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Post by Enkeria on Sept 12, 2017 5:18:50 GMT -6
Yeah, listened to it when you linked it on Discord.
Also, not much new were revealed. I guess he is careful on what to say and which topics he can give in-depth details about.
Since we also know IGA do not want to spoil anything, and since 505 Games stepped in to help - My thoughts on upcoming updates are going to be creative, and filled with things that would spark discussions.
Overall, the interview was okey. We have heard many of these questions before, and everytime I tend more to listen to how IGA and Mana approach them, as it seems they do not grow tired of it.
Also "That game" are mentioned briefly. There were not much going on in terms of news, but a few personal questions about IGA were revealed.
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Post by Enkeria on Sept 11, 2017 11:54:36 GMT -6
Yeah...one issue with that though is there is no function assigned to "up" yet. No subweapons, the shards don't use it, etc. Would have to be a new category of thing, or just an "interact" command like in older 2D games possibly? Well, and Igavania games too, it's how you activate save points and teleports, elevators, etc. Hm, but what could its function be otherwise...I'm kind of thinking something related to her power like Shanoa, but can't say what exactly. In platform-gaming UP means to look further up too. Castlevania have rooms with a grid so I guess this will not happen in Bloodstained either. Same rules apply. UP, a cool animation.. and/or a way to trigger things in the background.. Hmm- Drop chandeliers - Pull a lever - Elevator Up (/ Down) - Talk / enter shop at NPCs in the village - Save - Teleport (if teleport and save were in same room, down to teleport, up to save?) - Build up a shards attack somehow, unleashed when triggered? - Just a new stance - Sit in chairs / sofas - Look at bookshelf / in books = lore / info - Look at roadsigns - Toggle on/off tutorial? - Toggle something else? Clean UI? Healthmeters? Even so, it seems UP + button is a way to use the last type of shard we haven't seen yet.
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Post by Enkeria on Sept 11, 2017 11:13:47 GMT -6
What is this thread? A way to contain our excitement! But enough talk, have a taco!
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Post by Enkeria on Sept 11, 2017 11:04:48 GMT -6
Anyway, I was about to bring up this topic again myself, but about something different - we still don't have the "iconic pose" of holding "up" yet. Oh right! The UP pose. That was a details I totally forgot. I used it on elevators and when to collect dropping rewards after boss-battles just to make it more EPIC. Yeah, good times. Ah, memories..
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Post by Enkeria on Sept 11, 2017 10:31:46 GMT -6
From the post: bloodstainedfanforums.com/post/47265
Idle stance animation options. Pick one of a few that you unlock by using each weapon-animation x amount of times or usage %.
or
Every weapon type you have currently equipped change her idle stance.
Thoughts?
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Post by Enkeria on Sept 10, 2017 15:14:03 GMT -6
Trivia added:
When asked how many takes it took to shatter the wine glass in the Kickstarter video, IGA responded: "So actually it took me two takes, and when they were recording it they didn’t actually shatter it. There was another person that caught it when I threw it so we didn’t waste any wine glasses! (lol) It’s funny because we recorded at a winery location and we just used grape juice for cost efficiency." dorkadia.com/2017/09/09/bloodstained-an-interview-with-koji-igarashi/ - By Enkeria Gin
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Post by Enkeria on Sept 10, 2017 12:42:41 GMT -6
I guess the constructive criticisms to take from this thread are that Miriam's idle animation could be more combat oriented. Idle stance animation options. Pick one of a few that you unlock, might be a thing that reflect most used weapons in the game or after a % use.
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Post by Enkeria on Sept 10, 2017 9:38:06 GMT -6
BONUS Z - ZANGETSU
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Post by Enkeria on Sept 10, 2017 8:57:38 GMT -6
X - XantheneA yellow, crystalline substance, first discovered 1908. A crystalline substance is a substance where the molecules, atoms or ions that compose it are in an extremely regular pattern in three dimensions. This regular pattern is called the crystal's lattice. Whether a substance solidifies as a crystal often depends on the way in which it forms, not its chemical components.
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Post by Enkeria on Sept 10, 2017 4:57:43 GMT -6
I am gonna modify if I ever learn how to do it. I did find a way how to take a few outfit designs and put the design on walls at least, in the engine. It sounds cruesome, but that is like the only achievement I have made this far. Would be cool just to have a way to import the outfit-files to studio programs so I could change colors at least.
