Alucard Gets His Own Story In Castlevania: Lords of Shadow 2 “Revelations” DLC

By Ishaan . March 7, 2014 . 7:01am


Castlevania: Lords of Shadow 2 is getting downloadable content that will let you play as Alucard. The “Revelations” DLC will be released on March 25th for Xbox Live and PlayStation Network, and will cover new story branches. Here’s a story summary:


Alucard, the turned son of Gabriel, has shunned human life for many years, choosing to hunt only creatures of the night. The DLC takes place just before the apocalyptic events of Castlevania: Lords of Shadow 2, where Alucard readies for his father’s return and the forthcoming battle against Satan. As the plot unfolds, it begins to reveal how the lone vampire is inextricably linked to his father’s fate.


Alucard will come with his own abilities, including the Glaciem and Igneas powers, in addition to vampiric abilities that let him transform into a wolf or swarm of bats. He can also turn back time.

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  • Kayhil Dimas

    And here I was thinking he got shafted as a playable character when in truth they were saving him for a dlc story. Just finished lords of shadow 2 and gotta say I enjoyed it (well minus a section or two.) And the open ending wasn’t too bad ( at the very least it looks like it’s setting up for some dlc story like the first game.)

  • Herok♞

    So I should probably just wait for the DLC edition then.

    • Nice Boat Quatro

      If you’ve been checking the OT then you should have an idea about why not many recommend this game.

  • Masa

    Np PC? The hell. :(

  • Crevox

    Still a funky different canon

  • NintendoPSXTheSecond

    Oh man Revelaiton’s DLC!

    • Kayhil Dimas

      I see what you did there.

    • Abend

      you got chuck rock on there?

  • Daioh

    Am I the only one who got excited when they read the name Alucard thinking it was this guy?

    • megaten666

      You know what grinds my gears?
      That there’s not a single Hellsing based game in the market, despite the fact, that its content is just crying for adoption into a TPS-RPG-like game.

      • Derek E Nay

        To be honest, I don’t think a Hellsing game would give it justice.

        • megaten666

          It depends on who would make it. I think a western developer who likes the original story and has a passion to make this game as both faithful and playable as possible, it could be just right. I said western, because shooters aren’t exactly japanese devs specialty, but I can’t imagine Hellsing anything else besides a TPS, where you can progressively unlock your seals, hence the RPG line… or something like that. With stylish cell-shade.

          Some says Gungrave was a close one.

      • Kaihedgie

        I hope to not hear the excuse of “well Alucard’s too overpowered”

      • Deter Pinklage

        It’s called Bayonetta :)

    • Nice Boat Quatro

      A DLC where we have a sweet walk through a the forest yeah

      • Spirit Macardi

        “Sorry about that whole ‘shooting you’ thing, but I know if you look deep into your heart… Which is currently all over that tree…”

        • Derek E Nay

          “Ah yes. The return of the why boner…. WITH A VENGANCE!”

    • Spirit Macardi

      Closest we came to that was in the original Castlevania timeline, since Crispin Freeman voiced Mathias in Lament of Innocence. And considering who Mathias becomes and who Hellsing Alucard really is… Yeah.

  • Mind0105A

    Many games are losing their worth due these DLC ideas. *sigh* I miss the old days, those days when you buy a game without need for DLC and just try to unlock characters, costumes and stuff.

    • Kaihedgie

      Except in those old days, you had to buy an entirely new game just to enjoy said new content. The old days aren’t as golden as you’d like to pretend

      • XaviIniesta

        That’s different. We’re talking about things that are seemingly developed during the initial development process here. Or alternatively, made available soon after the release of the game.
        The games you are referring to (most likely) tend to come out around a year or longer after the original game came out. Which means they actually spent extra funding into developing the extra content.

        What Capcom did with Street Fighter x Tekken is quite different from that. Locking the DLC characters on the disc even though it was part of the original development budget.
        It’s simply masking the fact that the game actually costs around $100 instead of $60.

        As for this game, there were alternative main characters in other Castlevania games for FREE, such as Joachim in Castlevania: Lament of Innocence. Or Richter in SOTN, etc.

