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Post by Dengojin on Oct 4, 2017 3:31:59 GMT -6
I first played Symphony of the night when I was at the age of five. It was the first game for me to complete, then I became the Castlevania fan I am today.
My best memory about Symphony of the night was after I have beaten the first castle, I thought that was it right? a year later, me and my step brother decided to go through the game again. So we played it again and reached to the throne room where Richter is waiting for you and he almost killed us, so my brother used the librarian card to return because we didn't save. We saved, purchased some potions then returned to the throne room, but he wasn't there so we kept going until we saw this weird looking thing that made the whole castle inverted, it blew our minds and we almost went crazy because of it.. then we knew later that there is an official way to get to the inverted castle without using the card glitch. I think that was my favorite memory from Symphony of the night.
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Post by Dengojin on Oct 2, 2017 22:24:54 GMT -6
Thanks for clarifying Angel-Corlux and gunlord500 Bloodstained is a spiritual successor to Castlevania and looking at Mana's work..it feels like she is the Ayame Kojima of Bloodstained, but her own person at the same time. Just how Bloodstained feels to the Castlevania franchise!
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Post by Dengojin on Oct 2, 2017 22:06:56 GMT -6
Yes! but isn't Mana super busy with other stuff ?
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Post by Dengojin on Sept 17, 2017 22:47:26 GMT -6
Awesome that you got a chance to try the demo Dengojin , and thanks for your feedback, it's much appreciated! Thanks for reading the article and giving me the chance to try the demo. I hope that my feeback will help!
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Post by Dengojin on Sept 16, 2017 2:08:49 GMT -6
I met Dengo yesterday in gamers-con. He guided me to this forum to interact and give my opinion about the E3 2017 Demo. I don't see a room for my opinion because I agree with every point Dengo mentioned. It was a dream for me to try the demo! I tried it finally :'). Castlevania isn't dead ♡ The demo was playable on 4 laptops. I wished if it was playable on much bigger screens but, i think they didn't have more supplies because they used it on other games like Assasins Creed Origins, Cuphead and more. The good thing that a lot of different people tried the demo. All of the 4 laptops were occupied from 4 pm to 11 pm continuously! The majority of people focused on trying Bloodstained and Cuphead. Best Regards from Saudi Arabia - Jeddah. It's a pleasure, White. Welcome to the forums!
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Post by Dengojin on Sept 15, 2017 23:16:27 GMT -6
Hey ladies and gentlemen! Yesterday, I finally had the oppertunity to put my hands on the E3 2017 demo at GamersCon SA in Saudi Arabia. The Bloodstained demo panel seemed to be the most crowded game demo panel there. They had 4 laptops running the game and you could only try it for 5 minutes maximum due to the amount of people who wanted to try out the demo. I was pleasantly surprised by the long lines! After many people left the panel to check out different parts of the convention, I got lucky and managed to get a solid 20 minutes with the demo. So let's dive into it! (Unfortunately, video capture was not allowed for some reason.) The demo took place in the church area of the castle which served to showcase the weapons and the new game features (including the familiars and the new shards). But let's talk about the weapons first. The moment I grabbed the controller, I searched for the Whip. When I first looked at this weapon back on YouTube, I was really concerned about the long startup frames for the Whip. But when I got my hands on it.. I could actually cancel that animation either by jumping or back-dashing. It looks cooler and faster than any Whip I have ever seen before (you can more or less compare it to Jonathan's Whip). The Claymore is a slow yet strong weapon. Its speed is around the same as the speed of weapons in the previous IGAVANIA games. The Sword is still the same. Nothing has changed here. The Katana is also the exact same Katana in the Sorrow games except it looks much more cooler. Katana's back-dash hit cancel looks the BEST. There is nothing much to say about the Spear other than that it is surprisingly fast too. As much as I wanted to try out the other weapons, I had to limit my time with them since I really wanted to fight Bloodless before I run out of time. So I ended up rushing through. About familiars: it was only Dullhammer head available, not sure if I could get any other familiars there but I got lucky as it's shard dropped on my first kill, didn't even need to equip it too.. it just instantly appeared flying behind Miriam and I almost thought it was an enemy because it looked very similar to the enemy Dullhammer heads, the enemy version was dark blue and the familiar is light blue, not to mention that the laptop display colors were not the best so it was a bit confusing at first, maybe they could add particle effects on your familiars or whatever so they can really separate them from their enemy version. Shards: I couldn't get the chance to test out all shards obviously, the fire shooting shard is still here nothing new or changed about it too, throwing spear shard is absolutely beautiful! I'm in love with it to pieces, from the animation to the hit effects to how useful it is in fights. I saw some people using the monkey summoning shard too and I could tell how separate they are from their enemy version because their color palettes are different. Controls and animation: the game felt more fluid in this build and Miriam has more weight in her? ( not saying she is stuffed with mac n cheese ) as in an animation weight, they added more animations to her? I don't know.. something cool I couldn't put my finger on. The FPS is also more stable on this build. All animation bugs I have experienced on the previous demo are gone! the weapon clipping, animation lock etc.. ALL GONE! but I heard many people speaking about her hair not moving and even have