Foffy
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Post by Foffy on Jan 25, 2016 12:33:32 GMT -6
So a friend of mine when told about this asked an interesting question: How many delays did Mighty No. 9 go thus far? Three. #1: It was from April 2015 to a Fall 2015 release because Deep Silver was publishing physical copies #2: It was delayed from Fall to February 2016 because of a network problem for the online modes #3: This delay, from February to Spring 2016, for the same reason as above They've been having this problem since Summer of last year, apparently...
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Foffy
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Post by Foffy on Jan 25, 2016 12:17:26 GMT -6
Buttstained: Booty of the Night
:3
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Post by Foffy on Jan 25, 2016 12:14:10 GMT -6
"Online matchmaking" again. I hope Bloodstained doesn't delay itself for something like a year over the asynchronous multiplayer or something. It's supposed to be a classic Mega Man game! I can see how it would be challenging to implement various online features for -every- platform they're promising, since they all do function a lot differently. Online play on a PS4 vs online play on a 3DS would certainly be quite different. Even so, given the backlash from variuos issues, I might would have either been extra conservative with date estimates or released the game sans online functionality and then added that later. Even something as high profile as Metal Gear Online for MGS5 was handled in such a way, and definitely didn't mar the overall reception of the game (if anything, Konami itself did that). The backer comments are just vicious...I don't think I would be -that- upset (I backed by Paypal shortly after the campaign). Oh well. At this point, I hope more than anything they can pull through and this game is awesome. They tried to pull some spin about that, right? On how the Unreal Engine 3 was not getting updates to help with their problem regarding online. Why are they the only ones to have this problem? It's not even an ambitious task; it sounds like they're making excuses because they're just not familiar with that type of designing when it comes to games.
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Foffy
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Post by Foffy on Jan 24, 2016 4:01:54 GMT -6
Okay so I thought long and hard about this. Cut content... Yeah, as a PS2 owner when SotN came out I was really kinda weirded out by that one area which wasn't on it when I found out. If anything the cut content sections are the worst, not just for Iga's games i guess but its a huge thing for me in general. Even if Iga has to hang the finger to the proper release date, i'd be 1000% okay with that if it meant there wasn't anything cut that needed to be in. Dark Souls has this in spades as does some other more recent titles *cough* mgsv *cough* and finding out that the content is cut for any reason (money / time / etc: ) always makes me sad. I would even be willing to pay more money (if constituted properly) for the game to be fleshed out as possible and leave no wish un-granted to those doing the work on the title. Things always get cut in games. In fact, if a game has no dropped features/content, that's an incredibly rare thing. Funny how you cited Dark Souls, for the DLC of that game was largely focused on content and assets not finished in time for the original release.
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Post by Foffy on Jan 23, 2016 9:42:46 GMT -6
I clicked Nope. I don't care how long it takes. I'm just wishing for a terrific adventure that'll blow my socks off. If I die before Bloodstained gets completed, then my ghost will take haunting to a whole new level. Too long of a dev time is pretty unreasonable though. I'll give this game the same time it took to make Symphony, about 4 years. Sure they had assets from the axed castlevania title they were working on but since they aren't making pixel art this time around that should compensate. Symphony took that long because it involved a cancelled 32X project. You're probably better off looking at Inti Creates in general. If we're to look at Mighty No 9, it took them two and a half years since it got funded to release their game.
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Post by Foffy on Jan 23, 2016 4:07:15 GMT -6
I don't think so, but I don't think it matters. Iga and company are not only far more experienced when it comes to making games than most people who run a Kickstarter, but they're also a group of incredibly humble, incredibly sober people who won't lose sight of what's really important. Just listen to Iga-san talk in those "Ask Iga" videos. That's how you know he's a real pro. I don't think anyone here has doubted the sincerity and experience of the folks on board. I think most of us are collectively on the side of the game missing its estimated release, though.
