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Post by exile on Jun 17, 2019 18:39:03 GMT -6
Loving the game so far, Zengetsu was a little tougher than I expected but I finally beat him and I had a nice chuckle when I got to meet Todd . I also found and gave Miriam a new hairstyle which imo looks pretty sweet don’t you think? : p Are the alternate hairstyles animated at all? I fear that, despite them looking cool, I'll be sticking to the main hairstyle if it's the only one that's been polished. I believe I saw one video where the ponytail appeared to be animated, but another where Miriam had long hair and it was stiff as a board and very blocky.
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Post by exile on Jun 17, 2019 17:16:34 GMT -6
Australian Launch Trailer:
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Post by exile on Jun 17, 2019 14:37:12 GMT -6
I can only hope. PS4 here. I'd definitely like to play ASAP, but I'd feel worse for Iga if this becomes another blemish on this venture. It's obvious these guys are really trying, and the powers that be seem to enjoy complicating their lives.
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Post by exile on Jun 13, 2019 16:00:31 GMT -6
Does anyone know if the poster dimensions are cm or inches? I'd prefer meters but I'll settle for ft.
Kidding aside it's probably inches since Angel is located in the US.
Kojima's art is excellent as always but sad to see Japanese gamers getting hit with such a sizeable delay.
Maybe IGA could visit them in person and hand each backer a signed US copy of the game.
Lol! Iga Claus?
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Post by exile on Jun 13, 2019 15:43:55 GMT -6
It's awesome that we're getting such a cool poster, but can you please ship it rolled, not folded? It would ruin such a nice poster.............. Angel is trying to work with the company to ensure it’s rolled, if possible.
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Post by exile on Jun 13, 2019 15:30:09 GMT -6
Don't know. Haha, I didn’t expect you to answer for it personally. Cheer up, regardless of what happens in the first few weeks, we’re going to have a helluva game, and that’s the primary thing to keep in mind. The rest won’t matter much after that.
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Post by exile on Jun 13, 2019 15:09:29 GMT -6
^the iga backpack dlc for ps4 is now coming out on July 3rd, unfortunately. I understood that, but why it should also delay the content for backers (assuming it does) because they chose to extend these perks to the general public is what I don’t understand. As I said, incredibly poor business practice, if true.
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Post by exile on Jun 13, 2019 14:46:34 GMT -6
Okay, I've been pretty reasonable about the various little--let's call them wrinkles--along this wacky crowdfunding ride. This one irks me. What I'm now hearing is that the backer EXCLUSIVE content (which is no longer exclusive, and I won't beat that horse again) won't even be available until a later date, something like half a month later (I'm on PS4)? So, the special perk to showing some faith and backing the game is now delayed because it was decided to be offered as DLC, and now they can't get the DLC out on time, so our completely non-DLC reward incentive is likewise being delayed?
Do I have this wrong? Don't misunderstand, I'm enormously grateful to the developers of this game. I can't wait to get my hands on it. I have faith it will be nothing short of an exceptional experience. But I'm not one to dismiss poor business practices. I hold myself to that standard, and I hold others to it as well. Damaging your good will with your most faithful customers because you wanted to extend their perks to a wider audience is a big no-no, by any reasonable standard.
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Post by exile on Apr 16, 2019 14:40:30 GMT -6
Richter, I shrink before your encyclopedic knowledge of the genre. That was truly impressive. Beyond an academic exercise, it was also very illuminating about the somewhat murky evolution of the "Metroidvania/Igavania" sub-genre. All I know is that the game looks phenomenal to me. As you identified, it seems to integrate most of the best aspects of Castlevania through the years, and the way it seems to be coming together coherently is nothing short of a marvel. I hope it's as fun as it looks.
This is coming from someone who enjoys the new iteration of "Metroidvanias," but none so much as progenitor of the them all--SoTN. The fact that Bloodstained bears all the telltale marks of that game is a huge plus for me. All I ever wanted was a modern update to that masterpiece. I think that's the challenge this game faces, in the media and among modern gamers, that we simply wanted an update of an old favorite, not a complete reworking from the ground up.
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Post by exile on Apr 10, 2019 20:46:35 GMT -6
Interesting. Yeah, the first one definitely had more detailed assets, but given the way the new build looks in motion, I have very few complaints. If they can touch up some of the textures before release, fine. If not, I'm more than pleased with what I've seen as of late.
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Post by exile on Apr 10, 2019 14:34:00 GMT -6
Is not that she screams when she attacks, it's her voice I think. I do hope the game have dual audio. Different strokes, I guess. I think the English voice actors are phenomenal, and this is coming from someone who typically loathes the English voice work done for Japanese games (I'm looking at you, Final Fantasy).
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Post by exile on Apr 9, 2019 21:12:56 GMT -6
Great comments all around, regarding some negative feedback, as always we value it greatly and share it with the team, but some things I wouldn't worry about.
Like for instance when you hear people saying Miriam is slow. We tried making sure to tell everyone that the default speed is just the beginning (and is exacly 1:1 with SotN), that you earn abilities and equipment that make you faster, all the way from running faster to in some cases turning into a laser beam of light.
But these events can get crazy and I'm sure a lot gets lost in the hustle and bustle.
