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Ghosts ‘n Goblins Resurrection // Announcement Trailer

00_Zer0

Member
Here's a link with more video of this game in action. I have it time stamped to start near the playthrough.




I think this looks much better than the one minute trailer from the other day. I like how fast some of these enemies are compared to other entries in the series. Also of note is the ton of enemies on the screen during certain scenes. What blows me away the most is the weather/environmental effects of wind, fire, rain, lightening, and earthquakes. The falling tree limbs, and shifting environments look great. After seeing this video I can safely say that it doesn't remind of flash graphics anymore.

Edit-the footage goes from about 1:18:00 to the 1:30:00+ mark.
 
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Here's a link with more video of this game in action. I have it time stamped to start near the playthrough.




I think this looks much better than the one minute trailer from the other day. I like how fast some of these enemies are compared to other entries in the series. Also of note is the ton of enemies on the screen during certain scenes. What blows me away the most is the weather/environmental effects of wind, fire, rain, lightening, and earthquakes. The falling tree limbs, and shifting environments look great. After seeing this video I can safely say that it doesn't remind of flash graphics anymore.

Edit-the footage goes from about 1:18:00 to the 1:30:00+ mark.

Looks incredible. Love the artstyle too.
 

00_Zer0

Member
Visually okay but it looks like it plays amazingly well, I didn’t think the player would survive that long in the undies, looks really tight.
Yeah, he almost died a couple of times, but held it together. I would probably do much worse than that. I do like the checkpoint system in it though.
 
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Fredrik

Member
Yeah, he almost died a couple of times, but held it together. I would probably do much worse than that. I do like the checkpoint system in it though.
Yeah it all looks pretty much perfect from an old school gameplay perspective, I agree with the earlier complaints about the ”flash visuals” but I don’t care if I get solid gameplay. Loved Super Ghouls’n Ghosts back in the days, did the two times completion and all, one of my fav SNES games.
 

K1Expwy

Member
The "flash animation" style never really bothered me, and I like the art style (it almost looks like the artist for G&G, Super Adventure Island, Maximo, Famitsu magazine covers). But it looks incredibly flat, and needs lighting shaders and other effects you see in modern 2d games like SoR4 and Vanillaware titles.
As long as the gameplay is consistent with the rest of the series this will be a future purchase for me
 

DunDunDunpachi

Patient MembeR
Here's a link with more video of this game in action. I have it time stamped to start near the playthrough.




I think this looks much better than the one minute trailer from the other day. I like how fast some of these enemies are compared to other entries in the series. Also of note is the ton of enemies on the screen during certain scenes. What blows me away the most is the weather/environmental effects of wind, fire, rain, lightening, and earthquakes. The falling tree limbs, and shifting environments look great. After seeing this video I can safely say that it doesn't remind of flash graphics anymore.

Edit-the footage goes from about 1:18:00 to the 1:30:00+ mark.

Heavy use of parallax scrolling. All animations (including kills and hit-splashes) seem snappy and don't overstay their welcome on the screen.

I love it.
 

00_Zer0

Member
Here's the official Japanese website for the game here. Information was gleaned from the website using Google translate.

4 difficulty levels:

Legendary Knight:
Traditional difficulty the series is known for.

Lonely Knight: Recommended for those who have some experience playing Makaimura (GnG). Try this difficulty level first.

Young Knight: Recommended for those who are new to Makaimura, the
difficulty level is just right for honing your skills.

Apprentice Knight: An introductory edition that is safe even if you are not confident in your game skills.
Unlike other difficulty levels, "Apprentice Knight"
cannot experience all the elements in the game.

The game is divided into zones. A zone can be completed by passing level(s). Since Google translate isn't the greatest my understanding may be of here, but it seems that you would have to pass multiple levels in a zone to complete that zone. Zones are made up of both the Ghosts N Goblins style and the Ghouls N Ghosts style.

New for the series:

-Arthur can learn new skills: Pants Power. If Arthur is down to just his undies the attack power is tripled on the first blow to an enemy.

-Depending on what level you are on Arthur can now hold multiple weapons at once and toggle through them at will.

-Magic can be upgraded and you can equip multiple magic skills and toggle them at will depending on what level you are on.

-Revive the sacred "Orbi Tree" and acquire magic / skills!
Indispensable for the release and growth of magic / skills, is the resurrection of the sacred "Orbi Tree".

You can release and grow magic / skills by finding the mysterious creature, Orbi, hidden in each stage and returning it to the "Orbi Tree".

You can also unlock magic / skills that you have learned once and release other magic / skills. Choosing the magic you need according to the stage should help you in your strategy.
 
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DunDunDunpachi

Patient MembeR
You can hold multiple weapons?

gpTdtZse_400x400.jpg


Tweaking Sir Arthur's skillset to match how the player wants to tackle the zone seems cool.
 

Thaedolus

Member
Here's a link with more video of this game in action. I have it time stamped to start near the playthrough.




I think this looks much better than the one minute trailer from the other day. I like how fast some of these enemies are compared to other entries in the series. Also of note is the ton of enemies on the screen during certain scenes. What blows me away the most is the weather/environmental effects of wind, fire, rain, lightening, and earthquakes. The falling tree limbs, and shifting environments look great. After seeing this video I can safely say that it doesn't remind of flash graphics anymore.

Edit-the footage goes from about 1:18:00 to the 1:30:00+ mark.