a good laugh at it, I think it is something they are working on already. Bloodless fight: That fight was crazy in a good way, just put me there and give the boss an infinite health and I will never get bored of it! my only problem with it, is it's very forgiving as if you fail dodging an attack it will cause a very little amount of damage which is making the fight super easy! not sure if it is something they did in purpose so everyone can complete the demo, but her attacks really need to do more damage. There are also some changes they did to Miriam, they have taken out the particle effects from Miriam's back for some reason, there is also this weird bug that if you equip the headband and go outside, it will not show on Miriam's head.. but if you return inside, it is visible again. They might add the particle effects on Miriam's back again and it's just not implemented on this build. The graphics: are still the same as the E3 2016 demo, but I also have noticed that the lightning has no reflection on some spots.. they could really work on the game lightning more (if they haven't already). Miriam's model looks the same, I really loved the enemies look on the screen and everything seems to be on point in that regard. Overall: I could totally see the progression they are making. This demo is packed compared to the E3 2016 one and there are many weapons/shards you can use on this build, I really loved the experience and I wished if I could play more because I can tell, this is shaping up to be the best Metroidvania ever made! the time limit was on the way, or I would have tried more things. There things that I would love to see improved like the game textures in general, lightning and Miriam's hair, not sure if the laptop was strong and running the demo on maximum settings, but according to the panel owners it is a very high-end laptop, so I decided to reserve my final judgment about the graphics for future announcements. My main goal for attending the panel and this convention in general is to bring the Middle Eastern IGA fans to join us here, I managed to speak with some people and linked them to both the forums and Discord.. hopefully they will join us soon enough. Side note: I also understand now why IGA didn't send this demo to the backers, because it's definitely not new experience.. there are new features, yes. But if he will send us every build we will end up getting spoiled, that is for sure! Thanks for your time everyone!
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Post by Dengojin on Sept 14, 2017 22:05:30 GMT -6
I can read and speak Japanese, I have been playing games with Japanese dubs so I can improve my listening skills. This update means something for me that is for sure and if anything, it proves that there will be a bunch of talented voice actors behind the characters which is great. Most people were expecting the alpha because it was mentioned by IGA himself during the E3 interviews and that is what led to this huge disappointement for most of the people, including me of course.. but if this update does not meet our expectations, there will always be a next time
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Post by Dengojin on Sept 14, 2017 16:25:08 GMT -6
Ryuko Matoi's voice for Miriam ? haha.. that is crazy man, you don't know how much I love this anime!
Hmm..according to Angel, this is the start of the many information to come but I would be lying if I said I'm not underwhelmed there.
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Post by Dengojin on Sept 13, 2017 12:32:36 GMT -6
السلام عليكم
هنا تستطيع المشاركة باللغة العربية ومشاركة ارائك ونقاشاتك باللغة المناسبة
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Post by Dengojin on Sept 11, 2017 7:47:41 GMT -6
I hope it's today, it's been a while now
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Post by Dengojin on Sept 6, 2017 23:48:17 GMT -6
I could also swear that there's a fan in Noisycroak because one of the tracks we received sounded like a hidden track in an Igavania game that no one ever found. Now we're talking!
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Post by Dengojin on Sept 4, 2017 19:45:43 GMT -6
Hello everyone!
While I appreciate that doubts and worries are natural to have when preconceived expectations/impressions don't turn out to be how we might envision them, allow me to assuage your concerns.
First I'd like to clarify one thing; where the interview states that "She isn’t creating all the soundtracks, but her music and her creation is the main theme.", that doesn't mean that she only made the main theme, it means that Noisy Croak is working to produce music using Michiru Yamane's work as their main theme and "guiding philosophy", so to speak.
Another clarification is that Michiru Yamane and her work has in no way been demoted, supplanted, or reduced in scope from what was originally planned during the Kickstarter.
Michiru Yamane is obviously a crucial, foundational part of what makes the music and sound design of Bloodstained what it is. However, she's not doing everything on her own. In this case, the Noisy Croak team is another piece of that puzzle and they are producing high quality music/sfx under watchful guidance and feedback. Also, as mentioned by Brainiac in this thread, they have worked on Castlevania and with IGA before.
And of course, don't forget that the game will have fully orchestrated tracks and there will be signed copies of the soundtrack for certain backers, something that Michiru Yamane wouldn't do if she didn't feel it fully represented her work and music design as a whole. On top of all that, like with any part of the game, IGA is extremely hands on, making sure that everything meets his very high standard of quality.
To anyone that may feel like this is somehow a "less pure" version of what they expected, the best way I can fully explain this is the hypothetical example of someone backing a game "made by Koji Igarashi" and thinking that means he's literally personally sitting at a computer, doing all the dev work on his own. Obviously, that would be not only be impossible, but also bad for the game for a vast multitude of reasons, reasons like dev time, burning out, and the lack of a collaborative, peer reviewed process to name only a few obvious ones.