        Things weren’t as bad in the old days as you like to pretend. Most games didn’t have such secondary releases. And none had day one extra content withheld from the games I’d wager.

        I have nothing against extra DLC developed later on for the sake of giving the players more to experience from their game. For example, the DLC for The Last of Us.
        I DO have something against DLC when it’s for the purpose of witholding content from the original game until people pay extra.

        • Kaihedgie

          Where’s your source officially stating that the DLC characters are part of the original budget? And don’t say “cuz they’re on-disc”

          • XaviIniesta

            Cuz thy’re on the disc. That’s the logical assumption until proven otherwise. Where’s your source officially stating that the DLC characters aren’t part of the original budget?

          • Kaihedgie

            Unless you can cite an official source from either Capcom or Namco, your assumption is nothing more than just that, an assumption, and a pretty void one at that.

            That would be like me saying that Dampierre was part of the initial budget for Soulcalibur V just because he’s on the disc and the fact that you can fight him and those using his style before buying him.

          • XaviIniesta

            No, it’s actually quite more than just an assumption. It’s common sense because you don’t get TWO separate development budgets for a game BEFORE it’s even released. That’s not how it works. Companies have to monitor sales first to assess whether pumping even more money into the project would be money down the drain or not.

            Do you have ANY documentation of any game receiving that kind of treatment in history?

            And no, that’s a horrible analogy because Dampierre wasn’t playable. The 12 characters on SfxT WERE. People hacked the game and unlocked them with their story CG movies, endings, character select icons, move lists, fully playable, etc, everything. Prior to the hack, these 12 characters were nowhere to be found in the game. You couldn’t even fight against them.
            You clearly don’t know this, or else you wouldn’t have made that poor comparison.

          • Kaihedgie

            Do you have a SOURCE confirming your assumption?

          • XaviIniesta

            I don’t have a source. You don’t have a source.
            The difference is my assumption falls under how most games are developed. You’re the one with the obscure assumption here, which I’ve never heard of. Do you have any example of any non-indie games ever developed in such a way? If not, why do you suspect that SfxT might be the first? Doesn’t make sense.

            And what is the relevance of your Dampierre analogy? Did he have Opening and Ending CG movies already on the disc? A trial mode? Move list? Was he fully playable? No.

          • Kaihedgie

            The burden of proof is on you since you’re making the claim. I never denied nor affirmed there was a source, only that I asked you if you had one to back up the assumption you made. If you don’t have one, then stop.

            Movelist, yes. Fully playable? Yes. CAS can use his moveset? Yes.

            I just told you you can fight the guy before you even buy him. What part of that you not understanding?

          • XaviIniesta

            It’s on me to prove that this ISN’T the first known game in history to be developed with such a funding structure? Makes about as much sense as your Dampierre analogy.

            Which you blatantly keep dodging by the way.
            How is a non-playable opponent with no discovered story mode, ending movie, trial mode, move list, etc comparable to characters that had all that on the disc already?
            In the SfxT characters case, there was every indication that they were intended to be playable, seeing as they weren’t even in the game as opponents before the hackers discovered them. In Dampierre’s case there was no such direct indication.
            Please explain how this is the same thing in your mind? I’m very curious.

          • Kaihedgie

            None of the characters in Soulcalibur V have a “story mode”. The game’s arcade mode has no cutscenes/intermissions/endings. There is only a singular story mode following a certain selected cast of characters. My Dampierre analogy makes perfect sense because again, it’s the exact same situation presented by Capcom: a fully functional character that is already in the game, finished, polished and ready to fight, on and offline. Except in the case of SCV, you don’t have to hack the game to find him.

            But of course, you yourself are trying to drag this out. I asked you for a source confirming your claim and you don’t have one, so quit with the assumptions.

          • XaviIniesta

            I didn’t say they did. That’s merely one of many indication for the SfxT characters being intended to be playable. I asked you to show me why you thought Dampierre was comparable.

            And yet again you dance around the question.

          • Kaihedgie

            Irrelevant how?

