anonthemouse
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Post by anonthemouse on Jul 13, 2019 19:01:07 GMT -6
My inordinate love of curry. Justified.
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anonthemouse
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Post by anonthemouse on Jul 13, 2019 16:52:37 GMT -6
Gawd... Like there aren't just too many to even choose from. I think I particularly like high energy tracks like Cursed Orphan and Gears of Fortune, but some of the really Gothic pieces are just amazing too, like how King of Kings really does just scream "final boss" (though I guess that one's pretty high energy too). Even the songs I don't like as much are still fantastic songs. The soundtrack just knocks it out of the park!
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anonthemouse
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Post by anonthemouse on Jul 13, 2019 9:59:37 GMT -6
If we include Harmony of Despair, we might as well talk about Judgement too ^^ Nah. You can make the argument that HD is still an Igavania at its core, but Judgement is a fighting game through and through.
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anonthemouse
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Post by anonthemouse on Jul 11, 2019 15:14:56 GMT -6
I agree with needing more water areas, but I don't think that they should have been optional. It would have been pretty cool if this was a progression step to get to the Inferno Cave. Move it over more so it connects to the ocean floor through some kind of sea cave. Maybe make it so you don't actually beat Vepar at the beginning, just drive her off. Later on, when you get Hammer Knuckle from the Glutton Train, add some big obstacles it can smash, leading you to eventually smashing an area on the Minerva and getting access to the ocean. The sea caves proper are cut off by an area where you need Deep Sinker. Add a bubble effect throughout the area to indicate underwater volcanic activity. Then, at the end of the caves, you rematch Vepar on her own turf, and get into the Inferno Cave. Maybe extend it a little too, so that one side connects to the ocean, and the other to the Forbidden Underground Waterway. I mean, Valefor seems wildly out of place with where he is in the game. I can see him as sort of a mid-boss in Hall of Termination though. Backer artbook spoilers Rather than Valefor being shoved into the Den of Behemoths it's sorta the other way around. The backer artbook reveals that the Den of Behemoths was originally meant to be a casino. I assume time restraints turned it into the giant garden we got now and they didn't bother to move Valefor as he was probably already done. Non-spoiler: Valefor actually isn't the one out of place, it's the area he's in that is. Actually, it could be both. They might have had the boss done, but not the area, and moved it to an area that was done. Maybe the Den of Behemoths and Glacial Tomb were always intended to be Gremory's domain, but only that. The two areas serving as otherworldly "mirror-verse" counterparts to the regular parts of the map connected to Gremory's pocket dimension. It may be that it was meant as a side track to get the last movement power, after which you'd have access to the true final area...which "Hall of Incarnation" sounds like it would be. Plus, there's the Rainbow Elemental enemy, described as "The ultimate elemental.It shines with all the colors of the rainbow.", which certainly sounds like an omni-element enemy you'd find in the "True Final Endgame" area...as opposed to just Ice Elementals.
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anonthemouse
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Post by anonthemouse on Jul 11, 2019 0:37:38 GMT -6
(plus there's...one or two...things we haven't announced yet) I'm hoping for a "Director's Cut" patch. There's an area or two where it seems pretty certain that things were scaled back, some rough spots in the progression with poor conveyance (in one case this seems to be due to an intended boss being cut), and castle size not withstanding, the enemy variety is a little lacking (and as I've said before, the raw numbers of total boss and enemy types in B:RotN is less than C:SotN). The game is amazing as it is, but I get the feeling that the team either hit the limits of the budget, or felt pressured to release due to unrest amongst the backers (my guess leans to the second).
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Post by anonthemouse on Jul 11, 2019 0:23:59 GMT -6
On PS4: If you enter and immediately leave the room with Alfred, the drawing sound does not stop until you approach him. There on 1:50:05 Wow. Still? I reported that on PC day one.
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Post by anonthemouse on Jul 9, 2019 16:58:58 GMT -6
To be fair purifyweirdshard I thought Johannes was the bad guy all along (the one mentioned in the bookcase journals). Actually, that's something that bugs me. Throughout the game, the journals seem to be setting up the implication that Alfred is the author, with Johannes as the most likely candidate for the friend who put Miriam to sleep (and hid it from Miriam for his own reasons). We know that Alfred didn't write the journals, however. The fact that he is explicitly identified as the mysterious "friend" makes that clear. If he didn't write them, then who did? I feel like at some point in development, Johannes being revealed to be the person responsible for the ritual was planned. It might have just been for added character depth, or it might have been to set him up as a villain either in place of, or in addition to our current penultimate boss. At least, having only two alchemists known to have survived, and flipping their roles, would be narratively convenient. It would also have made the fact that Johannes always prominently carries a journal foreshadowing for him being the person meticulously logging everything in journal entries, and explained why he was so close with the shardbinders as a junior alchemist. Not to mention that Johannes never fights, but we always see him carrying a whip. If he was intended to be a boss, then his being able to fight but pretending he can't would make sense. At least, that's my take on it.
