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Post by Ramzo Wily on Jul 12, 2017 17:28:00 GMT -6
I backed. I'm a huge fighting game fan and I've been meaning to check out this series for some time, so this seemed like the perfect chance. I'm willing to try out pretty much any fighting game if I can get it for $25 or under. This kinda looks like the game Nitroplus Blasterz: Heroines Infinite Duel is trying to be, and I enjoyed that game well enough, so I don't see how this could be worse.
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Post by Ramzo Wily on Jul 12, 2017 10:16:13 GMT -6
I kinda feel like I watched a different show from everybody else. I definitely liked it. It wasn't terrible. I liked the little subtle references to Castlevania, but I feel like... that's all there was. I mean, it felt more like some kind of generic Dracula story than it did like anything Castlevania. Like someone ::coughcoughElliscough:: wrote just some generic horror script and then someone else went over that script and added in Castlevania references to it. This particularly seemed the way for the first couple episodes. Episodes 3 and 4 I thought were a bit better than 1 and 2 and that definitely makes me look forward to seeing what they do in Season 2. But I feel like this show just reeks of exactly why Warren Ellis writing something is NEVER a good thing. So much of the show is just wasted on terrible dialogue that's clearly only there for shock value, and if you don't find it shocking (which I don't), then it's power is completely lost on you. This is really 90% of anything Warren Ellis writes, which is why pretty much nothing he writes is good. The biggest disappointment for me was the music. I wasn't expecting them to straight up use music from the games, but Castlevania has some of the best music in gaming, and this has... entirely forgettable generic orchestral pieces. At the least during the main theme they could have thrown in subtle hints of Vampire Killer, but nothing. It just added to the feeling of being generic horror with someone slapping on names to make it "Castlevania." But again, it was by no means all bad. I do like the general story that they have gone with. I think they went a little overboard on blaming the church as a whole instead of just that one a-hole, but again I blame Ellis for that. And Trevor I feel was a bit too angry at the world, but I can kind of understand their reasoning for that. Still, my girlfriend literally turned to me at one point in episode 2 and asked, "Who are we supposed to be rooting for here?" I think it was great for them to start off with Lisa doing a bit of Beauty and the Beast on Vlad. And most of the conversation between Trevor and Alucard was great. I don't know why but the bit where Alucard's like "This isn't a bar fight. Have some class." just made me crack up. I'll reserve my judgement on "bad" or "good" for the show until I've seen what they do for season 2, but so far I'm feeling it's definitely better than I expected it to be, not as good as I hoped it would be, and it has left me eager for that next season. Everybody's praising the dialogue, and i do think it was pretty punchy and fun, but it seemed like it was trying to be edgy just for the sake of shock value? Lots of extraneous fucks and shits being tossed around. I feel like when the dialogue was being more reserved (Alucard and Dracula in particular) is when it particularly shone. The absolute nadir of this was the goat fucking but, it didn't really contribute anything other than the shovel joke. Yeah, as I said, I blame Ellis for this. Ellis seems to think storytelling is worthless if he's not shocking, offending, or disgusting someone. I, on the flip side, think storytelling where that is the only goal is what is actually worthless. It seems like he just wanted to cement an "R" rating so he just wrote as much cussing into the dialogue as he could fit and for some reason they kept all of it.
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Post by Ramzo Wily on Jun 26, 2017 16:27:50 GMT -6
I love this idea. It's like Boss Rush mixed with the Roguelike mode with some time trial/survival elements mixed in.
This game is supposed to have a gear switch feature like DoS and OoE, right? If so, it could maybe let you set two or three setups in the first room, then in later rooms you could switch between these setups on the fly but not reorganize them in a pause menu. Extra idea with this bit: maybe every "x" number of rooms (say every 20 rooms or so), there be a "setup" room that lets you change equipment if you need. Something like finding one of the "books" in Harmony of Despair. But also like in HD though you'll have to watch out cuz the timer will keep counting down while you're in the book/setup. Then in the "Hardcore" mode these rooms are removed and you're stuck with just the gear setups you make in the first room.
