What's new

ACT Guro [D-lis] Night of Revenge / 魔女は復讐の夜に (RJ405582)


Imagine bloodstained but every monster can rape you.

Oh god oh fuck, this game is as close as we're gonna get to an actually good Bloodstained-type hentai game.

Can we all agree that D-lis is a god among men?
Well...I think the style of the game is based more along the lines of Bloodborne. I want to say that the idea of Bloodstained being introduced was that the protag looks very similar to Miriam, and that train seems to have launched itself down the rails here in this thread at mach speed, though in a good way. Regardless, after playing Bloodstained for a good amount of time, I can say that other than main character look alikes, the similarites between this game and Bloodstained are few. At least when the other game to compare it with is Bloodborne. I will agree that D-lis deserves god-like praise, though.
 
Imagine bloodstained but every monster can rape you.

Oh god oh fuck, this game is as close as we're gonna get to an actually good Bloodstained-type hentai game.

Can we all agree that D-lis is a god among men?
Disagree. I may have a bit of bias and may have the unpopular opinion here, but the gameplay of NoR sucks. It's so slow and clunky that I simply can't even compare them on a gameplay level. I only say they're alike in ways because the protagonists look alike and share the same visual style. Bloodstained's gameplay, however, far outclasses this on every level.
 
Disagree. I may have a bit of bias and may have the unpopular opinion here, but the gameplay of NoR sucks. It's so slow and clunky that I simply can't even compare them on a gameplay level. I only say they're alike in ways because the protagonists look alike and share the same visual style. Bloodstained's gameplay, however, far outclasses this on every level.
I wasn't talking about the gameplay, mostly the sex. Gameplay is a bit floaty and clunky, that's all
 
I personally don't see any problems to the gameplay in Nights of Revenge, what with it being a H-game. I see it as part of the difficulty. Nothing game-breaking, at least.
 
NoR is more of a 2D Souls game than a Metroidvania (a Soulsvania if you will).
The slower gameplay makes sense in that context.
 
"Soulsvania" is pretty redundant, especially when talking about area design.
 
Disagree. I may have a bit of bias and may have the unpopular opinion here, but the gameplay of NoR sucks. It's so slow and clunky that I simply can't even compare them on a gameplay level. I only say they're alike in ways because the protagonists look alike and share the same visual style. Bloodstained's gameplay, however, far outclasses this on every level.
Yeah, you definitely can't go into this expecting anything comparable to a Metroidvania in terms of combat, as from the ground up it seems to be far more built around mimicking a Souls like system. Of course, funnily enough in 2D a Souls game does become more Vania like, especially in terms of level design, but with the stamina, parry, and dodge system in the game, even the way items/stats function its pretty clear what its trying to imitate. Whether it does that well or not is entirely up for debate and subjective really, though I have to say in terms of a hentai game its one of the few good ones out there from what I've played. With an english translation, and the full product it could definitely be up there in terms of the greats, and something I'd even play for the gameplay itself alone. The challenge some sections offer, especially when keeping yourself at lower soul levels, is already enough to have me working overtime here and there in terms of difficulty.

Regardless, not really using this as a way to discredit what you're saying, in general its definitely not quite as polished as something like Bloodborne/Souls games, and even some of those have gotten a bit of a reputation as feeling clunky at times from those who either don't enjoy, or don't take the time to learn the games. For me its a nice change of pace from the more direct clones of a traditional metroidvania style like you see in Unholy Sanctuary and such, though that also might partially just be due to the fact I've never really spent much time with the genre, pretty much only having played Metroid Fusion on the GBA ages ago.

In the end though, to be completely real, its still those wondrous H-animations that keep me around, and the promise of what this game could really shape up to be by the end. Between this and Succubus Heaven, I've definitely got a lot to look forward to in terms of H-games inspired by Souls.
 
Nobody remind anyone that Shanoa's game has the same stamina system.

24298

Really the only thing setting it apart from Order of Ecclesia at this point are parries and the glyph system. Hell, OoE wasn't even a metroidvania because of the level select, while this one is a bit closer in level design.
 
Nobody remind anyone that Shanoa's game has the same stamina system.