When the game comes out we're confident the full reviews will put a lot of concerns like that to rest. This is one of the few times in my gaming history that I can say with conviction that I couldn't care less what the reviews say. The most recent videos have completely assuaged any reservations I had about this game. Everything is right, unless I get insanely nit-picky. The music is spot on. The visuals are gorgeous. The animation is smooth. I like the speed. Castlevania has always had its own pace, which is more deliberate than other platformers, and I enjoy that. The only thing I could've done without are the cut scenes. Unless you have some serious resources to throw around, those are never the star of the show, and I'd have preferred for nostalgia's sake if they were just handled as dialogue between the characters. Nevertheless, I appreciate that Iga was trying something new to bring a more cinematic feel to the experience, and hey, nothing ventured nothing gained. Could be I'll appreciate them more when I play the game. Anyhow, great work all around. I can't imagine how much work the team must have put in over the past several months to make so much progress. I wish I was in the financial position to order them up some grade-A catering as a show of gratitude. Sadly, my heartfelt thanks will have to suffice. And despite my own indifference, I hope the reviews are glowing for the Bloodstained team's sake. They deserve commendation and financial success for a job well done
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Post by exile on Apr 7, 2019 18:39:51 GMT -6
exile thanks for posting this, I should have myself and it slipped my mind. Can you change the thread title to "Newest build footage shown at EGX London" so it's clear there's something new to see for those not in the know? "Latest demo" could be ignored by people thinking you're talking about the 2018 demo. You got it! Yeah, I could’ve been clearer.
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Post by exile on Apr 7, 2019 16:51:38 GMT -6
it does move but its hard to notice, i had to watch carefully but i saw the movement. vepar looks incredibly challenging now and its definitely harder than the one in the previous demo and im very happy about that. maybe a little bit to hard for newcomers tho. Okay, now I see it. More noticeable later in the video for some reason. Yeah, it’s perhaps more challenging. The player really isn’t too skilled, so he’s catching a lot of pretty obvious attacks...with his face. >< Okay, now that I got to a proper computer, I definitely notice the hair is NOT moving earlier in the video, but somewhere along the way, it becomes animated and starts moving. Am I crazy? Does anyone else see this? Compare 5:46:00 to 5:50:50 for an example.
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Post by exile on Apr 6, 2019 13:08:54 GMT -6
it does move but its hard to notice, i had to watch carefully but i saw the movement. vepar looks incredibly challenging now and its definitely harder than the one in the previous demo and im very happy about that. maybe a little bit to hard for newcomers tho. Okay, now I see it. More noticeable later in the video for some reason. Yeah, it’s perhaps more challenging. The player really isn’t too skilled, so he’s catching a lot of pretty obvious attacks...with his face. ><
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Post by exile on Apr 6, 2019 13:01:00 GMT -6
The one thing I can’t tell watching this off my phone is whether Miriam’s upgraded hair physics are implemented in this build. I don’t think so, but with the player jumping around like a grasshopper, it’s hard to tell on this tiny screen.
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Post by exile on Apr 6, 2019 12:29:29 GMT -6
*THREAD TITLE CHANGED PER REQUEST *
So after searching relentlessly, this finally caught my eye. Seems to be the most recent build. What do you guys think? Pretty snazzy if you ask me! Bloodstained starts at 5:39:00.
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Post by exile on Jan 31, 2019 16:34:37 GMT -6
Not super into crafting in any game (even if BS:RotN appears to do it elegantly based on this and the demo), but happy with what I'm seeing here visually. The only thing that sticks out as a little strange is one area on either end where the light source is a little confusing to me. (See red boxes in my attached screenshot below.) But that's so minimal, I really wouldn't hold that against the game, and maybe there's a logical explanation for the hard gray on gold based on something off-screen. I like the background details. (I hope the map detail from the first demo has been restored in the galleon, after being lost in the second demo.) Also, the use of different block shapes in the foreground for the floor and ceiling are great, and I love the lighting on the stairs the way it streams down and adds depth.
I actually love crafting when it's implemented at a basic level, or as you said, "elegantly." It adds an extra layer to gameplay/collecting without becoming a distracting or burdensome nuisance. That's the kind of "extra" I enjoy. In my opinion, great crafting is incidental to the gameplay, allowing you to advance while doing what you enjoy (in my case, killing stuff), instead of having you go to some desolate portion of map and engage in some esoteric fetch quest for an infinitesimally small chance of getting what you want.
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Post by exile on Jan 31, 2019 16:29:59 GMT -6
I'm cautiously a bit more optimistic seeing the improvement in lighting/image quality, even if I prefer not to judge until I see the game in action on all the platforms (PC/Switch/XBOX/PS4) and in different areas (especially in the castle) to see how it performs/looks. Anyway, what due is due, it looks like they listened all the critics regarding the graphics and they're working on it, glad to see it. Realizing full well that this can go either way, I'm cautiously optimistic that this is going to be one of those games that looks better in motion than in screenshots. Except for the incredibly clean, high-definition 2-D games, that's almost always been my experience. Regardless, so long as it looks at least as good as the screenshots, color me happy.
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Post by exile on Jan 31, 2019 13:39:20 GMT -6
That lighting is absolutely striking. If even 1/3 of the game looks like this, consider me overjoyed. I never expected or demanded cutting-edge graphics, but as I said on FB, art direction is king, and this screenshot seems to convey an understanding of that notion. I cannot wait, but if the additional time brings this level of polish...then I guess I can wait? That was a terrible sentence.
Thanks, you guys, bravo!
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