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Post by Ramzo Wily on Sept 23, 2016 9:12:08 GMT -6
Backer Devin Monnens posted this in the Kickstarter comments, and I thought it would be of interest to those in this thread/CastleDan :
Not sure if this was posted already, but there's a fascinating article about the level design philosophy of Symphony of the Night and how it differs from the other Castlevanias Iga designed. www.gamasutra.com/blogs/ArioBarzan/20150727/243308/Economy_and_Thematic_Structure_Symphony_of_the_Nights_Level_Design.phpEssentially, the article argues Symphony used structural variety to not only help the player mentally identify different areas while breaking up pacing and supporting the theme of the area. Essentially, the "architecture is engaged in a dialogue with itself." Have these concepts been anything the design team has considered for Bloodstained? Perhaps Iga can share more light on the difference between Symphony and the later games in this regard. I've also been using the original Castlevania and this fascinating article on Castlevania III to teach my students game design. We are currently considering narrative progression through a level and communicating story using level design. gamecareerguide.com/features/869/good_games_bad_design__episode_.phpI tried reading the gamasutra article because I found the subject matter rather fascinating, but I ended up having to mostly give up. I have to say, the article is well-intentioned, but I just have to disagree with the vast majority of what it says. For one thing, it's making claims about level design in SotN and comparing those to HoD. That's just an unfair comparison. The GBA games had to make sacrifices to design just in order to work on the system. On the PSX you would have had much more free reign and control in how you design a game than you would on the GBA. Level design and game design absolutely cannot, and SHOULD not, work the same between the two systems. You can't try and make a game exactly like you would for a home console on a system like the GBA and expect it to play well. Level design is forcibly limited by the capabilities and experience of the system. Even moving past that though, the writer basically even admits that some things he's writing as positives for SotN appear in the later games, and some of the negative things in later games appear in Symphony. But he attempts to justify the differences. You can argue his success on how well he justifies them, but it seems to me that a lot of the comparisons he's making are more simply qualities of both, but because the writer clearly prefers Symphony of the others he is justifying them in Symphony whereas just leaving them as criticisms of others. One of his final points is about the occurrence of "Irregular" rooms in the various games. He states that Symphony has plenty while only Harmony and Aria have any, with Aria only having a single "irregular" room. What irregular means is that the room isn't either a square or box. But this point is just flat out wrong. His entire basis for this argument is the appearance of rooms on the maps. But this is more an issue with a design of the maps than the design of the rooms. That is to say, in games post-Symphony, they designed the map to almost always create squares when you've "fully" explored a room. That's not to say that there aren't any irregularly designed rooms - I've played Portrait, Aria, and Dawn plenty and I'm quite sure that there are a number of rooms that if you played them you would say most certainly fit his definition of "irregular" rooms, but in these games the map for these rooms is pretty much always designed in a square or rectangular shape so that you can "brush" by certain corners to fill out the map to the full shape. And lastly, there's the matter of "compression." The writer argues that symphony's map is better than Dawn of Sorrow's map because, and I'm completely serious here, "there's more negative space." That is to say, because less of the map area is filled in, Symphony has a better map. ....What? First of all, that logic doesn't really make sense. Just because one map uses less of the available screen for its map that somehow makes it a better design? That doesn't make sense. And here we can also see again a simple difference between the game and map design for the differing consoles. The DS had a very specific size screen that the game had to be designed for, so the map for it had to be designed in a specific way. If you look at it's map, there is still an awful lot of "negative" space that easily could've been filled in for rooms, but it wasn't. Though I have my problems with DoS, I always thought it had one of the best maps in the series. Every area worked and made sense as a part of the castle and is in my opinion the castle design Iga should be thinking about when building Bloodstained. Of course, I never considered Symphony my favorite (far from it) so maybe I'm not looking at it with quite the same passion, but to me I always thought SotN's biggest problem was the map layout. Everything is way too sprawling and wide for no apparent reason and it takes forever to do any backtracking. I'm not saying Symphony isn't a good game, because it certainly is. And I'm not saying the writer doesn't make any good points, because he does, particularly the build-up/payoff point. What I am saying is the article mostly feels like looking for excuses to claim that Symphony is better when in reality a lot of those reasons aren't all that true, and I'm concerned that only confuses the point he's trying to make and will only serve to confuse or hurt the game design for Bloodstained if they listen to him.