          • M’iau M’iaut

            Please just move on from this one. :P:

          • Kaihedgie


          • XaviIniesta

            Your Dampierre analogy makes no sense because there was no EVIDENCE of him being intended to be playable. While in the SfxT characters case, there was a lot. (They wouldn’t give them an Ending movie if they weren’t.)

            There are many fighting game opponents who were never made playable (Such as Rugal in KOF 94, Unknown in Tekken Tag). So that argument doesn’t work.

          • M’iau M’iaut

            In the times before ‘DLC’ such things were part of add-on disks which folks more than willingly paid 15-25 bucks for. Paid for added content is nothing new, just the method in which the transfer of funds is handled has changed. Hell, the only real difference is the time frame is shorter.

            Yes original assets may be being reused to some extent, but that does not mean companies are screwing us.

          • XaviIniesta

            Yes, and in those cases those add-on discs, or second editions, were usually released a year or more after the game first came out. Because they were usually developed afterwards, and that is acceptable if you want to buy additional content made for players to enjoy their games more. It’s different from locking that content away from us from the start, just so we will pay more. Which you might think could be the intention of some of these recent DLCs.

          • Laer_HeiSeiRyuu

            Its people being annoyed that they have to pay for shit that they never had to pay for before. Also why People dislike achievements

          • M’iau M’iaut

            Do remember the on paper and legal budgeting for this game probably started 3 years ago or more. Plenty of time there for things to be planned as part of an entirely separate course of action.

            Different kitties requiring a very different return on investment.

          • XaviIniesta

            Right, but what business operates in such a fashion? Capcom usually go back to work on their fighting games again. So why not monitor sales before making that gamble?
            If that were the case here, they’d see how the game does for a few months, and then fund developing the extra content. But in this case all these things were developed and finished before the game even released.

          • Laer_HeiSeiRyuu

            Some devs use DLC to monitor trends. So after a game goes gold they start working on DLC. ( when they should be working on the game some more withpatches)

          • monkey king

            You have no idea how gamedevelopment works, so keep your assumptions as opinion instead of presenting them as facts.

            What Laer said is true, when games go gold (and even before that), teams start working on other projects; or did you honestly think leagues of artists/programmers are just going to sit around doing nothing?

            And no games don’t go gold a few days before releasing, it’s more often weeks/months, no studio is going to pay their employees weeks/months for doing no work. So if the artists can start working on the extra content they will, because it’s the most efficient thing to do.

            Having the dlc on disc literally means nothing in terms of budgeting, other than actually saving money.
            Saving money because publishers have to pay for storage space, so being able to put all (near)finished assets on the master disc save the publisher money in the long run.

            DLC makes money, and you can’t develop dlc if your entire team has moved on to a different project, that’s why publishers monitor DLC trends

          • XaviIniesta

            If you think that’s always the case then you have no idea how game development works. Popular fighting games often require post production development because of balancing issues that they can’t predict before release. Some times even multiple times. The more popular the fighting game is, the more broken stuff tends to get discovered by players. So no, they don’t just always prepare everything in advance. In this particular developers case, they go into it knowing that they’ll likely have to return to work on it again.

            Or do you have some other explanation for why Capcom are yet again working on a Street Fighter 4 update, 6 years after the game first released? This is the fifth iteration of the game, and the fourth update since the game was released. And each time they’ve re balanced the games and ran location tests where they check players feedback, and every time except one they also add new characters. Perhaps you may think that they had already developed all those characters back in 2008. Even the one that has yet to debut later this year. But that’s not realistic.
            They’re doing this because the game has remained popular throughout the years, and they see it as a good investment because the players requested a new re balance.
            And no, I said nothing about them sitting around doing nothing while the months go by. But studios like Capcom can delegate responsibilities when
            necessary. Workforce is moved around from project to project during development. It’s not a static process.

            Not every development studio or team works in the same fashion. Capcom is a huge studio, and they DO have their developers return to work on past fighting games again after release. So there’s no reason why they would have had to develop the “DLC” before the release. That may be different for some developers, but not for Capcom.
            And through their experience with Street Fighter 4 and other fighting games in the company’s long history, it’s naive to think that they expected SFxT to be perfect the first time around without preparing for future development down the road.
            Ono himself even stated several times that they would go back and update the game again if necessary.

