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Post by exile on Nov 5, 2018 14:57:44 GMT -6
This one's funny for me. I don't NEED anything unlocked, as I see Bloodstained as a single-player game, so I'll gladly take my time to crawl through it and enjoy whatever "unlocks" come along the way as enhancements to the base experience. Everything I've seen so far (excepting a few rough graphical edges and whatnot) looks absolutely fantastic, so I really don't think I'll be hurting for anything additional.
All that being said, if Co-op IS an actual thing, that needs to be included out the gates. The reason I say this is because my wife would probably join me if we can dive into the game together from the onset. She's not going to want to wait three weeks until I've played through a substantial amount of content on my own to join me at a later time. We both enjoy the initial thrill of discovery. It's like watching a much-anticipated movie together for the first time, versus one person having seen it already and just taking a friend along for a re-view. Not the same experience.
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Post by exile on Oct 27, 2018 11:55:29 GMT -6
Great work, team! If this is indicative of the kind of stuff you’re doing with the extra delay, by all means, take all the time you need.
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Post by exile on Oct 2, 2018 18:24:15 GMT -6
I'd much rather they focused on polishing this game, making certain it's as bug-free as possible, and get it out.
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Post by exile on Sept 1, 2018 16:52:22 GMT -6
Congrats, man! That's awesome. I really love the better side of the gaming culture. Like any other, it can be caustic and snobbish, but at its best, it unites imaginations and the child-like wonder that many of us fondly associate with our favorite titles. I'm glad you got to experience a piece of that firsthand. I've been meaning for sometime to write a "thank you" post to the Bloodstained team. I've been flooded with work and didn't want it to be rushed. I'll get to it soon.
Cheers.
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Post by exile on Aug 2, 2018 13:27:17 GMT -6
Honestly, as long as they restore some of the procedural generation, I'm fine with it. Despite that we'd all love the graphics to be as good as possible, I maintain they still look pretty great for what this game is. I'm ecstatic to know they'll look even better on release. Now if we could just get Miriam's default hair to move, I'd die happy.
Wait, no, first I'd wait until the game is released, then I'd play it, THEN I'd die happy. Yeah, pretty sure that's the right order of things.
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Post by exile on Aug 2, 2018 13:22:49 GMT -6
Seems reasonable. People are working hard to build a product which doubtless benefits from an aura of mystique and the promise of discovery. To clinically dissect it and ruin the "magic" before it's born seems like a huge shame. Good luck, I support this.
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Post by exile on Jul 10, 2018 20:32:48 GMT -6
I was wondering about the musicless village when the thought occurred to me: there are supposed to be other villagers miriam meets, right? They can't all fit in the building forever. Wouldn't it make sense that, during the course of events or quest completion, the village starts to get restored, complete with its own village music? That would be my reasoning for having no music at the outset, at least. That would certainly be an interesting progression. It seemed a little curious to me that Iga, who has such a definite vision and an eye for detail, could simply overlook the lack of ambiance.
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Post by exile on Jul 3, 2018 17:20:19 GMT -6
In a word, yes.
It absolutely needs to happen unless they plan on allowing every weapon to feasibly smash lanterns and hit ground enemies. It completely breaks immersion and is just a nuisance to enter the menu and equip a different weapon every time you want to break a lantern if you are using something like the whip.
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Post by exile on Jul 3, 2018 17:15:21 GMT -6
I don’t know why people are bothering to argue what’s realistic. This is a game where you hunt demons. I don’t care if it’s the tip or not, the weapon should feel effective.
As it stands, people can enjoy the whip or not, but it is simply not up to the standard of other weapons. At the very least, they should remove the dead zone in the attack arc and increase the speed.
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Post by exile on Jul 2, 2018 13:58:11 GMT -6
Except for the sexy animation, whips are pretty awful as they stand, which is a shame, because whether you call it "Castlevania" or not, it's one of the signature marks of this franchise and one I was looking very forward to sharing with my wife so she can finally understand my love of whips (keep it PG, homies!).
Now sure, you're always going to have your fringe oddball claim that, "X is fine, it's simply that you have to use it under A, B, and C circumstances, when the stars align and fairydust snows down from the sky!" Okay, fine, but that's not really a winning argument. No weapon in game should be SO insanely circumstantial that you can't enjoy it 90% of the time. That guarantees it's relegated to a novelty, like many of the Diablo joke weapons, because it's outclassed in pretty much every meaningful way by a more standard, better-performing choice.
This makes me sad, because whips have so much style, and they are rarely featured successfully in games. NO, I don't want a clone of the Castlevania whips, because it would look absolutely silly in 2.5D. What I want is for the dev team to make a couple of minor tweaks to make this weapon competitive. Any combination of the following: better range, a useful "special" input, and (most importantly) faster speed would go a great way to actually using whips, as opposed to where they stand now, which is, "That looks cool, okay, back to using sword."
