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Post by LeoLeWolferoux on Jul 28, 2016 2:02:43 GMT -6
I like a castle that really makes you feel like 'someone would like to live here' in each room. with chairs, tables, bookshelves, nightstands, stained glass galore, art, a variety of it, not the same picture 5 times in a row... Just those cosmetic furnishings really. Normally I dont' give a rats ass about such things in games, but it's so hard to find a game that really does a good job of nailing that wealthy gothic mansion look. I've mentioned it several times, but also like in the chapel of sotn, it had that confession room too, it really made that entire area so much cooler even though it really kinda did virtually nothing. It just somehow made the entire chapel area feel so much more authentic. I also like it if a castle makes you feel like you have multiple locations to go to at all times, rather than you have to go from area A to B to C to D because of keys and mobility unlocks and whatnot. I realize this makes balancing a bit harder but its a tradeoff I'm willing to have, especially since this game is going to have multiple difficulty settings anyway. IGA has stated though that mobility plays a huge role in navigation of the castle, though. It's highly unlikely that he'll stray away from this though, since his previous work did this very little.
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Post by LeoLeWolferoux on Jul 27, 2016 23:37:58 GMT -6
I mean maybe I'm looking at this too much like a more traditional RPG but I would LOVE if there were some real playstyle "builds" like a build that gears Miriam for improved speed, a set of glyphs that focus on mobility and traps, and a ranged weapon like Shanoa's bow glyphs VS a build that decks her in the heaviest armor she can wear with a big stained glass claymore and both of them could dish high damage and be viable ways to play the game. I know it will likely happen but, as much as I truly think Aria of Sorrow is the best one, I do feel like the endgame is always "Claihm Solais, Dracula's Tunic, Chaos Ring" with the Legion Laser skill, Black Panther Dashing and Headhunter statmonger. I'd love to see spear users, katana builds, whip builds etc. Multiplayer will get pretty stale if everyone has the exact same things. I know there will be people that use what they want, optimization be damned, but so many games just turn into the "Everyone just uses this because it has best numbers" and that just gets so boring. and from a single player standpoint, well, I'd love to do NG+ runs with different weapons and have a good time without that nag in the back of my head that I'm "nerfing" myself in the name of "fun" and while using what I want is never not going to be more than valid, well, we've all seen those scrubby "oh, I use this inferior weapon becuse Im better than you and your optimized build" and I hate those snobs too XD I think that differentiality will be a large aspect of what makes the Asynchronous Multiplayer so appealing. If people are using the exact same builds then there wouldn't be anything original to showcase, and it makes gameplay pretty stale. People wanting to make Miriam to THEIR liking is what I believe IGA has in mind for her customization. Another point that I would like to point out is the competitive scene. If Bloodstained is as large and varied and IGA and team are predicting, I think it's very likely that the online mode will see a competitive scene. And I must say that this excites me. Because if that IS the case, then that means that Miriam will have several different playstyles, one aspect possibly being the increases of a shard's effectiveness through alchemy, allowing her to customize her magic as well. Thinking on things like these prospects make me smile for the future of Bloodstained: Ritual of the Night. ALSO, I hope that alchemy is not only used to make new pieces of equipment, but to increase the effectiveness of already existing pieces as well.
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Post by LeoLeWolferoux on Jul 27, 2016 23:11:03 GMT -6
What makes a great castle? Stuff in the walls No, seriously, that might be the most important thing to me lol. _meat _meat _meat I love breakable walls in games, and I love Circle of the Moon due to the sheer volume of how many breakable walls there are. _hp up_mp up_hp up
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Post by LeoLeWolferoux on Jul 27, 2016 21:07:15 GMT -6
Yeah I know we've touched upon it before but it was something that really affected my enjoyment/opinion of the game so I felt strongly I should mention it again. Sorry if I'm just trudging up old stuff :( I agree with most of the points you've made (though I don't think any form of the game will represent a 100% controlled or sterile environment so that particular point is lost on me) - I just think its super important they better nail the game balance this time. Thinking about it, the Rouge-Like mode may provide a good avenue for experimentation. I'm super curious to see how that turns out even if it isn't the main attraction. I totally agree, I think that Order of Ecclesia had just the right amount of difficulty. I LIKED that you had switch things up, a lot. I would even go as far as to say that dying at least once to every boss I encountered didn't bother me because I felt that a lot of time and effort had gone into making the Boss's AI, and that they should be as difficult as they are. And Symphony of the Night I also enjoyed because of the level of difficulty later on. (granted I didn't care for the sudden shift of intensity in the second castle, but it DID keep me on my toes) Difficulty doesn't bother, I like a good challenge. :p Also, edit, I just realized I quoted the wrong post, I meant your post before this one, crocodile!
