favorite walk cycle?

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mine is Baiken's sassy phonk walk
whats-the-best-forward-back-walk-in-the-series-v0-wkzuwxlxzrod1.gif
 
Besides inicial controversy, I think the whole animation of Salvatore Ganacci in the new Fatal Fury is just wholesome as a joke character. I just can't pretend it's not anymore. Is something like this (I couldn't find a gif from the game itself):

6c827842a126ae16a91977fd6ffab47c.gif


Alucard walking cycle in SOTN is already a classic.

9h6v8cwi5rg21.gif
 
Incel swag lmao.
LOOOL accurate description of Lester.
He looks like your typical 80's - 90's nerd but I don't get the incel vibe. I know that the game he's from is kinda bad but he gets more courageous as you confronts against the "enemies" from the game, just that it was not really well implemented and a bit too experimental for a game of its era when you would rather play as more conventional heroes.

Alucard walking cycle in SOTN is already a classic.

9h6v8cwi5rg21.gif
I love how smooth it is but I'll always prefer the stiffer yet more determined cycle of the Belmont family members:
1748609541258.gif
 
He looks like your typical 80's - 90's nerd but I don't get the incel vibe. I know that the game he's from is kinda bad but he gets more courageous as you confronts against the "enemies" from the game, just that it was not really well implemented and a bit too experimental for a game of its era when you would rather play as more conventional heroes.


I love how smooth it is but I'll always prefer the stiffer yet more determined cycle of the Belmont family members:
View attachment 75279
Same yeah. Belomnt stride all the way.
 
Same yeah. Belomnt stride all the way.
Some people criticise the "stiffness" of the early Castlevania games while Metroidvanias are smoother in the jumping (since the level design is more complex) yet I cannot really see anything that bad when it's about a human roaming in a castle.

I mean people didn't criticise Dark Souls despite the character feeling heavy all the time even with the fast roll. It's accepted because it's a realistic game, not DMC where Dante could jump 5 times the height of a human.

It actually makes the game even more epic to me:
1748610045802.gif


Yeah, Alucard seems like he's only walking because gaming design, because he's actually floating.
::winnie
It also enforces the difference between playing as a human and vampire.

Also game design because SotN has a level design that needs these floaty movements.

I do like the movement upgrade Richter got in this game.
 
Some people criticise the "stiffness" of the early Castlevania games while Metroidvanias are smoother in the jumping (since the level design is more complex) yet I cannot really see anything that bad when it's about a human roaming in a castle.

I mean people didn't criticise Dark Souls despite the character feeling heavy all the time even with the fast roll. It's accepted because it's a realistic game, not DMC where Dante could jump 5 times the height of a human.

It actually makes the game even more epic to me:
View attachment 75285
That’s kinda how Igarashi created SotN if i remember correctly. He reportedly didn’t like the NESvanias and modeled SotN’s controls as an answer to that
I personally agree that they’re not “stiff” as in “bad”, they are “stiff” but that’s just part of the controls. I personally think it makes sense and it wasn’t really that uncommon. There’s a ton of old platformers that had you committing to your jump.
The level design in castlevania 1, 3 snd 4 is some of my all time favorite in a 2d platformer. I think they’re such a joy to revisit, especially 4 which is my second favorite 4th gen platformer besides Rockman & Forte.
 
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