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Post by Enkeria on Sept 10, 2017 4:52:18 GMT -6
Yän ^It's possible that he may have meant that he didn't design Shanoa. He may have had the idea to base Shanoa's design on his own wife (or so I've heard), but IGA had Ayami Kojima back then to help design characters. This time around, while Yuji Natsume was the one to come up with Miriam's final design, IGA more directly participated in the design of this character than he did for Shanoa. Well, he was talking about story right there though... I don't imagine that the artists have to come up with these characters backstories as much as IGA being the writer has to. It's all around confusing to me. Some future interviewer will have to ask that question, lol. It is possible that Shanoa were a concept pushed by Konami and not IGA. Or that Shanoa were an idea from his co-workers, which IGA feel they should get credit for. It could also mean that Miriam is the first lead in Bloodstained, which she is, and the first female created for it. Journalism sometimes take things as is, straight word by word, and sometimes not. If you guys are wondering too much about this, take into consideration that interviews have a few fuzzy details due to either the translation or the questions that were asked when it comes to these, as I have seen a few interviews with odd questions with no introduction or backstory, pieces that are left out or forgotten to mention by the newscrew, not Bloodstained exclusively, but in general.
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Post by Enkeria on Sept 9, 2017 18:07:23 GMT -6
Hardcoregamer.com: Koji Igarashi’s Got Bloodstained Under Controlwww.hardcoregamer.com/2017/09/09/pax-west-2017-koji-igarashis-got-bloodstained-under-control/271264/& the copy - gamingbad.com/pax-west-2017-koji-igarashis-got-bloodstained-under-control/Most famous for his work on Castlevania: Symphony of the Night and the subsequent portable titles, Koji Igarashi is an icon of the industry. He might not be quite as well known as Miyamoto, but he is arguably just as important, except with more style. At PAX, Hardcore Gamer was provided a chance to speak to him regarding the progress on his newest title, Bloodstained: Ritual of the Night, and try to figure out his stress level. The quick answer is: he’s dedicated to making his latest title great, but he’s chill. He knows that he’s got this. [Hardcore Gamer] You’ve been working on Bloodstained for a little while now. There’s been quite of bit of effort already put into the game since your infamous Kickstarter. However, with the high profile issues with many other titles to come out of crowdfunding, is there any pressure to prove yourself here?[Koji Igarashi] There’s a Japanese saying: outsiders are outsiders, insiders are insiders. Basically, what happened with other Kickstarter projects doesn’t really affect us. We don’t really find pressure coming from other games. We’re just going hard on what we’re doing. It doesn’t mean that we’re not conscious of what’s going on around us. It’s just that we don’t really take it into account in our game. Also, we always consider, every time we create a new game, what fans will think of the game. We think of that constantly. We wouldn’t want to release a game that would be embarrassing. Do you then feel like you are beholden to your legacy?Even in terms of how people view me as a developer, I don’t find it as a pressure. I’m only doing what I feel I do best. I’m also creating things like I’ve been previous creating over the past few years. In terms of pressure and how I feel about it, I don’t even think about it. This is who I am. From the demo and gameplay that has been released, you are obviously on the right track. What is your favorite part of Bloodstained so far?Well, the 3D games I’ve created in the past have not been well received. This time, with Bloodstained, I’m very proud of the visual part of the game. (3D is) usually not my best part. I’m not very good at it. So, once we were able to create what I wanted in the Unreal Engine, it had the aesthetic that we were hoping for. And what would say is the most challenging part of making Bloodstained so far?Well, the 3D. Using a new engine for us, the trial and error, was difficult. Same goes for the gameplay. The environments were also in 3D, and sometimes the player might not know where to go, which platform is usable. It was hard before to differentiate while balancing the aesthetic part and ease of understanding. Are you balancing this game for veterans, newer players, or will you have a selectable difficulty level?Each time we released a new Castlevania title, we made it a lot more difficult to clear. Since this is a game that we are releasing after so many years of not having a console released Castlevania, we wanted to make that baseline a little bit lower, but also enjoyable for people that are used to this action kind of game. Yeah. Order of Ecclesia kind of beat me up. When you’re not working on your own game, what do you like to play? What inspires you?Recently, I got a Nintendo Switch, so I’ve been playing a lot of Zelda and Splatoon. Those are the ones I’m enjoying right now when I’m not making the game. In terms of where my inspiration comes from, it’s kind of hard to pick out one title. I think, what would be kind of