            Having dlc on disc does mean a lot actually. It says that a company who have a long history of going back to further develop their fighting games many months/years down the road if they are successful enough, all of a sudden were prepared to invest that much “extra” money and development into the title before even seeing if it will sell well enough to warrant that investment.
            Now what seems more likely to you? That the businessmen gamble with their money on a product that may bomb, (And it did. It only sold about 1m worldwide while SF4 is up at around 7,6M and will get higher thanks to the upcoming Ultra update.) and a title they know they’re most likely going to have to go back and work on again anyway? Or that they used this as a means to milk more money out of their customers while not exceeding the original budget?
            Well, considering the fact that the entire game is riddled with micro transactions where players had to purchase gems for real money that change the characters stats, why would this be any different?
            Call it whatever you want, but it’s naive to turn a blind eye to the obvious trend of the game’s business model.

          • monkey king

            What are you even babbling about now? Though I’m flattered you mirrored my sentence usage, I said nothing about updates/patches, and “balancing” issues aren’t handled by artists obviously, but by probably 1 or 2 designers and the same amount of programmers to implement those changes, then they have closed and loctests and release when ready; these are barebones teams, the actual giant fucking development force of 150 strong at capcom osaka alone will already have moved on to something else, in fact it seems like ultra is being handled by a handful of people at capcom US and some devs in japan to implement everything.

            And no workforce isn’t moved around from project to project -during- development, that’s one of the most asinine things I’ve ever heard. If someone is doing this, then there is something dreadfully wrong with the project.

            And what I think is more likely is what I posted, since that’s how I’ve personally experienced it.

          • XaviIniesta

            What do you mean “I said nothing about updates/patches”? You directly commented on me talking about exactly that. And now you don’t even know what you were commenting on?
            “Waiting to see how a game does for a few months, and then fund development for extra content” falls under updates/patches. I was saying that with Capcom’s history with Street Fighter updates, this is the model they are most familiar with, and that they would more likely take this approach. To which you contested it by saying that developers don’t sit around and do nothing for months before working on updates. Which I never claimed. But that’s a direct response from you on the subject of future patches/updates. Do you have amnesia?

            And 1 or 2 artists? Not likely. You seem to disregard the part where I said that each balance patch except for one also included new characters (and gameplay mechanics/modes.) So obviously there are more than just 1 or 2 designers involved in the process.
            And each iteration of SF4 has been co-developed by Capcom USA and Japan. Seth Killian was not only the community manager, but also one of the head developers of the project. And both Ono and Ayano are still part of the development for Ultra. So there’s no apparent difference from before.

            And yes, workforce is moved around from project to project at times even -during- development when the company decides to focus their priorities on other projects. Many of the people working on Final Fantasy XV for example were moved to work on FF XIII instead mid-development. That didn’t stop Square Enix from continuing to work on it, as we kept seeing small updates here and there, and eventually the latest trailer at E3, even if it became a much slower process. People also work on multiple games simultaneously. Katsuhiro Harada is always working on many projects, and Keiji Inafune is working on both Mighty no.9 and Azure Striker Gunvolt simultaneously, etc.

          • monkey king

            Yes I did, If I confused you with my intentions then I apologise, I simply picked a comment of yours that was relevant to Laer’s post, however still I wasn’t talking about patching/balancing.

            And yes adding a new character is one or 2 artists, multiple artists will -not- work on the same character obviously and in most cases it’s the appointed char artist and the animator/rigger that do all the work (if they aren’t the same person).
            And yes these people are pros, they can build a SF character in like ~2 weeks, heck I could and I’m not as good as they are.

            Also for ultra they are basically working with a bunch of finished assets/animations from SFxT that only have to be tweaked/retooled/updated.

            Also it’s great that you picked FF15 as an example of workforce shifting, because as I mentioned things like that only happen when something is dreadfully wrong with the project….FF15 has been in development for 8 years…make your own logical conclusions (hint: you’re not going to keep your staff on the same project for 8 years because you actually need to deliver things to make money/please shareholders/investors etc..).

