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Post by exile on Jun 19, 2017 16:18:10 GMT -6
Good, because it feels like they nailed it to me. If I want to know if they got the feel right I look to Romscout who has played the games to death and has learned every little intricacy to it. He says they nailed it and I'm with him on it. I haven't even played this demo and I can see that. I'm not sure why people say the game looks slow. In comparison to what, exactly? Perhaps a frantic match of Marvel vs. Capcom? It looks perfectly in line with other Castlevania titles to me. Minor graphical qualms aside, I think the gameplay is a faithful recreation of the SoTN experience. I'm also perfectly okay with the "floaty" jumping. Improve the animations if you like, but it seems fine. Alucard's jumping wasn't exactly realistic, but it worked with the gameplay, as I assume this will. When you're dodging projectiles and flying unrealistic distances between platforms, it seems silly to expect conventional jump physics.
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Post by exile on Jun 16, 2017 14:37:57 GMT -6
Yeah, these are the type of touches that add personality. As I said in another post, they seem like nothing, until you consider you're watching the same animation for dozens of hours of gameplay.
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Post by exile on Jun 16, 2017 13:58:13 GMT -6
We need dolls as enemies.. Just realised. You know what, I think that's the best thing to come of this dialogue. I fully agree, I think dolls would actually match the feel of this game, and they'd make a really cool addition. Good call! You could even have a Miriam doll ala the Alucard vs. Alucard fight. Sure, blatant ripoff, but fine by me!
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Post by exile on Jun 16, 2017 12:21:50 GMT -6
I mean in SOTN you had really nice looking areas and then you had beaten down locations with bridges that broke apart. There's always been a mix. Are you just saying that the chapel doesn't seem to have much procedural elements applied to it compared to the entrance area? In that sense you might be right but they're also not pointing it out to us in an obvious way. I guess it's mostly this. I was in a hurry, so I didn't get to articulate myself as well as I'd like. Basically, what I meant was that, while I certainly enjoy variety, there should be an overall consistency of style. For instance, in Diablo 3 (which I think has absolutely top-notch, phenomenal art direction, though it was very divisive among longtime fans of the series), most of the world is bleak, broken, and crumbling. Nevertheless, there are bits and pieces that are beautiful. There's even a rainbow in there somewhere. I love contrast and I think it heightens the overall experience. Although I pointed to cracks and chips and such, my bigger qualm is just that the castle appears far too "perfect" in areas. Even if it's new and in good condition, the walls, pillars, windows, etc. will not be flawless pieces of geometry. Having them so inhumanly clean is like evidence of bad CGI in movies - it rings false, because in the real world, any background of that size, even well-maintained, is bound to have the occasional oddity or blemish. Another way to think of this is how certain studios have advanced their facial graphics to include small imperfections like the barely perceivable wrinkle when a character smiles or a tiny freckle or mole here and there, because an absolutely smooth, perfect face seems like a plastic doll. The same goes for buildings/scenery.
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Post by exile on Jun 16, 2017 9:12:54 GMT -6
Oh, I'm perfectly aware of that stage, which is why I noted "with certain backgrounds." It seems such a stark contrast to have part of the castle dilapidated while other appear brand new. I know some will be more worn than others, but still.
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Post by exile on Jun 16, 2017 7:31:05 GMT -6
One thing I failed to notice earlier which probably accounts for at least some of the disconnect I'm feeling with certain backgrounds is that they feature absolutely no weathering effects; they're geometrically flawless. No cracks, chips, stains, moss, nothing. Just smooth and perfect, as if they were built the day before. I know part of the procedural generation program added these effects in here and there. What happened?
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Post by exile on Jun 15, 2017 15:05:17 GMT -6
I, too, think the concept art is absolutely gorgeous, but I understand why they couldn't feasibly do an entire game that way. On the budget they have, I think the team is doing a really splendid job so far. Nothing is ever perfect, but I don't think anyone could reasonably argue that what we've seen doesn't appear to be an updated take on SoTN, which is exactly what was promised.