 

VGEsoterica

Member
I for one cannot wait for this game. The PSP version was pretty fun but I want a return to the old school hard as nails action of the 8 and 16 bit ones. Even if I've never managed to beat a single one!
 

00_Zer0

Member
I don't like pixel graphics so to me this looks pretty good.
I hope this comes out on Steam though.

Also, looks brutal.


Thanks for posting this. I was about to post the 1st dev diary either in here or a new thread, but you beat me to it. With how spot on the action is and how interactive the environments are I am all in on this game. This things looks fast and brutal, but in a good way. According to the dev diary the father of the series, Tokura Fujiwara, is involved so only good things can come of this game.
 
There's no way this is staying Switch exclusive, right? I bought Shinsekai Into the Depths since it was a port of an Apple Arcade game, and not a recognizable name, so it mostly flopped.
 

skneogaf

Member
If the switch revision is way better than the switch then I may pick up the new switch and this as I absolutely loved ghosts n goblins and gouls n ghosts.
 

CamHostage

Member
There's no way this is staying Switch exclusive, right?
Seems fairly likely to me that it'll stay exclusive (though it could go either way.) There's nothing about other platforms that couldn't play this, obviously (nothing utilized unique Switch controls,) but if Capcom sees the audience strongest on Nintendo and not as interested elsewhere, they may leave it. (They never shared Ultimate Ghouls n Ghosts outside of PSP.)
 

Bboy AJ

My dog was murdered by a 3.5mm audio port and I will not rest until the standard is dead
I’ve never been so excited and then so disappointed in such quick succession. Not a fan of the art style. It’s not what I pictured when I played the games as a kid.
 

BadBurger

Is 'That Pure Potato'
It sounds good on paper, $30 sounds like a fair price, but I'm really not keen on the art style. I'll watch some streams of it then make up my mind I guess.
 

Animagic

Banned
The art style I like. The animation, not so much. Looks good as long as it’s a still image

I still want to get it.
 
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Orta

Banned
Reviews, even the positive ones suggest its brutally, frustratingly unfair. Then again a lot of reviewers will pretend they enjoyed it to impress its readers.

I'm unsure, I loved Super & Ultimate Ghouls n' Ghosts and had no major problems completing them but this sounds to be on another level altogether. Dropping the difficulty makes you invincible but that surely erases any sense of fun and achievement.
 

Neff

Member
Been playing this a bit, not too keen on it honestly. Looks and sounds great, but the gameplay is unsatisfying. The response is fine, shit happens nice and fast when you push buttons, but there's a soft, mildly inertia-like element to Arthur's starting/stopping, which makes precision judgements difficult, and he lacks the briskness of his other games, which is further compounded by just how fucking fast everything else around him is. The worst thing is that there's slight cooldown frames on his weapons- you can no longer fire projectiles in quick succession, even if there's only one onscreen. By far my main cause of death is due to an enemy deciding to rush me just as I'd fired a weapon. In the old games, this wasn't a problem. In fact it's one of the things which made those split second moments so thrilling- your weapon was not only your offense, it was also your defence, and as effective as your reactions were.

I feel like they missed the point and the appeal of the series with this, and took the meme of it being difficult for difficulty's sake too literally, to the point where even though it looks and sounds like a legit Makaimura game, it doesn't feel like one. It's still early days, and I'll stick with it until I've finished it, but it feels like a missed opportunity.
 
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Cant wait to get home from work, to play this. Been looking forward to it, since the announcement. Wondering if the game needs to be completed twice in one go, or can you save your progress, and resume the next day.
 
So... this is really awesome! I remember first seeing the Genesis game and being amazed by the graphics. The dark fantasy art design plus bullet hell platforming was a nice mix. I got the SNES one when that came out and I loved it as well.

This is a great new entry. The level design is really cool. It is a linear game but there are multiple paths to take and a lot of environmental destruction leading to new paths opening up. They had that in the original console games as well so it is good to see them carrying on the tradition. Combat is fun, the new weapons are pretty cool, and overall it is as tough as the old console games, but less frustrating. On Squire I was seeing armor spawn quite often, which was much more rare in the older days.

The gameplay is nice and feels very classic. I am playing with a wired USB Faceoff Pro controller and don't notice much latency. Performance is a bit of an issue at the start of the game, but DF said that was one of the more rare hitching spots, and they will likely patch that.

The visuals are very sharp for a Switch game and the game looks fantastic. The graphics are amazing. I know the animation style is contention, but it looks great on a 4K monitor. The quality of the artwork itself is superb and alone worth the price, which is only half what the games cost in the '90s. The backgrounds look so nice! Just full of details and beautiful touches. You can tell the watercolor painting of a blood red moon against the black of night for a skybox was done by hand and it looks so cool.

The so-called "Flash" animation works perfectly, it feels like playing Monty Python & the Holy Grail, or a game based on those Victorian paper dolls. On many of the elements, like the grass/foliage, and birds, they seem to be using other more fluid styles of animation as well. Or maybe it is just that well done in a few spots where you don't even notice it. At any rate, it lets them use all this great handmade art as well as digital effects like lighting and stuff. The backgrounds are insanely detailed and there are tons of unique art elements, so it lets them really up the variety, by automating some of the animation. These are the same tricks they experimented with in the 90s with early sprites-on-polygon animations in games like SOTN or Gunstar Heroes, but here, it is hand-painted artwork rather than sprites. I would love to see a Castlevania in this style.
 
Played it for a bit. The gameplay is spot on! I hope this title does well enough so Capcom can invest in more classic franchises.
 
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