            Also mentioning harada/ono/inafune/ayano as “development” people or people that work on multiple things at once truly shows you have no idea how things work, these people are producers or in other words managers, it’s literally their jobs to be involved with multiple projects.

          • XaviIniesta

            Yeah, well however you want to spin it, your first comment was about how leagues of artists/programmers don’t sit around doing nothing for months, as a direct reply to me suggesting that they work on a patch/update months later, so you were talking about patches/updates.

            As for the SF4 characters, that’s why I said that adding characters isn’t the only thing done in these updates. Gameplay mechanics and modes are not created by the coders alone. All the new Ultra characters also require new animations that didn’t exist in SfxTk. Focus attacks, 10 different taunts, and each of them have two new Ultra/Super animations, making it a total of 10. So that’s at least 65 new animations, off the top of my head. And the 5th character probably requires a lot more than that. (Unless it’s a clone of some other character.)
            I was referring to the people other than the code writers, who design animations, gameplay mechanics, menus/graphic design, artwork for the game, etc. There’s not just 1 or 2 guys doing all that.

            Although either way, you don’t seem to have much of a case for your point here. You were questioning the fact that Capcom would employ enough artists to design 12 new characters for SfxTk several months after it’s release.
            But Capcom did just that a few times already.
            1 year after Street Fighter 4 released in the arcades, they added 6 additional characters to the home version. Not enough characters for you? Okay. 2 years after the initial release of Street Fighter 4, and 1 year after the home edition, they added 10 additional characters to the game in Super, which is only 2 characters off from the 12 of SfxTk that you oh so doubt. 5 of which were characters imported from SF4 (Cody, Guy, Blanka, Sakura, Dudley), that only required some minor tweeking, to put it in your own words. So that would reduce the number of unique character models added to SfxTk to only 7.

            That 10 characters for Super is possible, but 12 for SfxTk isn’t, especially when only 7 of those 12 were newly designed, only goes to show that you really had no idea what you were talking about before you got into the discussion.

            As for FF XV, it’s still being developed by Square Enix’s largest Production Department, and it’s an example of Square Enix being willing to delay the development of one title in favor of another. We usually only hear about these things when it impacts the development for a longer period for obvious reasons. But this is not the only game that’s been in development hell. Final Fantasy XIII itself was under development for 6 years, and started as a PlayStation 2 title. Kitase said the transition from PS2 to PS3 cost them about 1 year and a half, so that puts its development cycle a bit above 6 years.
            Too Human was developed for over 9 years, originally developed for PlayStation 1, then GameCube, then Xbox 360. Prey, 11 years. Spore, 8 years. Alan Wak, 6 years. Etc.

            As for Harada, he is not only a producer, but also a game designer and director, among other things. There have been several projects where he was Producer, Director and Voice Actor, among other things. Is it also his job as a manager to voice Forest and Marshal Law in some of the Tekken games according to you? Or to create the Tekken Ball mode? Come up with the idea for the Tag system? So you might want to do a bit more research before commenting. Though the point wasn’t their job description, but the fact that they have put their time and energy into multiple projects simultaneously. Something that everyone part of a project is capable of, if the studio wishes it. It just depends on the circumstances. People were moved to and from FF XV, for whatever reason. And that game is still being developed by Square Enix’s largest production department, and seems likely to finish within a year or two.

            Though I never said that moving workforce mid project was the only, or even most likely possibility. By making the most extreme example, you also imply the things in between being possible. I thought it goes without saying that a more likely scenario is to move workforce from a project that has been completed. Capcom work on multiple titles each year, and development don’t all end years in between each other.
            But you don’t seem to have thought that far.
            During the PlayStation 2’s lifespan, they released around 80 titles for the system. Which means they finished developing a game on average around 8 times per year, or once every 1,5 months. Now of course, it’s not exactly that way, seeing as some of those games were easier to develop than others. But the point is that Capcom work on multiple titles. Meaning that yes, they could have enough people free and available 6 months to a year after a game is released to work on an update for it. And they have in fact done so in the past, with 10 new characters for Super Street Figter 4, so your whole argument is invalid.