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Post by anonthemouse on Jul 9, 2019 15:21:04 GMT -6
If you grind, it's "too easy", if you don't, it's considerably more of a challenge. The option is there for the player how much time they need (or just want) to invest. The great part of that is it satisfies both types, and even the person that enjoys the lesser-powered challenge can still gather everything and grind post-game if they want. Counterpoint: for a player with low-enough skill, the amount of time you need to "invest" to succeed is enough to induce tedium / make you bored of the content you're grinding. Conversely, for a high-enough skill player, all challenges could be "easy" for the first time, with no grinding at all needed. Which is why you need difficulty levels - "Easy" (which we don't have yet, and should have - Vepar & Zangetsu are too hard at Normal), "Normal", and beefed-up "Hard" and "Nightmare" modes *all unlocked from the start* so that everyone can be happy. Why a "beefed up" Hard and Nightmare mode? I find Hard to be plenty challenging (though I do wish the more dense Hard Mode enemy placements were there on Normal, just with the enemies toned down a bit). Wouldn't it make more sense to either add a "Very Hard" mode, or change Nightmare into a more difficult mode and make the option to disable levelling a separate option? If we're going to be adding a new difficulty anyway, there's no reason to take existing levels of difficulty away.
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anonthemouse
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Post by anonthemouse on Jul 8, 2019 22:59:51 GMT -6
That's because he's Totally Not Alucard though, lol. Yes, but also... Totally Not Dio
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Post by anonthemouse on Jul 8, 2019 17:52:41 GMT -6
Bloodstained has less rooms that sone other of Iga's. That's it. A sandwich shop offers two kinds of sandwich for catering. In either case you get 20 sandwiches. For one kind, the sandwich is 8", for the other, the sandwich is 12". Both have the same density of toppings per inch. ...and you are asking why one is advertised as more food than the other, when both are "20 sandwiches".
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anonthemouse
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Post by anonthemouse on Jul 8, 2019 16:54:41 GMT -6
Sorry to say, but it sounds like a hardware-side issue. Most people aren't having those kinds of problems even with "potato" systems. Doesn't seem to be a hardware issue given what the guy who suggested this fix explained on reddit. Here's the link to anyone interested: www.reddit.com/r/Bloodstained/comments/c2wjlp/my_game_keeps_freezing_gog_version/erousqh/?context=3I've been using this fix and playing the game without any issues other than the performance hit, which was to be expected. No more crashing, no more freezing, nothing. I think we took vastly different things away from that reply. Reading the redditor's description, it sounds very much like they're saying there's a problem with your processor.
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Post by anonthemouse on Jul 8, 2019 16:48:34 GMT -6
mourningxsun Dude, shut up about the room count. Right now, you're the guy being presented with a footlong sub and a hoagie and going, "But they're both just one sandwich."
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anonthemouse
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Post by anonthemouse on Jul 8, 2019 4:14:48 GMT -6
The conversation needn't be muddied with aspect ratios. Um...what? It's not just a change in aspect ratios. That's been the point purifyweirdshard was making from the beginning. The rooms are actually bigger. Like, as in size of room compared to size of player model, they're bigger rooms. Each room has more area to traverse than a room in C:SotN. EDIT: The problem here is that you're treating "a room" as a standard unit of measure when it's not. The amount of total area that constitutes "a room" in C:SotN is less than the amount of total area that constitutes "a room" in B:RotN. If you want a standard unit of measure, use the protagonist. How many Alucards fit into a room in C:SotN versus how many Miriams fit into a room in B:RotN. What purifyweirdshard is saying is that the rooms in B:RotN fit more total protagonists.
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anonthemouse
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Post by anonthemouse on Jul 8, 2019 4:03:18 GMT -6
...seriously [OP] did you even enjoy this game? literally almost every single one of your threads are complaints about literally everything. To be fair, I absolutely adore the game, and most of my posts on these forums since release have been a series of articles in the suggestions board all bearing the subtitle "How they could be better". Sometimes, criticism comes from a place of love. When you truly care about something, you want to see it be the best version it can be. That doesn't mean that you can't enjoy something in the form it exists. However, sometimes it is because someone loves a game and plays it extensively that they're able to clearly see its flaws. An intimate familiarity with the material can make it easier to see things. Plus, that kind of feedback is important. Even if the developers don't change anything in the existing game, feedback can help to give a clearer picture of what works, and what areas need extra attention to get right in a sequel...even when that feedback is largely complaining.
