I thought about this while at work today:
It looks like Frontier Aja is following the games in order, starting from EoSD, and now continuing with PCB. The next logical step would obviously be Imperishable Night. And that got me thinking: Who would be the main character of the next game? So far I've deduced two possible ideas, and a third, more hopeful conclusion.
First, the Awesome (Impractical) Path:
In this path, FA would follow IN to the letter, and allow the choice of the starting character from the 8 original cast of IN.
Now, I've seen two problems with this...the first, and most obvious, would be that programming movesets and drawing full moving spritesheets for 8 different characters would be an enormous task, a task that I would neither want nor even consider were I in their position.
Secondly, I believe that some of IN's cast would not be suitable for a Castlevania playing style. I honestly cannot imagine Yukari running around and slaying demons by her own hand, and Marisa seems to be just as lazy in this series, only appearing as a Subweapon, and a boss whom never got off her broom to attack. Not that she -needed- to, mind you, but that kind of fighting wouldn't really apply to a player character for use. (The same could be said for Alice, although I have played a game with her where she swung a doll who, in turn, swung a sword in front of her...)
Second, the Easy Path:
Have Youmu be the main character. Out of all the characters from KD1&2, and IN's cast, she's the only one I can imagine as being fit to be a playable character and still retain Castlevania's gameplay style. This would allow the comeback of KD2's Subweapons system, or even introduce special/crash attacks. However, this is also assuming they don't reuse Reimu or Sakuya.
Lastly, my Hopeful Path:
Pull a Portrait of Ruin and have both Youmu AND Yuyuko be the playable characters, with Youmu as to Jonathan (melee), and Yuyuko as to Charlotte (spells). Also, I purpose an idea for Youmu's gameplay, based on her presence in IN and KD2:
When on Easy, or even Normal mode, the damage scale would be normal: 100% damage to either hitbox (Her body, or Myon). However, on (Normal or) Hard, the damage scales would be altered.
Example, Her body would take only 50-80% normal damage when struck, but a direct hit to Myon would take 110-150% damage.
Additionally, Myon would be constantly moving behind her, randomly changing between mid, low, and high states. In this, the player would have to make sure any hits they -do- receive, would be targeted at the body, or suffer extreme damage
This was inspired by Youmu's two hitboxes in KD2, and her gauge in IN.
Thank you for taking the time to read my mad ramblings thus far. Not much of a closing statement, but does anyone else have any ideas to add?
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