Post by Enkeria Gin on Apr 25, 2017 13:56:48 GMT -6
Was it true that IGA was going to step away from the control input to make the abilities? Like in SOTN? And it would be easier to do somehow? Shards would seem fitting somehow actually. Or special rooms which allows these features to happen, and only in those rooms. For example, normal attack becomes.. What that special room have in mind. Hmm.
Post by Enkeria Gin on Apr 23, 2017 7:37:24 GMT -6
*Enter password: weakplayer*
Now I can finally beat that boss using my feet.
Edit: I do not see myself as a weak player. I see myself as a player that want to finish a game without too many fails. Games that makes me fail are games I give up on. Cheats can be everything from a code to asking people on forums "where is that item", whatever you say - it IS cheating.
I see myself as a bad player, meaning.. In FPS I can't aim, this is why I play against AI and not people. In survival games I play rather against nature than people. So no PvP, only PvE. In singleplayer games I love the feeling of OPTIONS. Cheatcodes that make the game easier or harder is most welcome.
A cheatcode making you more or less immortal can give you the time to try out some bugs, exploits and such that might be needed - and a communication to actually fix the problem.
Post by Enkeria Gin on Apr 22, 2017 5:46:01 GMT -6
Is this thread a request?
You could tweet IGA about it if you want. Like "Request: Cheat code to unlock all items after first real playthrough would be nice".
If this thread is brainstorming for us to think about cheat codes in general, then I would suggest a code that makes you use infinite shards and infinite health, so you can fool around.
And about: "If you can put it in, that would be nice and this thread be the only hint." - Cheatcodes spread, people will visit boring "cheat" sites that usually only have achievement-info and no cheats and actually find cheat for once
Post by Enkeria Gin on Apr 19, 2017 5:32:59 GMT -6
Welcome to the forums, if it ain't much trouble, I would like to know more about Jinn.
Genie, Jinn, Djinn or Gin (ehm....) - Have different styles, different stories. But what I have understand thus far is that Jinn, the demon, was an entity born of fire, and pure evil.
While not getting into religion too much, as the forums is a neutral ground for all beliefes, I hope you would like to share the demons treats, the stories and the idea behind what man can do to survive these. And also, if you have the energy, let us know creative ways to actually make this happen in Bloodstained. Like, where are the crystals, how would the Jinn behave and such.
In short, create a monster, and share what you know. Would be awesome!!
Edit: Create an alchemy, create characters. Or form what we already have!
Before I saw the picture, I would've guessed that "Veteran Voice-Actor" actually meant David Hayter.
In any case, I'd still prefer Ami Koshimizu as the Japanese voice of Miriam. Shizuka Itou and Houko Kuwashima are great picks too, if you ask me. (Can't find a compilation video of Houko's voice-acting roles. :P)
Anyone have a suggestion for Miriam's English voice? (Other than Jennifer Hale?)
Is it the deep "power" those ladies can bring to the table? From soft to angry?
Jennifer Hale was and is Leah, from Diablo III in my ears. Know she have been in many things, but anyone of these you mention are nice. I would switch between the voice actors in each playthrough.
Post by Enkeria Gin on Apr 14, 2017 14:30:07 GMT -6
I like nudity, in art mostly and games are all about art. Having hard time seeing pixels as a real thing. But there will probably just be teasers and no actual nudity in Bloodstained, the focus is more on gothical lolita steampunk and less about seduction since the vampire theme is out of the window..I think.
And for the streamers and those that can't stand art, make it even more (bigger) pixelated surface on those areas that already are pixelated in term of design.
Heard he will be attached to the Marvel spin-off (Sony have the rights) of Spider-Mans Venom, without spider-man.
That seems a bit.. odd. And it will be a dark version of Venom. Will that "grim" version take inspiration from Castlevania perhaps, if he is still attached to the Venom movie? Since Venom is a sci-fi more, and Castlevania a bit more medieval, perhaps there is a thin line between them, and some stuff can be used in both concepts. Like mystery, jump-scares, plot twists and death of characters people enjoy see living.
Game of Thrones is a long-running show, and it keep surprising the audience. Walking Dead have lost that and now, whenever we see a character progress, we know that character might die within the next episode or two.
So questions would be.
1. Will the Castlevania be inspired by any horror movies or TV-shows we know of today, with exception from the drama adventure fantasy Game of Thrones? 2. Will it be a jump-scare movie, a splatter-scare movie or a more psychological movie-series of Castlevania? Perhaps a combination to keep it "fresh"? 3. Will the arc / story be concluded, or will it be open for interpretation (for future projects perhaps).
Considering the past record, Castlevanias never had a lot of familiars. If Bloodstained follows the same path, AND if all four designs were added, there wouldn't be a lot of room for new familiars... BUT Bloodstained has a shard type specific for familiars. That makes me think the game will try to go further than what past Igavanias did.
Less familiar, More Miriam focus perhaps? Giving her more set of skills to make her the "ultimate killing machine" and not as "mortal" or "grounded" as a Belmont?
Post by Enkeria Gin on Apr 3, 2017 16:54:31 GMT -6
Familiars could be bound to weapons, elemental attacks you either give our or receive.
They could be bound to mini-games or just a way to level up in save rooms after x time usage or x % unveil of the castle.
They could be bound to amount of jumps, dashes, saves, attacks, blocks or usage of your shards, amount of damage or time redirected to the familiars.
They could perhaps scale some elemental attacks, or special moves if they are toggled ON while performing those abilities, double damage, half "ammo" usage etc.
They could've been leveled by special treats you found across the map, making it hard and difficult to know which one you want to level up.