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Post by exile on Jun 12, 2017 15:47:12 GMT -6
So, I think the Bloodless design is excellent and fitting. I don't see anything offensive there. Did I miss something? I didn't see any nudity. Does she eventually lose all of her clothes if you fight her long enough? All I saw in this demo was her clothes rather strategically and tastefully materializing as she stood up from the tub. I mean, if people can't handle that, they need to find another game.
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Post by exile on Jun 11, 2017 21:51:39 GMT -6
About Miriam's hair as you guys stated, well realistic hair is probably the hardest thing to do on a 3D game, both from the dev team skills and time as the impact on performance, but who knows maybe we could separate her hair on just a few segments and these whole segments moves instead of more detailed hair strands, but it's hard to expect such advance features from an indie, so i won't bother on asking for it and i am sure the dev team knows that it would be much better if they could do that, we will see. Valid, to an extent, except that they already did a more than serviceable job doing precisely what you suggested for the boss battle (Bloody Umbrella Lady). I'd be thrilled if they could just do the same for the main character. I should think it would be even simpler, as that boss had quite a lot of hair with various strands. Miriam's hairstyle is simpler and honestly just requires a little motion to it when she's running/falling. It doesn't require anything as demanding as individual strands. That would be an unrealistic expectation.
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Post by exile on Jun 9, 2017 17:58:23 GMT -6
Aindriu, or what it's worth, I somewhat agree with you. I found the previous character shader a little lifeless, so I actually prefer the more "cartoonish" look, but there's a slight disconnect with the backgrounds. I don't find it as jarring as you do, but it's definitely there. It's a shame they couldn't apply the same effect to the backgrounds, as others have suggested.
What bothers me FAR more is likely a nonissue for most players, but it's funny that you share the same gripe. I absolutely HATE that Miriam's hair looks like a plastic helmet. As I said on another forum, when you consider Alucard's hair and cape and Shanoa's hair and dress (gorgeous), Miriam just seems lacking by comparison, and it's mostly because of the hair. I believe it's necessary in games like this, so that while one traverses long hallways and corridors, there's a sense of motion and momentum.
I know many will be dismissive, thinking, "Dude, it's JUST hair." I'd argue, "No, it's not." When I stare at a character for hours and hours, the way they move is very much a part of my experience. People are quick to raise a fuss about one uninspired weapon (out of dozens), but dismiss something that's an integral part of the main character, because in a game with limited dialogue, it stands in place of their personality. You tell me that Alucard's silver, flowing hair didn't become something of a trademark. Now it's not something that's a big enough deal to ruin the game for me, obviously, but it does matter.
In addition to what the original poster mentioned, I'm also really bothered by what I can only assume is the blue familiar floating around in the trailer. Talk about a disconnect. It seems superimposed on top of the rest of the scenery the way old 3-D effects were used in the '80s. It doesn't even seem to be part of the same plane of existence.
Although the above may sound harsh, I'm looking very forward to this game and will play the hell out of it, I'm just huge on style/art direction as well, and when a game has as much great art direction as I believe Bloodstained has, it's a shame to see it marred by a few missteps.
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Post by exile on Jan 7, 2017 15:02:40 GMT -6
I somewhat agree, but I'm on the fence. For close-up artwork, I think it's almost indisputable that the shader looks amazing and really "pops." While I don't find it overly distracting in the new footage, I see what many are getting at that she seems slightly out of place. I honestly kind of like it, as I think it gives the game a more unique and artistic feel. A bit like when they mix live action and animation. It can be rather charming. Still, if they opted to keep everything consistent and fell back on the earlier shaders, that'd be fine too. Game looks gorgeous by any measure, and I'm hugely critical of art style/direction. It's only a narrow margin behind gameplay for me, and Bloodstained passes the test.
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Post by exile on Jan 2, 2017 21:36:00 GMT -6
I would prefer to figure it out on my own. I don't mind bestiaries that provide lore, but I'm a little hesitant to request that they list specific enemy strategy/weaknesses. It's a tough call. I don't like making the game too easy, but I do enjoy something like:
"The shadow fiends of the eastern isles are known to detest the daylight. It has also been said that they shy away from the larger bonfires during harvest-time celebrations."