accurate, is that I’m inspired by my previous works. I want to have a melting pot of all of my previous games into one. What about music or movies?Well, there’s not a particular movie that comes to mind. A lot of action movies that we watch, we always see scenes that we think we can use for styling cutscenes, or another movement that was really cool might be animated. For music, we let Michiru Yamane (composer: Castlevania, Suikoden) take charge of that, take the direction for it. We’re inspired by her. Since she’s not composing all of the music for Bloodstained, we have a studio that is also collaborating with us. Do you feel like you’re seeing the light at the end of the development cycle tunnel?I can’t say for everyone (on the team), but with me and the game director, we actually see the end of it and it’s going as well as we were planning it. We’re pretty much satisfied with how it’s going along. The 2018 is certain, then.Our goal is 2018 and we planned for that. The plan is coming along. When it’s done, what are you going to do? Take a vacation?We could do that, but we want to focus on games in general. So, after Bloodstained is complete, we’ll probably be thinking about Bloodstained 2. (Author’s note: !) Thank you very much for your time. Are there any last things that you would like to add?It’s been roughly about seven or eight years since we’ve been able to release this type of game. We are hoping that players that are already fans of old school type of games are able to enjoy it. We also wish for newcomers to play it and enjoy it. So, in 2018, that fans are into it and we hope you enjoy it Dorkadia: Bloodstained - An Interview with Koji Igarashiwww.dorkadia.com/2017/09/09/bloodstained-an-interview-with-koji-igarashi/Between Castlevania – a game that defined a genre of gaming for us (at those of us here at Dorkadia), and Bloodstained, the second most funded video game on Kickstarter that we’re (im)patiently waiting to release, my heart did a little double take when we were give the opportunity to interview Koji Igarashi. We met Iga and his translator Mana Ikeda with no more instructions than “in the lobby of the Grand Hyatt” – but a small gaggle of nerds keeping distance and whispering behind their hands, pointing to the man in the western hat, we knew we found the right folks. Mana and Iga were kind enough to answer our questions.
Thank you so much for taking the time to meet with us! Our first question is, how many takes did it take to shatter the wine glass in the Kickstarter video for Bloodstained? (Editor’s note: LOLOLOL)IGA: So actually it took me two takes, and when they were recording it they didn’t actually shatter it. There was another person that caught it when I threw it so we didn’t waste any wine glasses! (lol) It’s funny because we recorded at a winery location and we just used grape juice for cost efficiency. (Editor’s additional note: I would kickstart the making of Bloodstained kickstarter video, because I want to see that poor intern covered in grape juice catching Iga’s wine glasses. lol)Real question: It’s been seven years since you last worked on a Castlevania game. What has it been like getting back into making another gothic horror, a spiritual successor to Castlevania?IGA: Yeah, it’s been seven years, and getting back to it has been really refreshing. It was really surprising that so many people still wanted this kind of game – so it was very surprising but gave me a lot of confidence. Since I an pretty used to working with this genre of game, it’s easy for me – it’s something that I am very used to and I’ll do my best to create that kind of game again. We know that Bloodstained is a spiritual successor to Castlevania – what else is your inspiration (other than Castlevania) walking into Bloodstained?IGA: There isn’t a title or a game that stands out specifically that we have been inspired by, it’s basically kind of a melting pot of all the previous games that I’ve worked on – so combining all those games, mixing them, and modernizing the visual esthetics of the game is what is Bloodstained. We want players to feel very comfortable with the controls and how it feels just like a game they played seven years ago. What was the thought behind making the protagonist female, and especially the design on her esthetic? What were your goals there in the departure from the traditional strong male esthetic?IGA: There were many thoughts that were going through our mind trying to make this main character (Miriam); She is a very powerful, strong female lead. During this time (making the game) there was a trend of very strong power female characters, and we wanted to do that as well for this game. And the design of (Miriam) – in the game her body slowly crystalizes, and we wanted to be able to show that. In a lot of the games that I have worked on, the female characters don’t expose a lot of skin. The design is based on the gothic style – it doesn’t go towards gothic lolita, but we wanted to have a gothic feel with her design and show the crystal design on her body, so that’s how we designed her. And actually, when we went to design the character, the first plan was to create a male character – and in between processes, we decided to change that and go with a powerful female lead. What’s different from the previous games… From the very beginning, all the