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Post by LeoLeWolferoux on Jul 27, 2016 20:54:00 GMT -6
This is a game that I remember playing as a kid, and that I wish I could pick up and play again, but alas, after this long, I think that there's pretty much no hope of a remake or re-master surfacing. :[ I didn't fight any of the optional bosses, which I wish that I had, cause I heard they were exceptionally strong in the second installment.
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Post by LeoLeWolferoux on Jul 27, 2016 18:44:02 GMT -6
I guess I don't want the team to treat any individual game as sacrosanct in regards to how they build Bloodstained. I mean Portrait was my intro, IGAvania was the formula I found first too, but I also adore a lot of the pre-IGA games. Super Castlevania IV and Rondo of Blood are both in my top 5, with Dracula's Curse and Bloodlines landing in my top 10. I love both the level based action games AND the big sprawling Castles. Maybe that puts me at a bit of an advantage when it comes to this game since if they adhere to SOTN like the bible I'll be fine but if they throw in some cool systems from other games I'm also fine (Classic Mode has me really, really hype for example). From my standpoint one of the reasons Bloodstained looks so appealing to me is because it looks like a big marriage of IGA's various games. It's got a big sprawling castle like Aria and SOTN, a power system that is, essentially, a beefed up version of Soma's Dominance system, the protagonist is a dark haired cursed girl like OoE...its like a big celebration of IGA's work as opposed to just being "Its this particular Castlevania game part 2 with HD graphics" and I like that. Well, except for Harmony of Dissonance, I havent seen anything reminiscent of that game and, well, as much as I like that game I also don't want to phase between Castle A and Castle B. Ugh. Also on a more personal note, are not all of our opinions and views about the series valuable? I don't want to pick a fight but the way you phrased that almost makes it sound like you want to just find a room with a bunch of other SOTN fans and just talk about how great SOTN is. I mean, is it really so bad that a lot of the people here really love all of IGA's games as opposed to just going on and on about SOTN? I get enough of that from the FB game groups I frequent so this environment where I can talk about Ecclesia or Portrait or Harmony and get some good discussion about those games too feels great to me. Obviously not what I'm meaning. The whole point of this thread is to list thoughts on each castle. My point is considering SOTN is usually regarded as one of the best in the series, I don't see many on this site that consider it the best. So whenever I nerd out about SOTN I feel kinda like I'm the lone wolf. haha. I was just saying go figure I'm at odds with a lot of people here because I typically am here lol. I don't think you're the lone wolf, I just think a lot of the people on here a super-analytical, and try to look at things from every possible angle, and see all the pros and cons to what they're lookin' at. :D I honestly think that Symphony of the Night is IGA's best work, even if it doesn't happen to be my favorite out of his work. Symphony of the Night had SO many cool and unique things added to it. Special attacks, spells, familiars that felt more like companions rather than spells, I mean if Symphony was the first Castlevania game I had ever played, and not Circle of the Moon and Aria of Sorrow, I am almost POSITIVE that it would be my favorite one right now. As far as castles go, one thing that I liked about Symphony of the night was how many different areas there were. I mean sure, the Inverted castle didn't touch things up too much as far as aesthetics are concerned, (with the exception of the Floating Catacombs) but there were so many diverse and unique areas. I personally thought that the Royal Chapel, and the Long Library were STUNNING. It was definitely a landscape that I had never encountered in another IGAvania, and that, I liked. Symphony of the Night had a lot going for it, and the castle was no exception. :p
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Post by LeoLeWolferoux on Jul 27, 2016 18:33:43 GMT -6
