So I always thought The Behemoth made the amazing soundtrack for this game, but it turns out Newgrounds was the one who made it! Newgrounds is an American online entertainment and social media website and company, whose site hosts user-generated content such as games, movies, audio, and artwork in four respective site "portals". The song continues with the super cool beats and bass notes, and ultimately ends with just "wind" sounds, conveying that peace after a battle but also reiterating the barrenness of this world. To me, the violin represents the knights' burning passion for justice which keeps them warm through this blizzard and pushes them to keep going and take down their enemies. I like that the synth sounds come back for 4 seconds at 1:17 to set up the violin to takeover the melody (and dat violin tho). At 0:23, the airy synth background sounds are replaced by the melody, accompanied by supporting bass notes a little later. The really cool baseline starts at 0:13 as you regain your determination and confidence in conquering this ice world. This feeling is conveyed within the first few seconds of the song, with that drum beat and slight echo, followed by the synthesizer and the light notes in the background acting like bird calls in the distance. You (and your comrades) are alone and afraid in this total wasteland, with the harsh cold wind blowing in your faces and you can't see very far because it's not just snowing, it's a blizzard. There's no twinkly lights or warm campfires. In Castle Crashers, the snow world is a brutal, hostile environment. When I think of other games' snow worlds (like Mario or Banjo-Kazooie), they're typically pretty jolly and Christmas-y, with peaceful happy music. I'd say this song captures the atmosphere of this particular snow world extremely well. In this stage, there are Iceskimos that will throw snowballs at you from behind snow forts. It's the second last Chapter in the game so it's pretty far along. The only difference between conventional Magic Jumps, Magic Projectiles, Air Projectiles, and Elemental Infusions are their elemental effects.This song can be heard in Chapter 11 in Snow World, which is Stage 32 in the game. ![]() Some characters have the ability to use their Splash Attack as their respective Air Projectile, which can be a safe option to take down crowds. Additionally, Fencer and Industrialist have 20% reduced base damage, but four hits per segment, which essentially triples their damage output. ![]() If the segments are closer together, they are able to all collide with a target easier. ![]() Bosses and large enemies do not take knockback from Splash Attacks, so the priority of these Splash Attacks is to always land as many hits as possible on these enemies. Every 5 points in your Magic stat increases the number of segments by 1, so by using Beholder and the Unicorn Horn, the player can increase their number of segments up to 8. A fully leveled conventional Splash Attack has 6 segments, each doing one hit. Crowd damaging characters are rare, but they are able to drain regular enemies' health in groups.Ī good boss slayer usually has one thing: a quick Splash Attack that has compressed, multi-hit segments. A single player has to go up against a total of 55 Coneheads to complete the arena. Therefore, it is harder to perform the lightweight juggle on them. A good stun Splash Attack is usually seen as the defensive alternative to a high knockback one, as it can help group up a crowd to reduce pressure and setup combos. The Coneheads found on this level have increased weight. High range allows characters to simply attack more enemies at a single time, since Splash Attacks have the ability to hit anything that lands in its hitbox. High knockback allows characters to push crowds back easily to take off pressure in close call situations. A good Splash Attack serves either both or one of these purposes: the ability to manipulate crowds, or the ability to slay bosses and large enemies quickly.Ī good crowd manipulator usually has high knockback, high range, the ability to stun and/or the ability to damage regular enemies quickly. Magic Jumps, Magic Projectiles, Air Projectiles, and Elemental Infusions all tend to be very similar. Other than that, the tier list mostly focuses on a character's Splash Attack, as that is usually the most unique aspect of a character. Alien cannot change his starting weapon, and Green Knight has an abnormal Heavy Attack. With that in mind, a general rule is that characters are ranked solely off of their Magic attacks, with two exceptions. ![]() However, once a player reaches Insane Mode, they are usually a high enough level to obtain any weapon, which is why starting weapons are not put into account. Some characters excel further than others in the early game, particularly due to powerful starter Weapons. Generally, the tier lists are based off a highly leveled character on Insane Mode.
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