male characters that I designed haven’t been very “manly”, or they have their feminine side too. So that part hasn’t really changed much, because if you changed those characters to a female, it wouldn’t change all that much. For story line, if it’s a male character I could make up a reason (for a conflict) like “oh I hate you, I want to destroy you right now”. But a female lead, I wanted to come up with a more complex story for her, and as this is the first time I am creating a female lead, I wanted to make it right. That’s also the part that is challenging. What was your expectation going into a Kickstarter campaign? You went 11x over your goal- what has that allowed you and the team to expand in this project?IGA: Before we even started the Kickstarter campaign, I was kind of betting with friends, how far would this project go. I had said that we would set the goal at $500,000, but maybe, maybe it would go up to $800,000. (lol). Other people thought it might go higher, but I didn’t expect it to go that high up. I knew we’d reach our initial goal, but to go beyond, to 5.5M, it was just unexpected! As you know the initial goal was $500,000, and after receiving the 5.5M, thinking about the scope of the game, maybe $500,000 wasn’t enough! Even though we received the 5.5M in backer funds, we are still working in that minimum space – what we could do with that amount of money, because that amount of money doesn’t always go directly to development itself. So we are trying to figure out what we can do with that amount of money. And now that there is that much money involved, there is so much more responsibility involved in delivering the Kickstarter rewards and stretch goals. It puts on a lot more weight! What are some of the challenges in working more independently, vs. having the backing of Konami?IGA: So when we were working for Konami, within Konami, they teach the basic skill sets to develop a game. So if we were to outsource to a different development company, they would know for a fact that Konami has their back and that they know how to develop a game with the certain type of skill that they provide. When we’re working independently it’s hard to determine if they are even capable of developing this kind of game. So we’re going back and forth and testing, and being able to make sure that they are able to develop the game is something that is taking us back a little bit. That’s probably the most challenging developing as an independent company. What is on the horizon after Bloodstained?IGA: First and foremost, we are hoping that Bloodstained is successful! We want to make Bloodstained a franchise, we want to make a Bloodstained sequel. What was your experience working on Castlevania then working on Tokimeki Memorial (A game Hannah enjoyed very much lol), and what brought you back from that to Castlevania Symphony of the Night, another classic gothic horror adventure?IGA: Actually first starting on Castlevania, and before Tokimeki Memorial – I was working on games not available here in North America with a PC engine. I was porting a lot of shooting games for the PC engine. And then we had to make an original title, and we made Tokimeki Memorial. During that time it was trending – these kind of dating sims, and girls in video games were trending, so that’s why we made Tokimeki Memorial. But at the same time, it coincidently got very popular so within the company (Konami) I was able to express what I wanted to do. So originally, I really liked gothic horror and antiques – it was part of my hobby what I really liked doing. So once Tokimeki Memorial was popular, I was able to express my opinion and say I want to join the Castlevania team. I was there originally, but I really like gothic horror so that is why I asked if I could go do the next game there. The higher ups had asked if I could make Tokimeki Memorial 2, but I refused and asked to go to the Castlevania team. (Editor’s note: lol much to Hannah’s sadness) What else you do you want people to know as they get ready to play Bloodstained?IGA: Bloodstained is a game where old-school gamers are able to enjoy, and even new-school gamers can enjoy – because we have this old-school type of gameplay style, while we incorporate a more modern type of visual style and game systems. So we hope everyone can look forward to playing Bloodstained! Thank you again to Igarashi and Mana Ikeda for their time. It wasn’t intimidating at alllllllllllll to speak with someone who had a hand in making games that we’ve played for years and literally use to describe a whole genre of game style.
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Post by Enkeria on Sept 9, 2017 14:53:48 GMT -6
Did anyone back this game JUST because the main is a female? IGA?
Yupp!
Guilty!
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Post by Enkeria on Sept 9, 2017 14:48:04 GMT -6
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Post by Enkeria on Sept 9, 2017 12:20:57 GMT -6
Every day in the world of Refactor thousands of puzzle pieces are created for the explicit purpose of playing “The Game”. Requiring perfection, only perfect puzzle pieces are selected for use and those who are imperfect are shunned by society and decommissioned. Thrown into this hostile environment, it is up to a couple of misfits to find their place in this unbending society.