Furthermore, anyone that knows me, knows that I believe 100% that video games are works of art (whether they're good or not is another issue), but unlike the masterpieces painted by the masters of times long past, the works of art that are modern video games often require teams, and sometimes small armies of extremely talented individuals, working under the leadership of a master. So if anything, everyone should be elated that Michiru Yamane and IGA have at their disposal these talented people to work under them and bring their artistic vision to life, I know I am.
Finally, if everything I've said still doesn't assuage your concerns, that's fine, I know just how much every single one of us loves this project and wants it to be a success, and how that passion may even lead some among us to declare the game a failure or a disappointment when doubts or concerns arise, even though we've literally read (maybe) the first page of the Homeric Epic that is Bloodstained. But all I would say is to have faith, and if you can't have faith, then to at least have patience.
Once you see more of the game, and in this case HEAR more of it, I'm very confident that the few concerns expressed in this thread will become a chorus (no pun intended) of jubilation and adoration for the amazing sound design and music that is the end result of what's actually in the game.
And my apologies for a bit of a long post, this is just me being as open, honest and transparent as I can with everyone.
TL,DR: Everything's fine, nothing's changed.
lol You are a legend, I knew it would feel much better after hearing a clarification!
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Post by Dengojin on Aug 29, 2017 21:24:54 GMT -6
Imo, once the main game is complete, like both castles and endings they should release it.. everything else should be added on later like the other character modes, classic mode etc...
This will even give them more time to polish the other modes while people are enjoying the main dish
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Post by Dengojin on Jul 29, 2017 19:23:40 GMT -6
Bored and without much to do, inspired by a old thread of Enkeria , i decided to create this thread. 18 questions that came up while i was thinking about the game, for you all to answer with your might. Some of them were made before by me on some other really old threads but most of them are new. 18) Who has bigger breasts? Dominique or Miriam? Dominique.will edit my post later with more answers, just had to answer for the most important question first!
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Post by Dengojin on Jul 25, 2017 19:43:25 GMT -6
I usually 100% igavanias with around 45+ hours play time, but considering that Bloodstained will have the biggest castle and many extra modes, I can see myself playing it for more than 60 hours
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Post by Dengojin on Jun 29, 2017 23:23:29 GMT -6
I think DLCs and expansions are essential nowdays, so yeah.
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Post by Dengojin on Jun 10, 2017 18:12:09 GMT -6
Yeah, please make it RNG.. I imagine this voice FX to be repatitive, or maybe they should implement 2 different noises that Miriam can make during the crystal absorption
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Post by Dengojin on Jun 10, 2017 2:27:16 GMT -6
Everything is looking great! especially from an Igavania fan prespective, a lot of people are complaining about the floatiness and call it "slow" or lack of animations.. but it is actually not the case because if you take a look at all of the Igavania games you will notice the same floatiness on all of his 2D games.
When my sister first watched the trailer she also said that the game is way too floaty so I had to compare jump animation frames side by side with SOTN and that actually convinced her, but should we do this to everyone who complains about it ? nope.. they basically don't know much about Iga's style then, because they may want to take a look at the previous titles and complain about them as well.
For example if we take out the floatiness from Smash games or Kingdom Hearts it will kill the gameplay style, the same could be said about Bloodstained.
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Post by Dengojin on Jun 9, 2017 1:58:01 GMT -6
every single detail looks better and improved, I can't contain my excitement for E3 now!
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Post by Dengojin on May 23, 2017 19:13:16 GMT -6
According to Koji Igarashi, Bloodstained is only 20 to 30% complete and that could mean anything to be honest. Many people in the internet including some fellow backers were jumping the gun and thinking the game will not be able to meet it's current release window before they even understand or think about the game development stages. So how many stages does a game need to take before it reach the Gold Master version ? the answer is MANY and each stage takes a different period than the other, for example the prototype stage is what takes most of the time to get past ( which is basically what was the E3 from last year is ) after the alpha build they will start with the main production stage which is the main stage of development, when assets and source code for the game are produced, when developers finish the assets from art, music, models to sound etc... all these assets will be given to the game designers to develop the game's design throughout production which can make a huge precentage jump. But not many developers talk about the progression they made before they make it to the first playable version, because they know how people will judge right away, but we are talking about a Kickstarted game here, backers must be informed every now and then about the progression to reassure the fans that the game is being made and it will eventually make it to the final product, not many people understand it and we don't have to write a wall of text to explain it for every single person who is trying to be negative for whatever reason, when they show the playable version it will shut them down. I'm just putting this here as a reminder and I hope it help some people here to understand the situation better, I'm not one of the developers or trying to be smart, hell. I might be wrong, but this is what my stay with a certain game developer taught me at least. Bloodstained will be a full game whether if it meets the early 2018 release window or not, I have faith in IGA.
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