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Post by Ramzo Wily on Sept 2, 2016 8:42:51 GMT -6
It's really nice to have someone point this out. A lot of people see the "5.5 million dollars" and go "man that's so much money this game is gonna be the most amazing thing ever!" but for a video game being made by a company, and not just one or two people, that is actually a pathetically small budget. And this game wouldn't have made it that far without all the sweet incentives and bonuses it offered in the kickstarter (and had konami greenlight a new CV there is NO chance whatsoever they would have done a kickstarter for it so that would not have been an option). To link this to another topic on this board, this is exactly why I support a kickstarter for them doing a sequel. People keep saying "I would hope it would sell well enough to not require a kickstarter," but that reasoning is so bogus. Considering that a very large number of people who would have actually bought this game after it was out have already bought it (and many of those likely already have bought more than 1 copy) - and that money is going into development rather than recuperation - this game would have to sell better than pretty much any other castlevania game ever in order to make enough of a profit to fully guarantee a sequel (and allow it to improve on this game).
That all said, pretty much every Castlevania game in history has come out on but a single system, and many of those on handheld systems only. Probably a very large part of why LoS sold as much as it did was because it was both on home consoles and on multiple systems (though Hideo Kojima's name being attached to it and being billed as a reboot probably didn't hurt too much either). This will be the first time that, day one, this kind of game will be available in so many different formats (PC, Wii U, XB1, PS4, PSV). It also has a lot of positive media behind it despite all the negative media kickstarters have been getting lately. So I think this game does stand a really good chance of doing a lot better in sales than most Castlevanias tend to do.
Here's hoping, anyway.
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Post by Ramzo Wily on Sept 2, 2016 8:10:48 GMT -6
The KS page confirms it will be a 2D, pixel based retro game. Also, Harmony of Despair is a 32 bit game made of sprites and environments from other 32 bit games, so I'm not at all sure what you were trying to get at regarding HoD having some kind of alternate visual style. HoD is technically a 32-bit game but it has much greater detail and looks significantly better than any of the other 32-bit games, so what I was saying if you read my post is quite clearly that if it absolutely HAS to be retro pixel art, that it should look as good as it possibly can like HoD does. Mainly I'm just tired of games that are using "8" or "16" bit as an excuse to have bad graphics. I suppose I could live with the game looking almost exactly like Castlevania 1 or 3 as an intentional reference, but it would still be disappointing.
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Post by Ramzo Wily on Aug 31, 2016 8:03:24 GMT -6
I'm curious: did they specifically say that it will be in a retro sprite style?
Because honestly, I'm downright sick of all these endless lists of indie games coming out with "retro" 8 and 16 bit graphics. At this point we're getting like 20 games a month in that style. It's waaaaaay beyond the point of being "retro," "cool," or "unique" and flat out to the point of simply being too lazy to bother making things look good.
Especially when you consider that there is already going to be a retro portion of the castle in the main game, I would much, MUCH rather see them develop a unique style and look to the prequel game rather than specifically limit themselves to an 8, 16, or 32-bit style to simply grab a faux-"retro" feel. That would be the only way it could actually stand out in the endless stream of indie games coming out these days and would also allow the game to have appeal beyond just nostalgic look. It would help make it more timeless.
If it absolutely had (and I do mean, really absolutely positively HAD) to look like a CV game, I would hope for it to look like Harmony of Despair. An 8, 16, or 32 bit game would honestly just be disappointing.