Refactor is a physics-based platformer taking elements from classic Metroidvanias. Placed in a world that is a puzzle itself, you can literally turn the world upside down by rearranging the map and building your own pathways through the game. Uncover secrets, acquire new abilities and upgrades, and discover where you fit in the world.
“The divergent elements featured in this game … come together in a way that I wouldn’t have guessed would gel at all with a Tetris-meets-Portal motif. This is one of those times that the premise is so strange it’s intriguing, and execution proves out developer creativity.” – Mike Futter, Game Informer
“Yes, it’s a free-roaming 2D platformer, but it’s no mere Metroid wannabe.” – Jeremy Parish, US Gamer
“I don’t think I’ve played a game as complex or well-thought out as Refactor in a long time, or ever.” – Mark Labbe, PlayStation Lifestyle
“There’s been a lot of care in the fine details of Refactor and even in an early-game demo state they come together to make a puzzle-platformer that feels like it never wants to stop being inventive.” – James Cunningham, HardcoreGamer
Coming to Steam and PS4 - Q1 2018Website: nextgenpants.com/refactor/
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Post by Enkeria on Sept 9, 2017 12:15:20 GMT -6
Yeah, thanks to Lestaroth I backed this game. I was a bit confused when were about to change which system / console I wanted it on. I took PC first, but now when I am expecting a VITA sometime in the future, I cancelled the PC version and picked the VITA. Might perhaps upgrade my tier too soon enough.
This is the second and last game I have yet backed on a kickstarter. The demo felt very nice, with easy enough puzzles. I enjoyed it, and hope they get recieved well once the game is released.
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Post by Enkeria on Sept 9, 2017 11:05:30 GMT -6
Ever since Shadow Gate made it's appearance on Nintendo and later on Game Boy, the "interactive cut scenes" were a thing in my life, in some rooms you had to be quick so you didn't end up fried by a dragons fire and so on. I couldn't say I loved it, but I didn't hate it either.
In recent years games like Resident Evil, Assassins Creed and Tomb Raider have picked up along with many other games a way to engage you during cut scenes, a more and real interactive way. This to keep you alert, to feel that you are somewhat responsible for the outcome of it, even if the usual mistakes gives you either minus on your total score or even in some cases death which more than often lets you continue from a checkpoint.
Would an interactive cut scene in Bloodstained: Ritual of the Night be a thing you would enjoy?
Before shouting No or Yes, here are a few different approaches, and a poll to go with it.No ICSThere are no Interactive Cut Scenes (ICS) at all. Case closed. Limited ICSThere are a good amount of time to respond and it evolves in doing quests that are not needed. This kind of interactive cut scenes are also based out of mini-games, like for example "do not overheat the food!" or "take that magic stone from the NPC before the time runs out". Failing would just lead to.. Lack of bonus. This would be in a non-stress relationship with the gamer and limited. I could see this ICS be limited to 2-3 times during a playthrough of Bloodstained. Personal ICSWhenever ICS is triggered, you get to choose between at least 2 different outcomes with a limit of a few seconds, these will decide upon what will happens next. In some games the outcome will just keep on evolving, leaving you multiple ways to finish it. In Bloodstained however, it would be a way more linear history, which you simply decide between two attributes.. "Take the gold offered by the NPC" or "be kind and say no thanks, its on the house!" leaving you only with points that actually makes sense later on in the game. A sum which will trigger different endings perhaps, or a way how Gebel is speaking to you.. "I know you are greedy.. give in..!" vs. "Your heart is pure.. but..!" Giving us outcomes that might even reflect how the ending will appear in more than words. How often this would appear in total would probably be limited to 2-3 when talking about Bloodstained. Boss ICSSome bosses gives you a light version of the ICS, where you either need to be fast, or bash a button to finish the boss off. Not as massive as the God of War franschise perhaps, but even so a frequent thing before or after a fight begins. If this is something you would love to see, feel free to explain how this would be a possitive way for you to experience the feature without it cutting away from the action or "break / pause" the game. Heavy ICSWell, as much interactive cut scenes they can fit, even if it take them another year. This would probably mean a complete new game, but if you think a heavy interactive cut scene Bloodstained would be to your liking, the future might take you up for a date with it! The choice is yours! I am fine with no ICS at all, but then again, the personal ICS are pretty interesting, isn't it?