View attachment 24298

Really the only thing setting it apart from Order of Ecclesia at this point are parries and the glyph system. Hell, OoE wasn't even a metroidvania because of the level select, while this one is a bit closer in level design.
OOE was a metroidvania, only the map was segmented, but you still had to get upgrades to proceed through various areas around the levels
 
OOE was a metroidvania, only the map was segmented, but you still had to get upgrades to proceed through various areas around the levels
Also, the level select thing is for the first part of the game. The classic sprawling map comes back into play once you get to Dracula's castle.
 
OOE was a metroidvania, only the map was segmented, but you still had to get upgrades to proceed through various areas around the levels

It's less of a metroidvania than Simon's Quest.
Saying OoE is a metroidvania is like saying that Megaman 2 is a metroidvania. Areas are level based through a menu and you can't go anywhere you NEED upgrades to progress until you already have them, and only NEED upgrades to get a secret bonus item by climbing a ledge or crossing a gap with Shanoa's double jumps or Megaman's Rush weapons.
 
It's less of a metroidvania than Simon's Quest.
Saying OoE is a metroidvania is like saying that Megaman 2 is a metroidvania. Areas are level based through a menu and you can't go anywhere you NEED upgrades to progress until you already have them, and only NEED upgrades to get a secret bonus item by climbing a ledge or crossing a gap with Shanoa's double jumps or Megaman's Rush weapons.
The comparison doesn't exactly work, since OoE uses the level-segmented half of the game to establish and go through the Ecclesia arc. After it concludes, we get to the "Castlevania" arc, all with a castle to explore (albeit with much less density overall compared to every other IGAvania), new powerups to expand exploration, and generally nonlinear progression.
MegaMan 2 is STRICTLY level-based, and at no point deviates from this idea. And I can't think of any other game that does such a thing, either...
 
Man, OoE was a good game.

I'd say it's still an Igavania (I think the man's earned the right to that term after Bloodstained =P), but with a bunch of much smaller maps than the classic giant sprawling castle. I think all of the maps actually could've been pieced together into one big map, but the level select aspect amounted to fast travel from zone to zone. (Which certainly helped with tracking down overlooked villagers after getting the bad ending. Oops.)

Though it's been long enough since I last played it that I don't remember if you had to actually go through the maps in sequence initially (and go back through them to backtrack) and only unlocked the "level select" later.
 
The comparison doesn't exactly work, since OoE uses the level-segmented half of the game to establish and go through the Ecclesia arc. After it concludes, we get to the "Castlevania" arc, all with a castle to explore (albeit with much less density overall compared to every other IGAvania), new powerups to expand exploration, and generally nonlinear progression.
MegaMan 2 is STRICTLY level-based, and at no point deviates from this idea. And I can't think of any other game that does such a thing, either...

You say "half" but it's less than even a 1/3rd of the game. Only 4 of the 15 bosses are in the castle (since Wallman is a boss you kill in 1-hit) and the only new traversal method is Wallman's power, which you get as soon as you enter the castle, making it worthless. It's also only used to get like two secrets in the previous levels.
For the "nonlinear progression", you need Wallman's power to reach the other two routes you can choose to go down. So the most nonlinear the game ever gets is a fork in the road, since the third path is blocked until you beat the other two.
OoE, like MM2, is strictly level based. In order to go anywhere, you have to select the level. It just happens that the last level is about three times the size of the largest previous level which was the ocean area.
So since Megaman 2 at least lets you pick the order of the first eight levels, similar to how you say OoE is nonlinear for letting you pick between two paths in a forking road, Megaman 2 is less linear and more of a metroidvania.
 
Okay, seeing as we're having a debate about whether another game should be classified a certain genre or not I think we've gone far enough offtopic for now. Feel free to create a thread for subsequent posts on this particular discussion in the appropriate sub but let's not continue it further here.
 

·


日本刀を追加、異質派生で居合刀に変化するという特殊な武器です。 通常は普通に連続攻撃するタイプの刀です。 あと申し訳ありませんが、コメント返信は月末更新後にさせて頂きます!

New weapon's animation.
 
Back
Top