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Post by Ramzo Wily on Jul 28, 2016 9:07:45 GMT -6
I say yes because
1)It gives them a chance to prove sustained interest in the series 2)It allows the creator better control over their IP so they don't risk having to give up too much to a big publisher (a big publisher may be willing to pick up the sequel, but might also want too much say in what goes into it). 3)It's a unique opportunity for the creator to interact with fans and get feedback and thoughts that go far beyond just beta testing 4)It's a unique opportunity for fans to develop unique content for the game (in-game portrait, create your own room, etc, etc) 5)And lastly, as the Vampire Hunter D kickstarter running right now has pointed out to me, it's a unique opportunity to develop special collector's items and kits. As a backer, I get a collectors box and poster and t-shirt and pins and keychain and lapel pin and artbook and strategy guide (etc, etc) that aren't going to be available outside of the kickstarter, and I think that's pretty darn cool.
Basically, there's a lot of reasons to do a kickstarter other than just securing funding, and in fact when a game is being developed by a company and not just 1 or 2 people, there's pretty much no way the kickstarter is going to cover the funds for the entire game. So I say: bring it!
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Post by Ramzo Wily on Jul 21, 2016 13:07:13 GMT -6
This project's been okayed and is back up now.
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Post by Ramzo Wily on Jul 19, 2016 8:58:27 GMT -6
I would be 100% for a Miraim amiibo, and would definitely get any other bloodstained amiibos they released. I'm not super big on amiibos, i really just have the Zelda ones and yarn yoshi, but I would definitely get a Miriam amiibo day 1. I'm not too keen on the idea of it unlocking stuff that's only in the Wii U version, but if it had somewhat of an arbitrary use like summoning a familiar...then I'd be cool with it.
Still, I'll probably be getting the Wii U version since I want to get this game on as many systems as I can, so whatever the choose to do I'll probably be able to experience it.
Maybe they should do a kickstarter for making Miriam amiibos >.>
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Post by Ramzo Wily on Jul 13, 2016 9:44:13 GMT -6
Fair enough, then.
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Post by Ramzo Wily on Jul 13, 2016 8:45:54 GMT -6
Okay, how bout this: Much like the "Boss Rush" mode, a "Credits Rush" mode where you run down a nearly endless corridor while backer names fly at you at high speed and you can try to strike them down. There could even be an achievement for striking down a certain number. More seriously, I would definitely like the ability to fast forward and book spots in the credits, so I don't have to sit through an hour of names just to show my friends, "Hey look, there's me!" Also, hopefully they won't do the placeholder "A Generous Backer" like MN9. There won't be much reason to, as MN9 specifically wanted to number and thank every single backer so they wanted the entire list in the credits, whereas bloodstained is NOT doing that. purifyweirdshard I'm assuming your quick count is from adding up pledges on the kickstarters page, but don't forget there were something like 2,400+ paypal backers by the end of the campaign alone, not to mention anyone who may have pledged since or upped their pledged once the survey came out, so by now the actual number I would say could be anywhere from around 24 to 30 thousand people at the 100+ tiers. Obviously still not nearly as high as the MN9 numbers but still a sizable chunk of credits.
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Post by Ramzo Wily on Jul 5, 2016 8:07:42 GMT -6
Thank you so much for posting this! I probably never would have seen it. My extreme love for Vampire Hunter D is the reason I first picked up a Castlevania game at all. Lament of Innocence was my first, and I played it because the look of it reminded me so much of VHD: Bloodlust. It's been true love ever since.
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Post by Ramzo Wily on Jul 5, 2016 7:39:43 GMT -6
I backed this, too. I love the look and feel of it so far from playing through the demo they have available. Visually it reminds me a heck of a lot of Castlevania: Bloodlines for the Sega Genesis, which is one of my favorite of the old-school style Castlevanias. The gameplay is much faster and energetic though, which is something I always wanted Castlevania to do, but only really has done for the metroidvania's.