The familiars could also be locked in level, but with useful features that make the game easier in general, having them as an option, perhaps like a handicap with less score and attached to the different endings when finished the game.
Post by Enkeria Gin on Apr 3, 2017 13:05:36 GMT -6
So Armor won that battle? Huh..
Well. If Armor won, and the others were scrapped, lets have them all in the game but Armor the one we need to battle against before we can obtain his trust. In that way, we voted on the most complex "familiar" at least.
I still wish to have them all viable in many ways possible, and that they are needed to actually finish the game easier. I wrote before that I wanted them to be in the game and have them all being equally used so we could progress, but since many like the game to be softer on the edges about how you can play and get through obsticles in your journeys, I would love for the familiars to at least make the path easier for your Miriam to pass through. I am talking about platform, locks, walls and doors that only could gotten through using a familiar, but since the castle is big, and there should be choices so everyone is happy, they could just make us have familiar usage as a way to EAZE up the game, leaving them out - making it more difficult, if interested.
I would enjoy more familiars, and perhaps even a mutation / leveling system on them, if not automated then perhaps with shards and such. I believe this has already been spoken of on this forum as well.
I also thought the "pet" tier, for backers, would create pet as familiars. I have been thinking this since day one.
Post by Enkeria Gin on Apr 2, 2017 13:24:16 GMT -6
"almost done", things will change minutes before the story are layed out. I think more and more things are unfold as the story progresses. Meaning that IGA do not know how it will end just yet, and to make it clear - many endings will take part in Bloodstained, but only one is true, if not the endings all have a common theme, which will be translated into a second part if Bloodstained does well at the box office (is that a term used only for movies?)
I think the characters are created, get strong goals, then are fleshed out while the game is developed. While the start, middle and end (of part 1) is finished, everything in between are probably something that are flexible, some details may also get "lost in translation" and others just hidden / deleted. This to get the fans going, speaking of the characters in fan fictions and such, which later on become one of many sources for IGA to come back to, see what the fans believe in, what they want and how he should do it.
For example, having NPC, mysterious ones.. When the game ends, the story are not fully explained on what happens to these NPCs perhaps, leaving more room to evolve them over time, even post launch, post success and post Bloodstained 2, if this is a thing. Spin-offs can easier be made and trivia can expand with just pillars of story, with our imagination as the path.
I hope the story isn't done, and "never will be". The details should be there, but leaving it up to us to decide things, which could be expanded and become canon later on by IGA or people that may have a saying in the stories of Bloodstained, and its legacy that will follow.
Post by Enkeria Gin on Mar 31, 2017 17:04:04 GMT -6
Small though, how about make us love the old man in this one, and give him foundation and story to evolve into the actual threat if the Bloodstained saga will continue, just leaving it open. So for that, having him as an NPC, where he study all what is happening, and will harvest that power or hidden powers later on. It could be fun if they have him in one of those endings we might get after finish bad, okey or good
Post by Enkeria Gin on Mar 31, 2017 12:55:44 GMT -6
I dont know why I wrote all of it. Just hoping people can see the game as a game. But I understand after been thinking that people enjoy different types of ART, and that is what this came down to. Art art art.
If they were all blue hair with green skin, I would still love it. Its a game
've spent the most part of the past day raving about Dominique and how awesome she is, that should tell you my overall opinion and excitement for this project . Someone can still be excited for something and/or love something whilst being slightly/mildly disappointed about specific aspects of it.
I do not see any "he" or "she" since I only see a game. The design is beautiful on all of them and it's cool they are giving them life and all, but the game play experience is what I enjoy, really do not care if characters are cross between a teddy bear and a human in design, even though they are made out of pixels or cellshadings. Colors are a minor detail, since it is a game I really do not care.
Reason for me having a hard time seeing these as real persons is based on the rant of people about other games (*cough Overwatch *cough) where fans are mad over poses and sexualities. Which is kind of funny since its "just a game".
The style is fine, love it!
Scuttlest: Imo, SFxT was a kind of glitch mess which had some of Capcom's most questionable DLC practices put into it. Especially the pay-to-win gems.
Apr 25, 2017 10:11:00 GMT -6
Galamoth: Unless... Sigma will be playable.
Apr 25, 2017 10:13:38 GMT -6
Scuttlest: He is, though the trailer made it look like he's a pre-order bonus.
Apr 25, 2017 10:14:13 GMT -6
Galamoth: Then I'll play both X and Sigma almost exclusively.
Apr 25, 2017 10:14:16 GMT -6
Scuttlest: Hold on, I'll post the story trailer in the MvCI thread if no one has done that yet.
Apr 25, 2017 10:14:38 GMT -6
Galamoth: I have already.
Apr 25, 2017 10:14:55 GMT -6
Scuttlest: I will not rest until I've had my VENGEANCE.
Apr 25, 2017 10:15:30 GMT -6
purifyweirdsoul: That's all true, though the actual fighting game of SFxT got great in the 2012 patch. It felt like an older Capcom fighting game. We used the default gem sets too, so that DLC wasn't really an issue
Apr 25, 2017 10:22:26 GMT -6
purifyweirdsoul: Hopefully Injustice 2 is careful with its gear system, to not be much like how the gems were. That could be a problem
Apr 25, 2017 10:23:21 GMT -6
Astaroth: sigma is a dlc char
Apr 25, 2017 21:07:18 GMT -6
purifyweirdsoul: Indeed. I hope he is sword with dog Sigma
Apr 25, 2017 22:00:30 GMT -6
LeoLeWolferoux: Good evening everyone~ Hope you're all having a lovely evening <3
Apr 25, 2017 22:45:54 GMT -6