I know those of you that have played SotN, have gotten the Heaven Sword... I want more of these types of weapons in the game, when you have one, instead of swinging it you throw it and it comes back to you... the best part was when you equipped two of them and pressed the two attack buttons at the same time you get this awesome attack... I'm not good at explaining stuff so I will leave a video of it here. Now who doesn't think this is awesome :D Judging from a screenshot someone took from the Demo for this thread, there will be "Throwing Swords" in the game! :D I'm sure IGA will incorporate some kind of weapon similar to this, as you said, 'Throwing Swords' was a genre of weapon in the weapon categories management tab on the demo. :3 I think it would be cool if there was a weapon similar to Jonathan's Kunimitsu on here... <3
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Post by LeoLeWolferoux on Jul 27, 2016 18:24:59 GMT -6
In response to the idea that alternate shaders can't be included because they'd either look bad with the existing assets, or would require too much time/effort/money: If someone's using an alternate shader because they think the default one looks bad, I think they're going to be more willing to put up with the alternate not looking perfect, as long as it addresses their problems with the default. There's a considerable community of PC gamers devoted to texture and shader replacement. Consider tools like ReShade and SweetFX. I've never felt the need to use something like that before, but I'll certainly be thinking about it for Bloodstained, and hope that the shader community takes an interest in it. Yeah, if there's a way to open up shading/texturing for mods without taking too much resources from the dev team, I'm totally okay with that. Same. But I can see this causing a lot of debate, since you would essentially need a copy of every game asset, but in a different shaded option. I mean, on paper, it would seem to take a large chunk of time, if not doubling the amount of total work for the devs. :3
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Post by LeoLeWolferoux on Jul 27, 2016 18:21:41 GMT -6
I think the DoS castle was by far the greatest out of all of them. My particular favorite part of that game was the Garden of Madness, which just had INCREDIBLE design, and I also enjoyed after you beat the 'vanilla' game, and go into the Abyss, the games depiction of Hell, absolutely masterful. Also, I felt that the castle was the most varientiated, tied only with SotN. And while I didn't care for the whole inverted castle thing, you gotta admit, it definitely took your breathe away, just to be aware of how much larger the game is, after you finish ONE castle. :p
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Post by LeoLeWolferoux on Jul 27, 2016 13:54:52 GMT -6
I'm at work right, so I'll just have time for one small con (debatable) with the SotN map: The Underground Caverns was a one-way area, in terms of not being able to backtrack once you fall into the hole. From a game design/art direction standpoint it's a great decision as it gives a very unique vibe to the area compared to the other areas ( claustrophobic, very bottomless pit-like ) although from a completionist/backtracking standpoint running through the area does eat up a lot of idle time. Yeah, it was much like the catacombs in Circle of the moon. And again, without the means to get back up, it was difficult to maneuver around it, without spending large chunks of time. This is one thing, that I would prefer not to see.
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Post by LeoLeWolferoux on Jul 27, 2016 10:35:39 GMT -6
The game is running in VR mode! There is partial VR support! I did not expect VR support in the demo, I have a vive, and when i run the game steam VR will activate. I see the info for disabling VR mode. With VR running, you can look around the scene and look outside the view box, can see the sky (visual errors from perceptive, can look behind (there is a ENV sky backdrop behind you that does not fit the world, can sometimes see a 2nd stage draw with checkers texture that represents a test room for collision. UI and menu is not supported, they are not adjusted for the headset view or the shadow screen on the desktop, so i am blind to all menu control. The scene is drawn from far away, so you cannot see depth and everything is pixelated because of distance, but the short boss cutscene works and has depth, wow that boss from VR view lol; speaking of, in the boss room from the entrance you can just turn you head and look at her. The boss looks to have a fish or serpent tail under the monstrous head. The game is gunna have VR support...? IGA-san...what have you done...