          • monkey king

            Wall of text much? Try and condense your thoughts to something more coherent, because by the 2nd paragraph I already had no idea what you were talking about again.

            If you are still confused let me sum it up for you again:
            1. no I was not and still am not talking about patching/balancing, you just had too many random posts about basically talking in circles (what you are doing again now) that I just picked any random one to reply to; the one that seemed most relevant to what I wanted to say.
            As I mentioned it was, and still is in direct support of Laer’s post (directly below this one).

            2. Ehh you lost me at the whole adding characters thing, dedicated teams work at completely different schedules/pacing than the extra content teams.
            Yes super added 10 characters…after a year, remember what I said about an artist only taking like 2 weeks to make a char of that quality?
            Now if this was the giant dedicated team working on these 10 chars then they would’ve been finished within a month, 2 months of balancing and testing and release, but no just as you said it took a year, now take a wild guess why.

            Also cute point of doing some math to make it seem like a giant load of work, though 65 animations will take 2 artists only ~2 weeks to do.
            So yeah the -leagues- of actual artists are long on their way being neck deep in another project.
            Dunno why I have to keep arguing this, but sure keep talking in circles.

            Also I didn’t say just 1 or 2 guys, I specifically said: “”balancing” issues aren’t handled by artists obviously, but by probably 1 or 2 designers and the same amount of programmers”
            To which you replied:
            “And 1 or 2 artists? Not likely. You seem to disregard the part where I said that each balance patch except for one also included –new characters–“.
            To which I replied:
            “And yes adding a new character is one or 2 artists”

            So if you are keeping count, that’s 6 people I mentioned, and seeing as how USF4 isn’t due till like -11-months after the day it was announced, that’s prolly very close to the actual amount of developers working on it right now….maybe like 8 if I’m being very generous.

            3. Yes he is a producer, that function alone pretty much supercedes any other function they might also have; these “multiple project” people are few and far between, they are the leaders, the heads, the chiefs etc.., or do you believe seth mcfarlane writes all of family guy/american dad/cleveland show by himself? No, he has -leagues- of writers and directors that are tasked with helping creating the actually functional episodes.
            Same is true for Harada or whoever the fuck you want to drag in here, they are producers with extra activities because they are way up there on the payscale.

            4. If you seriously believe that the exact same people were actually working on prey for 11 years then….well…….:[, just please never be a project manager.

            5. My argument is invalid? About street fighter? You do know that Capcom didn’t really make SF4 right? Dimps created the engine and pretty much most of the game, which is pretty much saying capcom -did not- have enough people free to work on it (hint they were working on RE5).
            And to dig even more holes for yourself (which you do with every new comment), Dimps has been the prinicipal studio behind every iteration of SF4 thus far -EXCEPT- for USF4, because guess what, they aren’t available.
            A different undisclosed studio is handling USF4; yay outsourcing.

            So yeah no, but thanks for that example though, it showcased perfectly how work needs to get outsourced even, because there isn’t any staff available.

            Stop making me write these ridiculous walls of text.

      • Strid

        Bull — story content aside, the things that used to be included as a bonus, unlockable, etc. are even turning into DLC anymore. Also, expansion packs were a thing.

      • Mind0105A

        I guess you are a person who don’t understand the word “general” speaking. I was speaking in general, take an example like capcom.

        In the old days we used to finish the game/clear some conditions to unlock things, but now you have to pay to unlock. So, DLC is not as much as good as you see it.

        DLC is good when you have to buy said content instead of buying whole expansion pack or whatever it is.

        • Kaihedgie

          Would you rather go back to the old days of having to buy an entirely new game instead? Because back then, that was the only way you were going to get an expansion pack back then.

          • Mind0105A

            IF buying DLC instead of unlocking stuff that is already in the game disc then NO.

            IF buying DLC instead of getting an expansion pack then I welcome that.

            Either way, from what I see so far, some company abuse the DLC to get more money that pays half of the game it self. Back then, there is was no such thing.