If the devs need some inspiration as to how versatile and exciting a whip can be, please consult this clip (plucked from one of my favorite movies of all time). Proceed cautiously **VIOLENT CONTENT** Good stuff starts around 30 seconds in:
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Post by exile on Jul 2, 2018 13:44:44 GMT -6
Yessir. One of the best aspects of this demo. THIS is the kind of progression that makes sense, to add minor progressive touches to a classic formula. I hope the other aspects of the game follow this trend.
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Post by exile on Jul 2, 2018 13:40:17 GMT -6
The biggest issue I have with the increased brightness is still that is completely drowns out the color the lights in the background give off. It makes everything seem so bland in the back. I had noticed that same problem with the highlights on the architecture. The question, is that a lighting issue or a shader issue? Unfortunately, only the devs could tell us. Yeah, the foreground looks better to me, but the background is noticeably blander without the shadows. It just all kind of blurs together. Also, to my eyes, the character models look decidedly more drab, which is a huge shame, since Miriam is the one constant I'll be seeing for however many dozens of hours.
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Post by exile on Jun 25, 2018 15:44:17 GMT -6
I wouldn't overthink it. The save room looks great and they needn't expend a lot of effort on it. I do agree, it's a bit jarring to have the same room everywhere, and if the developers are so inclined, I think a reasonable solution is the proposed "keep the couch, change the background" approach.
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Post by exile on Jun 22, 2018 15:30:12 GMT -6
I absolutely voted in favor of taking time to make a polished game, and I'm okay with 2019, even second half of 2019, but push too much beyond that and it becomes something of an issue. I'll always favor quality over a rushed release, but there does come a tipping point in the scales where it reaches "okay, I didn't say I was willing to wait until I'm a decade older." Let's hope BS never has to cross that particular benchmark of absurdity.
Based on what I've seen of the game so far, I'd actually be very surprised if it came before late 2019. There's a lot of substance there, but the "tweaking" seems like it still has a substantial way to go. Then again, I'm not a game developer, so I have no idea how to estimate these things.
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Post by exile on Jun 17, 2018 19:09:12 GMT -6
I still hate Vepar's color palate and her teeth look stupider then ever they actually jiggle and wobble like they are made of jello or something and they look hideous and not in the good monstrous sort of way, it also amuses me that they seem to have decreased the damage she takes from a certain part of her that she took increased damage from before, Vepar really doesn't stand out anymore in my opinion. Still can't wait to fight her for reals. Take a closer look. I think it's an optical illusion. If you follow the lines of the teeth, they remain rigid. They never bend. They do shift back and forth with the movement of the mouth, but it's a bit like when you wobble a pencil around quickly. It tricks your eyes and brain into imagining that it bends, when it does not.
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Post by exile on Jun 17, 2018 19:04:03 GMT -6
I like the general idea of using the 3d models, but if they can't fix the mouth synching somehow they'll be better off with portraits. Johannes seems to move oddly to me, even if he's out of breath there. For whatever reason, Miriam's strong spoken personality doesn't seem to mesh quite right with the body language of her character model. That may just be based on what my previous expectations were from other conversations though. I still can't hardly wait to try out the new demo. Spot on. The physical gestures just seem "off," and awkward. We are 100% agreed on Miriam. The voice actress is doing a phenomenal job, and she comes across as really commanding and daring, while the model seems sorta coy by comparison.
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Post by exile on Jun 16, 2018 15:30:44 GMT -6
The gameplay looks fun, which is the most important thing by far. The voice acting is absolutely perfect. Better than I expected. Graphics are pretty respectable for this style.
Yeah, the lip sync is not great, but that's really not where the budget of this game needs to go. I almost wish they'd stuck to dialogue and left out the cut-scenes. Cut scenes only really work in 2-D or if they're INCREDIBLY high-budget, AAA fare.
My only real gripe is the screen tearing, which many have suggested isn't native to the actual game.
Keep up the good work, team!
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Post by exile on Jun 5, 2018 11:37:07 GMT -6
Best of luck to you, Fryda. As someone who's had way too much personal experience with cancer in my family, all I can say is that I'm sending the very best thoughts in your direction. I'm glad you caught it early, and with luck, this time will pass you by as a particularly shitty episode that you rose above before you moved on to bigger and better things. Get well, and thanks for putting your passion and effort into something that means so much to so many people, myself included. Much love.
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Post by exile on Apr 19, 2018 22:15:37 GMT -6
I'd say the community here is better than 90% of what I encounter in the gaming community at large. Still, solid advice.
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Post by exile on Apr 10, 2018 1:40:12 GMT -6
I'm of two minds. Philosophically, I hate that they changed Vepar because I don't like catering artistic vision to suit people's sensibilities, as others have stated above. On a personal and selfish level, I love the redesign. Vepar is more menacing, more detailed, and those breasts actually look enticing now, instead of misshapen, half-deflated balloons. I thought the boss looked silly before. Now I think it looks great and is much more in line with the aesthetic the game is going for. And the glowing eyes on that demon belly look badass. It's probably also important to remember the original form in the demo was always a rough draft, it was never a final product, so certin changes like texturing and general cleaner look are not because of artistic/design changes per say rather just being closer to the finished product. True, that's an excellent point. If I'm being SUPER picky, I'd say the creature's hands could still use a bit of work.
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