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Post by Ramzo Wily on Jun 23, 2016 8:12:36 GMT -6
Played the demo last night. Wish I hadn't. Because before I was fine with the game not coming out until 2017 AND NOW I CAN'T WAIT!
I will probable be playing this demo over, and over, and over, and over....
ANYWAY
Just a few of my thoughts:
- Love than you can stand on the Morte Cannon's. Bone pillar ftw.
- Having tried it I still feel like being able to backdash chain is a strange feature and it just...looks awkward. But obviously I'm not swaying anybody's opinion on that one... >.>
- The clouds! Oh man, I got kinda sick looking at them. Why do they move that fast? I know it was a thing in Symphony but I always wrote that off as being a weird issue with it being a ps1 game. Kinda not into keeping that aesthetic.
- I don't have an issue with the boss being colorful. I thing it just kinda looks like it's lacking in detail for some of it. Everything north of the giant mouth stomach thing looks a little weird.
- Everything else about the graphics? Freakin' phenomenal.
On a more personal note, we had to put my dad's dog to sleep yesterday. He passed away a few years ago and I felt like this dog was kinda a living link to him, so with her gone now too I was pretty broken up about it. So getting this demo in my email felt like the universe apologizing to me.
Universe: I'm sorry, Ramzo. Here, have this incredible new Igavania game.
Ramzo: Okay, universe. I forgive you...
...this time.
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Post by Ramzo Wily on Jun 23, 2016 7:28:04 GMT -6
I played the game in the default screen settings it had. The 1600x whatever, can't quite remember, with fullscreen. It worked fine, though I had some frame rate issues. It may have been my computer but it's pretty new and the specs aren't all that bad.
My main issue was after I finished the game I changed the video settings to 1920x...1080? I think? When I went to play the game after this it crashed. Not sure if that's related to the already mentioned issue with the squished screen.
I'll post back when I can look up my computer's specs and the exact video settings I was using.
Also, since people are pointing out the word "Familiar" being misspelled... AM I the ONLY one bothered by the fact that it says Galleon "Minerva" with two end quotes instead of with an open and close quote?
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Post by Ramzo Wily on Jun 22, 2016 12:56:22 GMT -6
...I think there's some confusion possibly about what's being discussed here.
No one is saying that the back dash by itself is broken or glitched. Nor even being able to backdash and cancel it into an attack. Those things ARE part of how the games have worked since SotN, they're how they're supposed to work, they're normal, and completely acceptable. Nobody's asking to remove that or fix it. Everyone accepts that as being part of the game.
The problem - and this is what I believe Kupomogli is saying is "broken" - is that in SotN, you could chain backdashes through a glitch that existed in that game. This allowed you to do endless backdashing even though you weren't supposed to be able to. Even Iga in the first stream he did with Romscout admitted that this was a glitch.
In Bloodstained (at least in the demo), they seem to have built this glitch into how the game works normally, allowing backdash chaining as just a normal part of gameplay. I find this an odd choice because they could have saved this as a tweak for the Speed Run mode and left just regular backdashing - with just the one backdash that you can if you choose cancel into an attack and it stops there - in the game and given other options to increase speed such as items and abilities that you could get as you progress later.
Now, as far as we know, it could still be there plan to remove that and only have it in Speed Run. It could be that they didn't even know it was in this version of the game until Romscout did it in the stream. It could be that this is such an early build they haven't even close to finished with the movement mechanics in the game. It could also be that it is entirely their intention to have it and keep it. We don't really know.
But this is what I believe Kupomogli sees as being broken, and I can definitely understand why he feels that way though I personally wouldn't choose to use the same terminology.
So basically I'm saying 100% definitely leave in the backdash. Don't touch the thing. But the backdash chain glitch? Maybe leave THAT for the speed run mode only and give us alternate means of increasing our speed over the course of the game.
