Shards and Magic System: How it was, how it should be Oct 5, 2017 2:14:24 GMT -6 緋月エリ, Galamoth, and 2 more like this
Post by Pure Miriam on Oct 5, 2017 2:14:24 GMT -6
Miriam obtaining the Trigger Shard "Summon Gieremund".
The Skill Shard "Double Jump" lies inside a Shard Candlestick to be broken and obtained.
Following my series of threads called "How it was, how it should be", this time i'm focusing on Bloodstained: Ritual of the Night's magic system, called Shard System.
It became a classic element to Igavania games, the fact that each game had a specific magic / power system, different from the other. Iga himself already said that Dominance Soul System, from Aria of Sorrow, was the best magic system his team ever created and so, he tried to replicate that at other games. Aria of Sorrow, Dawn of Sorrow and even Portrait of Ruin and Order of Ecclesia (abeit not completely) replicated the same overall idea. Considering that the Shard System is another replication of the Dominance Soul and others, we can see a "progression" between the systems, when you focus on those close to the same idea of "killing enemies to pick up powers".
Firs ot fall, a small recap for Bloodstained's Shard System
Trigger Shard: simple direct magical attack.
Effective Shard: unknown.
Directional Shard: Magic attack or effect that can be used in 8 directions.
Enchant Shard: Passive magic that offers effects and bonuses.
Familiar Shard: summoned familiars that fight alongside you.
Skill Shard: special shards that offers skills such as double jump.
Now, a small recap for those that may not have played such games:
Aria and Dawn of Sorrow: The hero can obtain souls from the enemies he kills. Each soul gives a particular power. You have four soul types: Bullet (aka Trigger Shard from Bloodstained), Guardian (aka Familiar Shard of sorts from Bloodstained, it may also be close to Effective Shard), Enchant (aka Enchant Shard from Bloodstained) and Ability (Aka Skill Shard from Bloodstained). All enemies could give souls.
Portrait of Ruin: both characters at this game had access to sub-weapons and magic. You had one slot to equip and use those things, and they could be obtained around the map and as drops from enemies (not all of them).
Order of Ecclesia: the heroine can use a type of magic called Glyph. You need to absorb Glyphs at a symbol on her back. You had two types of Glyphs, a Blue Glyphs (aka Trigger Shard from Bloodstained) and Red Glyphs (a mix of Directional and other types of Shards). Some (not all) enemies could give Glyphs, and you could obtain more around the map.
Now, about how these games worked and how Bloodstained seems to work:
MOST ENEMIES HAVE POWERS TO GIVE YOU: in Aria and Dawn of Sorrow, ALL enemies would give their souls, with the sole exception of human enemies. Portrait of Ruin and Order of Ecclesia had enemies that wouldn't give powers whatsoever. Bloodstained seems to have a single enemy (Morte) not giving any Shard, although Aello from 2017 Demo doesn't seem to have any shard either.
POWERS BEING COLLECTED AROUND THE MAP: In Aria and Dawn of Sorrow, you could collect souls at "Soul Holders", pillars containing a soul of an enemy that wasn't materialized in the castle. Portrait and Order had many powers scattered around the map. Bloodstained will have a "Shard Candlestick", a pillar containing a Shard unrelated to an enemy.
POWERS VARIETY AND JOKES: in almost all games with powers based from collecting at enemies and such, you had a huge variety of powers, from simple element projectiles, to unusual powers and even jokes, such as a pie or a small super deformed big headed doll of your own character.
LEVELING POWERS: Dawn of Sorrow and Portrait of Ruin had leveling powers, where you could level your magic / powers by obtaining more of the same type (Dawn) and by killing enemies with them (Portrait). Bloodstained will also have some kind of leveling for Shards. Nothing is confirmed, but it seems tied to obtaining more and more of the same Shards.
RARE POWERS: In all of the already mentioned games, you had powers that were really hard and rare to obtain, with low drop chance. E3 2016 Demo from Bloodstained has one Shard (Cast Amy) with a 1% chance of drop.
POWERS OVER WEAPONS, WEAPONS OVER POWERS: In both Aria and Dawn of Sorrow, aside from few souls, powerful weapons were stronger and more useful than most souls. Portrait of Ruin was more balanced over that, while Order of Ecclesia didn't had weapons whatsoever because it's main character is a dark magic user (where some powers was exactly symmoning magical weapons to attack). Considering Bloodstained 2017 E3 Demo, it seems shards will be way more powerful than weapons.
Considering these common elements from past Igavania games and your own ideas, how do you think the Shard System could work, considering what we don't know yet? All enemies should give Shards or that can kill originality? Do you believe the game could overuse "Shard Candlesticks" to obtain Shards aside from enemies? Jokes are okay? How Shards should be leveled? Would you like to have enemies with really really low drop chance for Shards? Weapons must be more powerful or less powerful than Shards overall? Among other questions.
That's all folks!
Also, check my other "how it was, how it should be" threads:
Extra playable characters: How it was, how it should be
Boss Rush Mode: How it was, how it should be