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Post by Foffy on Jan 22, 2016 14:04:26 GMT -6
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Post by Foffy on Jan 22, 2016 13:58:45 GMT -6
Ah, damn. I just discovered this thread, but I'm too late to the party. As soon as I saw the thread title, I did the first thing that made sense and hey, it actually did something. Still cool though! Congrats to the speedy folks~ Likewise. I was looking to see if the post in the OP was going to explain what it was. But it doesn't take much fan thinking to really crack the code. :3
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Post by Foffy on Jan 22, 2016 13:03:21 GMT -6
Hey friends. I figure it may be too early to really talk about the launch of the game, seeing as the visual direction of the game is being worked on, there was something I've been wondering since that last update is not only has the game undergone far more substantial progress than I thought, but the fact the Kickstarter was awfully specific in regards to release windows. Most Kickstarters state a target year, and Bloodstained is the only one that comes to mind that was so specific to name a month. Even most games from traditional publishers never get that specific at announcements, unless it's nearly finished. Then there's the fact current console trends make all of that interesting for some of the versions planned.
The thing running through my mind is the fact that 2016 may be the last major year for the Playstation Vita, Nintendo 3DS, and Nintendo Wii U. Vita has been anemic internationally, so it doing even decently is almost miraculous but that ship seems to eventually be sailing away, the Wii U is surely going to be pushed aside before this year is even over for the Nintendo NX and the fact devkits are out in the wold, and then there's the consistent rumors that the NX is a hybrid console/handheld device, potentially merging Nintendo's dying handheld ecosystem (outside of Japan) and dying console ecosystem (everywhere) into an all-in-one global platform. This has me wondering that if Bloodstained fails to meet its March 2017 target, the versions on the three aforementioned platforms will be effected in negative ways if the game is on what would be considered dead or even last-generation platforms. Many companies have handled long development times and delays by putting their games on the newer systems, a notable one being Persona 5. I don't see Bloodstained being able to do that, as it was funded for specific platforms. It kind of has to make its promises from backers and fans first, markets be damned.
Furthermore, this gets even more interesting to wonder about in regards how IGA and his team will decide how to launch the game, for I don't recall any statement regarding what the game will launch with. To name a few things planned for the title, there's the main game, a boss rush, a prequel game, a classic mode, a boss revenge mode, and a roguelike mode. Will we see everything announced as backer accomplishments launch day and date with the game, or will it be the base game at launch, and substantial features coming in later updates? Major releases have allowed a game to launch with massive features of interest coming later -- Grand Theft Auto V is especially famous for this, as its online Heists, marketed before the game even launched, came out a year and a half after the game did -- but limiting it to Kickstarter projects, the closest that follows this example was Shovel Knight. Recently in games, there's been a PR disaster regarding the newest Hitman title, for not only failing to miss it's specific launch date of December 08th of 2015 date, but now a failure to launch with what they said it would; the game went from eight starting missions to four, and where the game was getting most of its content in the first three months, it's now over the entire year. It makes me wonder how IGA will exactly handle this project, as I hoped to have shown, there are many ways to skin a chicken, or in this case, how and what to release regarding a game.
I figure I would ask the rest of you guys what you think may happen regarding the game and the specificity of March 2017 being a target to genuinely hit. Personally, I don't know. IGA can pump out games super quickly, as Portrait of Ruin was finished in less than a year, but that's based on an established game with established assets. Everything here has to be made from scratch, the castle is planned to be the biggest it's been in from him, then there's all of the additional things on top of that. The only thing I can think of that can easily be done before that release window is making all of the monsters: the Ars Goetia has about 72 monsters, which is not exactly a particularly large roster of monsters to work with, and that's assuming they choose to use all of them. Perhaps getting the base game done and having it on most of the platforms could meet that release period, but I find it a near-impossible thing to assume all of the versions with all of the announcements will be released prior to the end of 2017, and thus feel if IGA wants every goal met before one gets to play the full game, a delay is all but promised.
But what say you all?