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Post by LeoLeWolferoux on Jul 27, 2016 10:32:14 GMT -6
yeah but the idea for Miriam's room is that it is not stationary... it moves like the save point. My idea was supposed to be that Miriam's room WAS the save point and having it "move" would be the story explanation for the multiple save point locations. It doesn't actually move. Sorry if that seemed unclear. Also, keep in mind that the whole thing with Miriam's room is all fan speculation and people tossing ideas around whereas crafting is a confirmed thing. We're still getting crafting even if we don't get Miriam's room. With crafting, I don't care if there's multiple places to do it. It's something I'd rather do on the fly since it's more of a gameplay/weapon-based thing rather than a save mechanic. I don't want to have to go to another or the most recent save point area to combine items that drop and I don't care if it's in the same area as the save room. I know there's other members who feel differently about crafting, but that's how I feel about it. I kinda feel like it'll be a do on the fly thing as well. I mean the idea is that Miriam is a trained alchemist, so why wouldn't she be able to do alchemy right there on the spot? And if that isn't the case, maybe there'll be an item that allows her to do her Alchemy on the spot? :p
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Post by LeoLeWolferoux on Jul 27, 2016 10:24:45 GMT -6
That video is awesome, I hadn't seen it before. I had intended to only watch it just for the bit you were talking about, but got sucked in for like an hour. This was several days ago, btw haha.
I just wanted to add something that's been on my mind lately. I almost made a new topic about it, but it really does relate fairly heavily to this existing thread.
Many of you out there, what was the first thing you did when you found a new weapon in SotN? You were probably like me and equipped it to see if it had any special attacks. You gave it the back to forward input and the quarter circle forward, met with mild disappointment if it didn't do anything special. This was a large part of the joy of exploration in SotN to me, happening upon new weapons and subsequently happening upon the unique attacks they could do.
My hopes for Bloodstained initially were that it would be a game quite similar, except that when we find one of those weapons with special attacks and attributes we like, we can augment it with crafting so that no weapon we really like falls behind when we eventually get the Crissaegrims, Muramasas, Osafune Katanas (rarely mentioned lol) and Shield Rod/Alucard Shield. If you really liked something obscure that you were attached to mid way through the game, maybe you find materials later in the castle that make it more worthwhile again. Your Moon Rod fires off more moons! The Nunchaku does more hits ands gets a special! The Icebrand/Thunderbrand, not having a Marsil equivalent, can still become strong elemental weapons with enhancements.
That was the main variety/collection style I was looking for. I'm not as into demon abilities and shard skills. I love weapons and specials. The two things don't necessarily have to be mutually exclusive, what I'm talking about may actually still be in the game, but unfortunately I can see it downplayed to some degree in favor of various enemy abilities. At the very least, maybe Zangetsu or the third playable character will be more SotN with a fleshed out weapon system in the way I'm describing.
Part of why I arrived at these thoughts and ideas was from the emphasis on weapon voting, concept arts and crafting information early on. I'm not saying I'm disappointed yet, even, but just wanted to voice my feelings on all this. purifyweirdshard You need to be like...a motivational speaker or something... O_o Yeah I think it's a really good idea, and I hope that Alchemy doesn't inhibit JUST making new items, but updating old ones as well. Hopefully also on your point about demon abilities and weapons and abilities, I hope that IGA incorporates all of these elements, so that like you said, neither one is mutually exclusive.
