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Post by lovelydumpling on Jul 2, 2018 22:39:04 GMT -6
I haven't played the demo yet due to computer issues but I did spot one typo - the optional sidequest for Rosaly is spelt Rosary in the quest log, but spelt (and spoken) as Rosaly by Lindsay.
EDIT: Does this belong in the feedback or bugs forums?
Bug, but I believe this one's been covered.
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Post by lovelydumpling on Jul 2, 2018 18:00:02 GMT -6
Interesting enough! But a QOL feature like that would be best as a normal feature of the game you could access from the start, no? Also, it seems to me, from a game design standpoint, that white shards are meant to be for those traversing abilities that open up the map and enable you to advance in the game... no? Not necessarily. Particularly with new players. You don't want to dump a ton of mechanics on them right from the start of the game, it's often better to introduce them over time. Hence why most of the Igavanias delivered out mechanics through relics. Not just traversal ones, but things like the Dopplegenger soul in Dawn of Sorrow, the teammate abilities in Portrait of Ruin (switching characters, calling your character out, ordering them to stay in place, using them to help you push objects, summoning them to quickly use their subweapon, and using dual attacks were all mechanics given one at a time to the player through relics, despite most of them not being traversal based), heck, even SotN locked enemy names, damage numbers, and the ability to obtain items from candles behind relics. It should come early on in the game, but not necessarily open from the start. The less the game has to teach you all at once, the better the flow of the game tbh. Either way, when we say "we want the Dopplegenger shard", we're just saying we want a mechanic that works similarly to the Dopplegenger soul, not that it needs to be obtained the same way.
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Post by lovelydumpling on Jul 2, 2018 17:54:49 GMT -6
As much as I like the idea of "modders, do your thing", I would still largely prefer the game to come out better polished rather than making modders have to go back and do the work for them. Especially since console users won't have the opportunity to take advantage of that.
If it's the design choice of the textures and not the actual resolution/quality of them, then there really shouldn't be much difference in regards to performance, right?
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Post by lovelydumpling on Jul 2, 2018 13:20:21 GMT -6
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Post by lovelydumpling on Jul 2, 2018 12:23:33 GMT -6
You know, aside from maybe some shadows being needed, I think the 2018 demo's look here is preferable to me. The lines of the architecture really stands out in the archways and pillars, where they fade/disappear when hit with that light in the story trailer. It's like a choice between ambiance vs detail. A balance of both is what is coming, I'd imagine. Here I've highlighted areas in the demo fight where the detail is visible whereas it's not or very hard to see in the story trailer shot. I'm still mostly only concerned about Miriam's model changes. lol Yeah that's a fair assessment. The details do look nicer in the 2018 version. I really would like the background to have more shadows and color though. As for Miriam's model, I'm really, really saddened by it. It looked so gorgeous originally, it's why we all voted for it after all. But yeah looking at in the demo, I always thought it looked off but couldn't put my finger on why. I was asking myself "This is what I voted for?" The weird splotchy grey on the frills was really bugging me. Now seeing your comparison between the two models, everything became so much clearer. Sadly it seems like that old model's been long gone for years now.
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Post by lovelydumpling on Jul 2, 2018 12:17:00 GMT -6
Question are you guys counting these replies? The instructions are for new threads per issue/report so I wasn't sure. I saw that rule for bugs but not for feedback, hence why there's so many replies here. And thankfully I haven't seen any bugs reported in this thread that haven't already long been mentioned repeatedly in bug reports.
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Post by lovelydumpling on Jul 2, 2018 3:20:41 GMT -6
BTW, is there any release date mentioned? (I've been out of the forum only reading the backer updates, but I'm not sure) Just an aim for 2018 with a theoretically high chance of delay to 2019.
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Post by lovelydumpling on Jul 1, 2018 20:55:54 GMT -6
He's right that there's really only so many things they should make toggles for. And tbh that might be a low priority request.
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Post by lovelydumpling on Jul 1, 2018 20:51:24 GMT -6
7. The story trailer is the exact same build as the demo. I was wrong in my analysis. They just picked nicer camera angles/locations. But it's the same as the demo. No doubt now. You might want to have a little bit of doubt. We already know for sure it's not the same build because the gold plating isn't on the stairs in the trailer but is in the demo. Story Trailer
Demo 2018
Story Trailer
Demo 2018 asks "What even are shadows?"
The differences are smaller compared to the 2017 build but certainly there.
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Post by lovelydumpling on Jul 1, 2018 16:38:43 GMT -6
dareka freddythemonkeyEven if they wanted to lower the graphics to get feedback from more people for the demo, it wouldn't explain the odd transitional middle child that is the Story Trailer, looking worse than the 2017 demo and better than the 2018 demo.
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Post by lovelydumpling on Jul 1, 2018 13:29:09 GMT -6
There's one very specific sound she has when using Swords and a few other weapons, that goes HOOH!!! or something like that
That one sound... I honestly want completely removed from the game.