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Post by Foffy on Jan 22, 2016 5:47:20 GMT -6
I Think Everyone Needs Cuddles
BASED
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Post by Foffy on Jan 21, 2016 23:04:03 GMT -6
Parts of the games that feel lazy, that feel like padding. That may be a general term, but almost all of IGAs games have this problem. Symphony of the Night had it with its Inverted Castle, Harmony of Dissonance with its Spirit Castle/Castle B, Curse of Darkness with its entire level design but especially Dracula's Castle, Portrait of Ruins last paintings, the works.
Hopefully IGA doesn't fall into that problem here, but wanting to make the biggest castle without relying on that copy/paste work is a very hard task, especially if their goal is to meet an estimated March 2017 deadline. They have about a year to get the main game done.
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Post by Foffy on Jan 21, 2016 22:34:01 GMT -6
Hello. I am not very good at introductions, so I'll keep it simple I suppose. I go by Foffy elsewhere on the internets, primarily NeoGAF, where I was part of the pre-reveal Bloodstained hype train. Suffice to say, pre-Lords of Shadow and the Collapse of Konami™, Castlevania used to be my all-time favorite series. I've since moved on to FromSoftware's dark fantasy games, so I hope Bloodstained rekindles what I liked about Castlevania and what I've liked about From's games: a dark fantasy game where exploration, atmosphere, and difficulty are embraced in the experience. Outside of games, I indulge my time in studying and inquiring on the mind, primarily states and concepts such as nondualism and not-self, which I've only grown more interested after venturing into vocations like nursing and hospice care. I found one suffers more from the mind and from thought than any actual, tangible phenomena, so I figure to use my time there. I could probably ramble and bombard this place with that jazz, as I do on GAF, but I'll keep it to myself for now. Welcome Foffy! I hear ya. It's a real shame about Castlevania. Everything that went down in 2015, it's as if... Konami just shot themselves in the foot. 2015? The downfall of Konami has been something that's been obvious for far longer than that. It's just that it took till 2015 for it to be seen as a mainstream issue. Let us not forget IGA was essentially given a janitor role at Konami as early as 2010, where they pulled him away from the press to focus on the Lords of Shadow series. He only had a glimmer of notoriety as it was rumored he was working on Mirror of Fate as a collaboration between IGA's team and Mercurysteam.
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Post by Foffy on Jan 21, 2016 10:40:51 GMT -6
Hello. I am not very good at introductions, so I'll keep it simple I suppose.
I go by Foffy elsewhere on the internets, primarily NeoGAF, where I was part of the pre-reveal Bloodstained hype train. Suffice to say, pre-Lords of Shadow and the Collapse of Konami™, Castlevania used to be my all-time favorite series. I've since moved on to FromSoftware's dark fantasy games, so I hope Bloodstained rekindles what I liked about Castlevania and what I've liked about From's games: a dark fantasy game where exploration, atmosphere, and difficulty are embraced in the experience.
Outside of games, I indulge my time in studying and inquiring on the mind, primarily states and concepts such as nondualism and not-self, which I've only grown more interested after venturing into vocations like nursing and hospice care. I found one suffers more from the mind and from thought than any actual, tangible phenomena, so I figure to use my time there. I could probably ramble and bombard this place with that jazz, as I do on GAF, but I'll keep it to myself for now.
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Post by Foffy on Jan 21, 2016 9:03:14 GMT -6
Pardon my New Yorkian bluntness, but dayum, you draw phenomenal art, Mana!
Make sure to plug it to IGA and friends. Maybe you can be a community manager and contributing artist to the game! :3
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Post by Foffy on Jan 21, 2016 0:57:12 GMT -6
Astronomical improvements all around.
Stay based, IGA.
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Post by Foffy on Jan 20, 2016 18:21:21 GMT -6
Not sure if this has been asked, but my question will be the following:
As Bloodstained has multiple characters, how exactly will this work? Will this be similar to previous Igavania games in that you have one central character - Miriam - and the rest are unlockables? Or will it be that there are multiple characters with different motivations and plots that intertwine in the game?
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