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Post by LeoLeWolferoux on Jul 27, 2016 10:18:06 GMT -6
I like achievements, prefer if they are more 'abstract' then just your standard: kill x enemies, collect x gold, finish the game, kill boss, reach level 99, etc. Finishing the game trophy/achievement is pretty basic, I've yet to see or play a game that didn't have one for beating the game. Bloodstained, given its crafting system and Alchemy-theme, can afford to be more creative in its achievements, if it ends up supporting them. I don't mind if it has a trophy/achievement system or not but I thought of a few examples of achievements: Example 1: Craft Sword of Mars -Basically, craft certain items that are otherwise impossible to get without crafting them. It doesn't have to be that exclusive though, crafting a rare item might be sufficient. Example 2: Embodiment of Evil -Obtain the souls of certain class of distinct enemies. Pretty basic but it doesn't need to complicated. Example 3: Seeker of the Unknown -Find all the secret rooms. Or, at least, a secret room Example 4: Pinnacle of Persistence -Obtain all of the shards Example 5: Solomon's Hand -Defeat all (featured) demons from the Ars Goetia. This includes "fixed" bosses, normal enemies and optional bosses. Darn you Shax, you took all the good ones... D:
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Post by LeoLeWolferoux on Jul 27, 2016 10:16:37 GMT -6
I would like to see bloodstained coins... anyone else? Yeah I think collectible coins would be really cool. Some in bronze, silver, and gold, reminiscent of the IGAvania series. :p
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Post by LeoLeWolferoux on Jul 27, 2016 10:14:47 GMT -6
Some thoughts relating to the shard system/abilities I just put up somewhere else: bloodstainedfanforums.com/post/34246/threadYeah, unfortunately, the Sorrow games' systems were actually the lesser of my favorites from Iga's games. I think it may have something to do, too, with just how I'm not into being part demon/imitating demons haha. I want to righteously whip them, stab them with rapiers and throw holy water and crosses around D: Hey, there's nothing wrong with that. :p Everyone is entitled to their opinions. I also must say that I love Charlotte from PoR. Though, I suppose she plays similarly to Soma, as in she learns her own spells, along with 'monster spells'.
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Post by LeoLeWolferoux on Jul 27, 2016 2:07:05 GMT -6
I think it's likely that the NX will be compatible with the Wii U's gamepad, so the NX version of Bloodstained (assuming there is one) will likely play much the same, the map being displayed on the NX gamepad, and the gameplay being seen on the television screen. Nintendo and IGA will figure something out, I wouldn't worry too much. :]
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Post by LeoLeWolferoux on Jul 27, 2016 0:23:09 GMT -6
As long as it doesn't detract from the finished product thatd be amazing. I took enjoyed CVHD on the 360 and it was a very interesting take on the series in general. Berserker Julius ftw. The only problem for thisiI see with bloodstained is a possible lack of playable characters. With the three proposed even with boss revenge mode this might be a bit difficult to weave in. Obviously I'm no game creator but it seems like that's a title or feature you add after several successfil ain games just for the roster of chara terms and enemies. Yeah, I don't think the roster will be big enough. Boss revenge wouldn't work either, simply due to the size of the bosses. You know IGA. Bigger is always better. ;]
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Post by LeoLeWolferoux on Jul 26, 2016 21:19:52 GMT -6
I think that the seventh ability will have some tie in with hidden elements of the game. not sure how 'Voltic Chains' specifically would be incorporated into this, but it's just a gut feeling that I have nonetheless.
Also, I love the shard system. DoS and AoS are my favorite IGAvania games, so it's so cool to see this concept touched on again.
ALSO, I get a feeling that shards will be able to get increased in power by means of Alchemy. Notice how there's a 'Quality' bar under said shards? I did. :p
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Jun 25, 2016 1:34:49 GMT -6
June 2016
leolewolferoux
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Post by LeoLeWolferoux on Jul 26, 2016 21:11:12 GMT -6
As I said in a previous post, I strongly prefer tactical shards, simply due to how practical they are, and how often I find myself using them. (Regenerate HP, eat inedible food, ETC.) Thought I must also say that Familiars were a cool part of Circle of the Moon that I enjoyed.
One idea is I wonder if there will be transformation shards. Not like the devil soul in AoS, I'm talking about the Pluto/Black dog combination in Circle of the Moon that turned you into a skeleton. Something like that would be super cool. Order of Ecclesia included this a little bit, with the Arma Felix Glyph.
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