingly enough, if I recall, Dave Cox himself said that LoS was nessecary to prevent Castlevania from becoming like Mega Man.

Quote
forced onto portable platforms,
i don't feel that Castlevania was really 'forced" onto portables. Not initially anyway. Since the gameboy they were making handhelds. Legends came out after SotN. After that came the N64 games, after which came Circle of the Moon, then Chronicles, then Harmony of Dissonance and Aria of Sorrow. After that, the next big Console entry was Lament of Innocence. I don't think it did too well, though i cant say. It has mostly average reviews. Right after came Dawn of Sorrow, and Curse of Darkness right after, which must have done poorly, because for 4 years there were only handhelds until Konami gave IGA a console budget for the new Generation, and he blew it on Judgement and Deathnote redesigns.

It's just more likely that handheld was far cheaper to make, since consoles just don't generally accept 2D games anymore unless they have giant production values or are small cheap downloadables. With a handheld budget IGA could keep making constant CV games. I recall him saying somewhere that he always got an above average budget for his CV games, the handheld ones in particular I think... (yet he still reused assets constantly)

CV became relegated to handhelds sometime around LoI and CoD, since neither games were stellar successes. And after the N64 games had flopped years earlier, well yeah.

 
Quote
and now on hiatus with the most significant respective developer leaving their company.
IGA being the most significant CV developer is highly arguable. He's been around the longest though, so i suppose that counts.

Quote
I guess Lords of Shadow might've paralleled the hypothetical canned "Maverick Hunter".
strangely so, considering both were planned as trilogies and AU stories. Where they differ is of course, that LoS happened, was a major success, and saved the franchise, while Capcom instead cancelled Mega Man outright.

I wonder how Maverick Hunter would have done?

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Satoryu

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Reply #1148 on: April 14, 2014, 09:56:44 AM
Where they differ is of course, that LoS happened, was a major success, and saved the franchise, while Capcom instead cancelled Mega Man outright.

With all the negative reception these games get? That's not a major success nor saving Castlevania. It's probably closer to beating a dead horse.


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Offline Kieran

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Reply #1149 on: April 14, 2014, 01:26:04 PM
For all the negative reception, the original LoS is still the best-selling Castlevania game ever made.

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