![]() |
![]() |
#1 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,054
|
Shadow of the Beast 2 - What could be improved?
Similar to the first Beast game, SOTB2 had pretty graphics and music but disappointing gameplay, featuring even more dead ends and unfair situations than the first one. It's also very short, a player who knows what he or she is doing (the lack of directions is another problem) can finish the game in under 30 minutes.
Of course, a lot of people still have fond memory of exploring the mysterious world of Karamoon, with some expressing their desire to see a remake of the game. What do you think could be improved? Bear in mind that with today's technology, almost nothing is impossible when it comes to assets or gameplay features, so you can happily ignore the Amiga's limits. Here are some of my thoughts ![]()
Thanks for reading. Here is a giant snail, watching you warily. ![]() Last edited by Cherno; 28 March 2016 at 20:22. |
![]() |
![]() |
#2 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,946
|
I never really liked the graphical style of the two sequels, much prefering the original, i guess the sequels offered a better engine at the expense of these effects, so to me having Beast 2 with AGA graphics in line with the first Beast would be sweet.
|
![]() |
![]() |
#3 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,054
|
Personally, I liked the graphic style of Beast 2 the most, it got rid of the lazy monster designs of the original (Psygnosis logos for enemies
![]() ![]() |
![]() |
![]() |
#4 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
|
- coins should stay on screen until collected
- dead ends may stay but some NPC should give some small hints about danger - maybe passwords as save points like in Blackthorne game |
![]() |
![]() |
#5 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
|
Transform to metroidvania. Gain new abilities, example find a magic ring and jump higher and access areas not possible before. Give some weapons with limited shots. Adjust enemies to be more fair. Make some rest point that you regain energy in castlevania style.
PS change hero sprite to something like soul reaver hero. ![]() |
![]() |
![]() |
#6 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,054
|
Yes, bringing out the Metroidvania elements a lot more would be ace. The game has a good base for that kind of gameplay but doesn't completely follow through on it. For example, the horn that can be found on the snail island calls a friendly ferry dragon (or dragon ferry?) at the end of the game. It could also be used in other areas where the character was previously blocked by water.
I an understand that some people don't like the caveman character sprite that much, but I look at it with nostalgic eyes and for me, there is no other Aarbron in this game but the neanderthal we got on the Amiga. I don't like the more colorful and human one from the FM Towns and Sega versions. The 2D Soul Reaver looks pretty good, though. |
![]() |
![]() |
#7 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
|
Yes, I can't stand FM Towns and Sega CD hero version.
|
![]() |
![]() |
#8 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,862
|
It all depends how much can be changed. I would love to see some kind of simple dialog system that give You options to choose, not typing.
|
![]() |
![]() |
#9 | |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,054
|
Quote:
I'd also like to see some of the local wildlife of Karamoon. Super Metroid had that Ostrich alien with it's young as well as some bat-like creatures that fluttered away when approached (in the space station in the beginning). None of them could hurt the player but they made the wold more realistic. Maybe not all pygmies/goblins are Maletoth's slaves, maybe the Great Eastern Sea is indeed full of strange beasts as Barloom tell us (aside from the aforementioned ferry dragon). Last edited by Cherno; 28 March 2016 at 21:56. |
|
![]() |
![]() |
#10 |
Registered User
Join Date: Jul 2008
Location: UK
Age: 42
Posts: 1,794
|
Funnily enough, I found myself wondering this morning about whether if SotB1 had 24 hit points instead of 12 and SotB2's health drained at half the speed when you were being attacked (i.e. both effectively gave you twice as much health) whether they both would have been better thought of as games.
|
![]() |
![]() |
#11 | |
Registered User
Join Date: Oct 2009
Location: Salem, OR
Posts: 1,770
|
Quote:
I always got frustrated when I'd get really low on health and there were no potions to be found.. Yes, a higher starting health would help that, but more potions would too, and make me feel better as I would have found more potions! ;-) desiv |
|
![]() |
![]() |
#12 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,054
|
Instead of potions that can be carried and used between battles, some enemies could drop health orbs or whatever that gave a small amount of health back.
|
![]() |
![]() |
#13 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,597
|
the most important thing that i would change is to eliminate all dead end situations so to be able to finish the game anyway - that and a save system - and finally reimplement the unused long title tune with guitar!
[ Show youtube player ] |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Which was the best shadow of the beast? | magnox | Nostalgia & memories | 88 | 25 February 2024 15:10 |
Shadow Of The Beast 2 | ben111g | request.Old Rare Games | 19 | 26 July 2006 22:46 |
Shadow of the Beast | haynor666 | HOL data problems | 17 | 14 June 2004 22:33 |
Shadow of the Beast | Twistin'Ghost | Amiga websites reviews | 17 | 05 July 2002 21:12 |
Shadow of the beast | Amiga 500+ | support.WinUAE | 1 | 17 April 2002 23:16 |
|
|