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Castlevania Judgment -- True Story Mode, Aeon (1/2) 11 лет назад


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Castlevania Judgment -- True Story Mode, Aeon (1/2)

The world is ending, isn't it? If I was embarrassed to have gone on such a lengthy hiatus a couple of times prior to now while trying to cover this game... to stop right before the final story segment has got to take the cake. I'm at least partly to blame (as in ALL the parts are my fault), because I'd gotten the crazy idea that I should uphold the same ridiculous standards I'd set in place so long ago and subsequently wiped my hands clean of once all the normal Stories ended. That is, in my own incredible hubris, I demanded that all those Story mode runs be conducted without continuing after a loss, because basically that messes up the flow of the progression from one battle to the next... you know: pre-battle story scenes, background music, and subweapon statuses. So basically, these little seams that probably nobody would notice struck me as unacceptable, and I subjected myself to an extreme endurance test for the ages at every turn. Also, a single Story Mode run is incredibly long even on its own... in fact, it wasn't even possible to get it done in a single video cleanly before YouTube eliminated video length limits... wow, this thing's been a long time coming, huh? --- So Aeon's Story is a little different from everyone else's... you might've noticed he didn't even GET a normal Story mode run and in fact didn't have one at all until after you've cleared EVERY other one AND a mostly-repeat run of any other character's "True" Story. As such, he'll be getting his coverage likewise divided down the middle into roughly analogous parts... that is, the rough equivalent to all his standard rounds of combat will be located here and the final two rounds will exist on their own. Aeon's Story actually has more stages than any other... specifically, it consists entirely of back-to-back battles against EVERY other character in the game. This means two extra stages, no monsters to fight in the middle, and for obvious enough reasons no duplicate fight against himself...er, against the first character he meets, yes... which actually means he'll fight a grand total of four more normal character opponents than any other. It also means there won't be any randomly-drawn wiggle room... so you won't be able to simply luck out and avoid a character you'd prefer not to fight. That said, with the exception of the final two stages, Aeon's opponents are still drawn entirely randomly... even if there's a pre-battle story segment apparently unfolding, it's still the result of a random draw. (And guess what? It shows!) ...weirdly, however, those random battles leading with a conversation are only the first and fifth stages, and what conversations you get are obviously less substantial than one might prefer... so... there's really not a whole lot of flavor to be had as you sink your teeth into Aeon's opponent progression... bummer. --- My conditional ridiculousness reached new heights with this one, imposing further rules upon myself before I could call it a wrap and consider my work well-done... in addition to holding Aeon to the same no-continues (Time Reaper notwithstanding) standards as his playable peers, I also saw fit to further complicate my life by adding on a couple other conditions... For starters, since he WILL be fighting every other character anyway, I decided that he needs to subject every one of them to the Requiem of the 13th Hour, his overly-preachy Hyper Attack... and while I don't consider it TOO outrageous a demand, since Aeon actually has a fairly calculably assured chance of landing it... I decided against the notion to allow him to be so smug as to ensure it was the finishing blow each time... See, there are some pretty significant potential points of failure to watch out for... you'll have to build Hyper Gauge, his clock charge, and make sure you take a healthy HP lead... but you don't want to end up underperforming or maybe even overdoing it: -You could get your smug self clobbered while trying to set up. -You could get ringed out. -You could accidentally ring out the opponent. -You could reach a gold clock charge but not enough meter built up. -You could struggle to get an enemy to improve your current level of clock charge. -You could time out the round if you wait for the clock to charge on its own. -You could give up too much ground setting up such that you still lose even after landing the Hyper Attack. -You might do too much damage to your opponent in the process, leaving them unable to sustain an attack to keep them off-balance enough to freeze time. -Your opponent's lack of proper self-preservation instinct could get them to kill themselves on stage hazards, particularly ones that end in a ring out. And don't forget that you've got to consider this a repeating and compounding 13-in-a-row dilemma, and every character will have different strengths (and weaknesses to exploit... but not exploit TOO hard), so it's extremely easy to slip up once and wreck the rest of the attempt.

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