            In conclusion, DLC is the same as anything in life, it has good points and bad points. For example, If DLC is a knife, then some company cut people with this knife. Companies should use DLC in better ways, like your example, the expansion pack.

    • eilegz

      the last good one was re6 and people hate it, because it was too “bloated” too “long”….

      oh well hater its gonna hate

  • xe7en

    The only alucard I know of…

  • XaviIniesta

    As I mentioned below, I have nothing against extra DLC developed later on for the sake of giving the players more to experience from their game. For example, the DLC for The Last of Us seems to be just that.
    I DO however have something against DLC when it’s for the purpose of withholding content from the original game until people pay extra.
    For example, like when Capcom locked out 12 “DLC” characters on the Street Fighter x Tekken disc.

    And this seems to fall into the latter case I’m afraid. It’s something that’s seemingly developed under the original development budget, and we didn’t pay extra for that in the past. Joachim was playable after beating Castlevania: Lament of Innocence, etc. If a game was released again with extra content in the past, it was usually released a year+ later and developed for under a new development budget.

    This seems more like a way for developers to mask the fact that the games costs $80-$100 instead of $60 if you want the full essential experience.

    Now what Kojima is doing with MGSV: Ground Zeroes could be seen as an alarming evolution of this. Making us pay to play a demo. I’ve heard arguments for why it’s more than a demo, so I’ll hold off my judgement until I try it out for myself. But no doubt will other developers follow suit if Ground Zeroes is a success.

    That said, I was interested in this game after seeing it in action. And since I’ve always liked Alucard, playing as him is another incentive to try it out. But I’ve been hearing some negative reviews so I’ll read up more on it before deciding anything.

    • M’iau M’iaut

      Can we please not make assumptions without some measure of fact, please. Having characters with a certain moveset on the disk does not mean a playable character was programmed alongside.

      • XaviIniesta

        Are you referring to the SfxT characters? I think you may be confusing what I said with what the the other person further below talked about in SCV. And that was precisely why I didn’t find it to be a relevant comparison. But in the case of SFxT that I mention, it is a fact that they were discovered to be fully playable on the Disc in every sense of the word. They even had their own ending GC movies as well. So I don’t see how you can call it speculation without some measure of facts? It’s nothing but facts.
        One of hundreds of topics that discussed this controversy.

        And to clear up, (because it sounds like you got a bit confused here and thought the SFxT characters were already in the game as opponents at first) the characters were not even opponents that you could play against. They were nowhere to be found in the game. But some people hacked it, which gave them access to them fully playable, with their own ending CG movies, portraits on the character select screen, Trial modes, and everything. Capcom released this content as paid DLC around 6 months later.
        I hope that clears it up for you.

      • Strid

        What’s wrong with making assumptions? This is a discussion after all — assumptions are made, opinions are had, etc. etc. If you don’t like the course of a discussion, why join it, move along to another. If we all needed the facts, for every. single. contribution we made to a discussion, how fun would that be?

        • XaviIniesta

          You have a point, but I think M’iau M’iaut misunderstood something, and thought it was only an assumption that the characters were already playable on the disc, and that I presented it differently.

          But it is a fact that they were discovered to be fully playable on the Disc, in every sense of the word.
          This was heavily discussed last year, so I didn’t think to add up all the information, seeing as I think many people know the details.

          You can check here for example:

    • Nice Boat Quatro

      I remember from Mercury Stream themselves that LoS was made to play as Dracula/Gabriel for the first time not Alucard. It is Dracula’s story. Alucard’s story is a sidestory.

      • XaviIniesta

        Yeah, I have no doubt about that.

    • Laer_HeiSeiRyuu

      The gameplay’s alright, it is its own thing but the world you play in makes a mess of the pacing and the story has a garbage ending

  • Strid

    OK, glad I waited. I’ll wait until the base game and the other $60 worth of DLC crap, that actually completes the game, is wrapped nice and tight in a $25 package.

  • Dan Blanco Vivo

    He reminds me of Prince Nuada from the second hellboy movie.

  • artemisthemp

    I really should get past Goat guy

  • Sorry but… this one made my childhood!

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