And as of now, I do not expect any kind of interactive cut scenes at all since Igavania's usually just have less talk and more of everything else. Even so, it is nice to see how you feel about ICS in general.
Thanks for reading.
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Enkeria
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Your Day
Sept 9, 2017 4:56:30 GMT -6
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Post by Enkeria on Sept 9, 2017 4:56:30 GMT -6
*watches video, then looks at picture, then watches video again* Hmmmmmmmkdjfnkjsfsjkfkajl Gebels sword? ^^ Anyway, never seen that concept elsewhere before Bloodstained, but now it feels less original. Even so stained glass is the very concept and it is cool. So the more the merrier?
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Enkeria
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Post by Enkeria on Sept 8, 2017 12:43:38 GMT -6
Asked on Facebook about boss healtbar / healthmeter Question: Would you rather see Bosses have a hidden healthmeter to keep the battle intense and mysterius or a visible one? Perhaps you would like to see a combination in terms of difficulty, that we actually see the healthmeter when playing in a difficult mode once we know about the bosses and their (probably, but somewhat new) behaviour?
People responded:
As much as I would like to see the battle be intense, intimidating and difficult, my OCD demands to see the HP bar. I want to see how much damage I'm doing and I want to see the exact moment that bar is nullified and want to know exactly when the final blow is struck.
I prefer when the bosses' healthmeters are hidden, myself. Adds to the tension. I do like those moments where it's like 'Man, I've been hitting this things for hours... Are my attacks even working?!' which can force us to think outside the box.
Personally, I think no health bar is a better route. It doesn't clutter up the HUD and it makes for more suspenseful battles. A proper metroidvania shouldn't have health bars for enemies anyway.
I personally like seeing hp bars. maybe harder modes should hide them?
No HP bars. Much more fun and suspensful without them. Like dude said, makes you think outside the box
Showing boss HP should be an in-game option that can be toggled on, but is off by default. Ensure there is "noticeable battle damage" on bosses as Holden wrote. Also, ensure that attack effectiveness is communicated visually or audibly. As an example: if an attack is not effective because the monster is resisting that form of attack, have a blue glow with a "ting" noise, while an effective attack shows a red glow with a louder "ripping/slash" noise.
Honestly, I would like an HP bar for all enemies. Maybe a relic of some sort could allow it to show up.
Both. Make it in visible in hard mode/nightmare.
No bar but perhaps a visual or strategy change in the boss to show a half point or 1/3rd left point.
No meter, instead, modify the bosses animation to show it is weakened.
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Enkeria
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Post by Enkeria on Sept 8, 2017 12:38:22 GMT -6
Asked on Facebook about familiars - Question: Do you think familiars in the game should have a vital part in the game? Like, hitting buttons, pull levers, snatch an apple from a high tree and such? Or would you just pick one of a few and just use them in battles, and thus open up a more free way to pick a favorit among them? People responded:Familiars need to not be useless, yes. I did like that part in, I think, Symphony of the Night where the lil' devil familiar pushes a button for us, revealing a new portion of the area, but I don't think that should be the case too often, especially if some familiars can only be obtained through specific Shards which, in turn, can only be obtained through luck factor. If it's an easily-obtained Familiar, though, I don't see why not I think having fammiliars interact with the environment would give more incentive to actually use them. I think even puzzle rooms where you need to utilize different familiars in order to unlock a secret or retrieve an item would be an excellent way to give them greater function.I don't mind familiars doing things in levels as long as it doesn't take away from gameplay. as long as I don't have to hardcore farm for one, I'm good Integrating them into a different role besides combat would be dope. They felt kinda useless in SOTN once you got to a certain point/levelYes. All of the yes. Adds more to the familiar dynamic. How about unique skills with the familiar? Absolutlely. Familiars should be an integral part of the game progress.I think having familiar play a part in some puzzle solving would be interesting. Familiars - it should not be limited to one type of familiar like demon to push button, fairy to heal. any interactive environmental object should be able to be activated by any familiar. however, it would be nice if each had unique abilities related to those areas. Familiar hits switch to open secret area, once inside, familiar spots an object like a book, a sword, a wand, something specific for the familiar that grants them a new skill.This combined with the food-talk in this thread were combined too, talking about Familiars giving the player food >> bloodstainedfanforums.com/post/47174
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