The rest honestly are pretty alright.
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Post by lovelydumpling on Jul 1, 2018 13:14:26 GMT -6
Maybe we need Charlotte to come in and cast Sanctuary...
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Post by lovelydumpling on Jul 1, 2018 13:12:07 GMT -6
Guess I'll chime it as well. There is absolutely nothing to worry about, yes the concerns are valid, but there is no way it would be released without addressing these issues I strongly feel. As many others have stated, it is highly suspect that some areas of this game are going through a re-work and as such, many things are currently a placeholder for what we got in the beta backer demo. Anyway, let's wait to see a response from 505 and Artyplay, but I am confident my claims are true. From my perspective, I'd have agreed with this if it was a year or two ago, but the later and later we get into development, the less confident I am in "ah they'll fix it later." This is the beta feedback demo, a vertical game slice they've told us is based on what the final product will be like, specifically to get our feedback and make tweaks. If we don't speak up now, I don't think there'll be another chance to do so again. I feel like we're past the point of assuming things are "obviously going to be fixed later". This is the point where any issues need to be pointed out before it's too late.
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Post by lovelydumpling on Jul 1, 2018 3:17:48 GMT -6
I'm starting to think this Dullahammer is a Red Dullahammer....
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Post by lovelydumpling on Jul 1, 2018 3:14:15 GMT -6
3) This one is likely a pipe dream but it'd be nice if one could switch in options between XBox button prompts and Playstation button prompts, for those of us who use some form of Dualshock controller. Note: I'm saying "switch in option" and not "automatic detection" because most ways of using DS4 on PC involve tricking windows into thinking it's a XBox 360 controller. This please. I really wish every game did this. I get real tired of having to download a mod to get this in.
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Post by lovelydumpling on Jun 30, 2018 20:24:28 GMT -6
Same when Miriam is attacking. She always screams all the time for each attack. Is it possible to make her scream less? (Like having 10% chance of scream when she attacks) I have been trying to figure out how to talk about this but can't really think of anything super constructive but.... the dub line when she uses swords where she gives a loud HOH!I uh... I could really just have that line entirely removed from the game. It's so absolutely grating that I avoid using the weapons that have that voice clip, unless I'm doing the Katana tricks.
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Post by lovelydumpling on Jun 30, 2018 20:20:17 GMT -6
Regardless of decisions, players and fans alike will be very disappointed if the final games goes with these graphics, and a backlash will follow, specially after so much delays. These types of releases that aims every console ever always goes wrong behind doors. Switch is more than capable of handling graphics (see Doom and Wolfstein), but they take time. A Vita release is troublesome, because we are talking about a handheld that is really old. I honestly hope for the best, but these demos aren't looking great. Curse of the Moon rose the expectations even more because, although fairly small, is an amazing game and a fresh Igavania experience.
No matter how well we can justify these current graphics, we are talking about a product and as such, it will be treated like it. Minor nitpick, I keep hearing people refer to CotM as an Igavania but it's not. Not just because Iga had little-to-nothing to do with it (IntiCreates developed it), but because Igavania specifically refers to the Metroidvania-Castlevania style of game found in SotN and the GBA/DS games. CotM being a largely linear stage based game with no RPG mechanics makes it along the lines of Classicvanias like Castlevania III and not an Igavania.
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Post by lovelydumpling on Jun 30, 2018 17:19:58 GMT -6
Just want to add my support for all of PWS's points. I think more than the visuals, more than a "Dopplegenger soul" mechanic, this is easily the biggest most important part for me.
SotN's variety in special moves was staggering. Throwing the Shotel, getting an explosive elemental slash where the fireballs converging on your weapon also did damage, shooting crescent moons with the Moon Rod, getting Gradius shields with the Shield Rod and ofc the Shield Rod's spells, the rapid Rapier stabs, summoning an army with the Sword of Dawn, summoning gold coins with the Jewel Sword, the teleport slash of the Alucard Sword, throwing a ton of swords when using the dual Heaven Sword special, throwing fireballs with the Fist of Tulkas...
It made so many weapons unique. Very few weapons just felt like you were picking up something with better stats. There was always a reason to try out a new weapon you found and see what it could do. It's so important that weapons aren't just a different appearance and set of stats from each other of the same class.
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Post by lovelydumpling on Jun 30, 2018 16:52:23 GMT -6
2 - Wandering through the castle, Zangetsu showed randomly in a hallway, does his chain to the ceiling and then dives off the screen. Couldn't replicate it when I tried to go back and forth. This is intentional, it's to foreshadow your encounter with him. Always happens the first time you enter that room. Yes, they are unable to hurt you.
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Post by lovelydumpling on Jun 30, 2018 16:48:57 GMT -6
I think there should also be the occasional sound of cawing crows/scavenger birds.
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