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anonthemouse
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Post by anonthemouse on Jul 8, 2019 3:54:35 GMT -6
@konodiada Check your graphic card, it fixed for some. I have yet to get any crashes from the game, runs flawless here. Check if there is no conflict in virusprograms and such. Sorry to hear you got issues with the current version of the game, and yeah, they are fixing a whole lot. Already did that but it didn't fix anything. What seems to be working so far is a fix that I found on reddit where a user suggested making the game run on only two cores, but that's a really non-optimal fix as the games takes a hard hit on performance. I really hope a patch comes soon because I really enjoyed those 5 hours that I was able to play. Sorry to say, but it sounds like a hardware-side issue. Most people aren't having those kinds of problems even with "potato" systems.
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Post by anonthemouse on Jul 8, 2019 3:52:25 GMT -6
The flower girl enemy that was present in Curse of the Moon could replace the leak in the den of Behemoth I'm not sure what the "flower girl" would be, but suspect the three enemies I can think of all do make an appearance. However, this actually brings up something. I took another look at Curse of the Moon just recently. Now, grant you, as I've said before B:CotM was produced separately by Inti Creates, however, I do maintain that with all the enemies and locations that we see in both games, IGA's team must have provided them with a design document detailing elements that would be in B:RotN. That or they were working based on their own time with the main title. However, the point is that there are actually a number of enemies in B:CotM that don't show up anywhere in B:RotN. The big golem enemies come to mind, as do the White Dragon expys. However, also things like the chimera enemies, the skeletal naga (which at least one site lists as a "Mechanical Killer Barber"), and griffins. Not to mention the fire oni and oni dullahammer that were used as miniboss-type enemies. Adding in all the enemies from Curse of the Moon probably still wouldn't have gotten the game into C:SotN numbers (even with the additional recolour types), but it would have still been more variety, and it makes me wonder what was going on behind the scenes. Were the teams not talking to each-other? Or did the main team just decide that things were taking too long and cut content to get a product out the door and appease anxious fans chomping at the bit for a release?
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anonthemouse
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Post by anonthemouse on Jul 7, 2019 0:29:16 GMT -6
I kind of agree on #1 and #2, but not fully. #3 and #4 I don't agree with at all. #5... Well, I have no problem with reskins. That's always been a thing in Igavania. It's a part of the formula. It's expected. On the other hand, as I pointed out in my own post, Ritual of the Night has less enemy variety than Symphony of the Night. It barely has more than the portable games. That makes me lean more toward agreement on the #1 front. Having 128 enemy types when your first outing had 146. For that matter, Portrait of Ruin had 155, and that makes the lack of variety feel even worse. As for #6, I have no opinion.
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anonthemouse
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Post by anonthemouse on Jul 6, 2019 15:37:25 GMT -6
Any time I use that method to stack damage on an enemy. The longer I do it, the greater the effect.
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Post by anonthemouse on Jul 6, 2019 15:36:10 GMT -6
I'm personally of the opinion that having some shards to work off of techniques would have been a good idea. The biggest downsides to techniques were their cost compared to their effect, and the ease of interrupting them. Having shards that boost the power, reduce the cost, or a shard that increases the speed of them with a chance to prevent flinching would all make a technique-focused run more viable. They wouldn't all have to be gold shards either. Imagine a red shard that lets you instant cast a technique if you do the input before it wears off, with the window getting larger as it powers up. Or how about a toggled blue shard where you enter a powered-up mode that drains MP over time, but while it's active techniques are stronger and have a high chance to not consume mana. A directional shard could act as a macro, activating different techniques based on the direction you aim, with the cost for an easier input being a higher cost.
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anonthemouse
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Post by anonthemouse on Jul 6, 2019 3:23:50 GMT -6
You people are too hardcore.
I found Normal to be just a little on the easy side, with a few places where it was particularly difficult. However, I attribute that mostly to my completionist nature, not the game. By the end of the game, I had pretty close to 100%'d everything. I was, quite simply, overlevelled and armed to the teeth. Because of this, I opted to do my Hard playthrough on a new file, with only one of the secret code weapons to give me an advantage starting out. The Minerva went from a playground to a meat grinder, even with the familiarity of having made it through the entire game once already.
Just accept that you're good at games.
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