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Post by Ramzo Wily on Jun 22, 2016 12:18:59 GMT -6
Dengojin The problem isn't that you can cancel the backdash into an attack (which is obviously ideal), it's that you can then cancel that attack into another backdash, and then that into an attack, and then that into another backdash, on and on. You weren't supposed to be able to chain it like that in Symphony, which is what made it a glitch in that game (as Iga himself has admitted to). Instead of leaving it as a glitch, though, they made it part of the normal technique of using backdash for this game. I just find that a strange design choice. I definitely hesitate to call that "broken." I'll save my opinion on that for when I actually play the demo myself. crocodile - Okay, maybe I shouldn't have said "they're clearly doing it" but rather, "it makes it seem like they're doing it" to cater to speed running. Which is what I actually meant, but I'm not at my clearest at the moment. As for the rest, I think we can certainly both agree that what's most important is if the game is designed well whether this mechanic is in the game or not. edit: oh, also: I'm hopeful that the game takes at least SOME of the difficulty shown in OoE and applies it here. In a perfect world you'd have the variety and visual/sound design of SOTN, mixed with the difficulty of OoE and the soul type system for abilities of the sorrow series for the perfect Igavania. You're making me drool!
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Post by Ramzo Wily on Jun 22, 2016 11:22:47 GMT -6
It doesn't exactly "make a difference" that they were originally glitches. I just find it strange that they would intentionally build in as a mechanic to this game what existed only as glitches in an old game. They're clearly doing it specifically to cater to the speed run audience, when they already have said there will be a speed run mode that would better suit the placement of these mechanics.
Perhaps I wasn't clear. I'm not saying that these are necessarily bad, I'm just surprised that they would choose to included glitched mechanics as the main mechanics instead of trying to find new ways of having the game work mechanically. Particularly I can see this being a problem with the backdash cancelling because the back dash's very existence makes the game easier, so being able to chain backdashing could possibly make parts of the game (like bosses) too easy. So if they do keep this mechanic, they should probably consider their game design around the fact that it will be there (obviously without overdoing it to the point that you're forced to use backdash cancelling constantly).
Am I saying "mechanic" too much?
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Post by Ramzo Wily on Jun 22, 2016 9:01:25 GMT -6
Well, it's clear this forum has complete faith and devotion to Romscout, but I gotta say, I definitely understand where kupomogli is coming from regarding the back dash being broken. I'm not sure "Broken" is the right word, and definitely it's impossible to really say at this point seeing as we haven't played the demo ourselves yet. Maybe it feels entirely natural and there's no issue. THAT SAID... The thing about it all is this: In Symphony of the Night, the back dash cancel and the double attack that you could pull off by attacking just before landing... those things we GLITCHES. That is to say, they were an accident of the way the game was designed. They were not intended to be part of the way the game worked (or at least the back dash definitely was). These were things discovered by people who loved the game and played it so much they were able to discover quirky little accidents that helped change the way you played the game. That is, quite honestly, one of the major reasons as to WHY Symphony was such a good game: because there was more to the game than what was on the surface. In Bloodstained, however, they are intentionally designing the game to work in this way. They could fix it, they could develop a unique mechanic for this game, but instead they're opting to make the game work EXACTLY how it did in SotN, down to the glitches. I worry that this will make the gameplay too "familir" (sorry, couldn't resist), too reminiscent of Symphony, to the point that it will make this game feel more like it's treading old ground rather than breaking new. Not that I entirely want it removed from the game. But I feel like they should develop a unique system for Bloodstained that definitely stands out as saying "This is Bloodstained," and not just "This is Castlevania re-skinned." Obviously I want it to feel like A Castlevania, otherwise I wouldn't have backed it, but I don't want it to just feel exactly like a particular Castlevania, but actually able to stand out as definitely a unique entry in the series. So I feel they really should try to develop a unique system and feel for this entry. Then these gameplay elements we know and love from Symphony can be part of the Speed Run mode, where the game is supposed to be optimized for this sort of thing anyway. Of course, as far as I know this could already be the plan, but I just wanted to point out my thoughts on the matter.
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