Yes, this still indicates said monster has a likely aversion to fire/holy, but at least it's got more charm than just saying:
Shadow Fiend +10% vulnerability to fire +15% vulnerability to holy
When in doubt, I prefer no information at all, unless it's absolutely necessary to avoid senseless frustration. For instance, if there's an especially obscure item, like a rare amulet, which I must equip before I can even damage a boss, I expect there's some indication, even a hint from an NPC, that I'm to do so.
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Post by exile on Jan 2, 2017 16:03:44 GMT -6
Mostly what exalt9 said above.
For this type of game, I like the mystery of no health meter. I think it adds excitement. For example, if I'm at low health, but I feel a boss is about to go down, I might choose to go all-out and burn special abilities, potions, etc. Now perhaps I guessed wrong, and the boss is still alive, and then finishes me off with another hit or two. Maybe I guessed right, and I cut the creature to ribbons only seconds before its next hit would have ended me.
I love moments like these.
I do, however, appreciate a compromise for bosses with insane HP pools. Showing either pieces of armor/limbs/etc. falling off, or having an animation that indicates the boss was weakened gives me some gauge of how close I am to victory. For instance, if there's a particularly challenging boss that's killed me 10 times, I'd like to know whether I've even gotten close to killing it so I know that either: a) I just have to play a little better/smarter, or b) I need to either rethink my strategy or level up/find better gear to stand a chance.
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Post by exile on Jan 1, 2017 18:18:27 GMT -6
That's interesting, Foffy. I like the idea of situational awareness. It always adds another dimension to a fight. Playing with your idea, I envision a dark room with some light creeping in through several torn drapes/spaces in the wall. While you fight the vampire in the dark, he/she resists more damage and recovers health. In the light, your attacks do more damage and there is no health regeneration.
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Post by exile on Dec 31, 2016 22:56:49 GMT -6
Okay, I'll give this a crack. I think there should be a blind, demon-salamander-like abomination that dwells down in the bowels of the castle, near its foundation, under the dungeon. It should be an amalgamation of centuries of muck and filth that have spilled down - mud, entrails, bones, blood, and excrement. Its blood is a toxic bile. Therefore, when Miriam pierces the creature, the ichor should gush from the wound in varying patterns. If it strikes Miriam, it globs onto her for several seconds, damaging her and severely slowing her movement, making it easier for the salamander to attack her. The beast will also telegraph a move where it lashes out its sticky tongue. Should Miriam fail to dodge it, she will be swallowed, which can either lead to instant death (if the devs are especially sadistic) or the loss of a significant portion of HP, say 40-50%. I think a wonderful model for this hellish creature has been provided, free of charge, by our very own Mother Nature. He just needs a little uglying up. Not that he's a looker to begin with, but more blood, guts, etc.
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Post by exile on Dec 30, 2016 21:52:28 GMT -6
What's funny is that I didn't even realize that I missed a game like Castlevania in my life. Sure, for YEARS I'd been clamoring for a modern take on the classic 2D sidescroller. I'd say "the formula was such good fun, but someone needs to freshen it up by bringing it up to the 2016 standard." Better voice acting/writing, updated computer effects for spells/explosions/etc., smoother animation, and an improved user interface.
I'll say this itch was largely scratched by Rayman Legends. It's an insanely fun game, fantastically innovative, gorgeous to look at, unbelievably polished, and surprisingly challenging if you're aiming for top scores. I have nothing but praise for that game, as it re-ignited many of the gaming memories I cherished as a child. But as spectacular and enjoyable as Rayman is, my tastes tend towards the more mature. Beyond that, I love investing in a character. I like upgrading stats and gear and watching their story progress. I'm also a sucker for a character with style.
Funny then, that I didn't really bat an eye when I first heard about Bloodstained. Odd, since Symphony of the Night was easily one of the most influential games of my childhood. The atmosphere, the aesthetic, the music, and the beautifully refined gameplay. I leveled my Alucard till poor Dracula was (if memory serves) a 1-2 hit kill. I wanted to take him to 99, but abandoned the ambition when the toughest opponents gave me virtually zero experience. I think I was in the high eighties when I stopped. For whatever reason, I saw Bloodstained and thought "Oh, that's a nice little side project, but nothing earth-shattering in a world dominated by Witchers, Kratos, Master Chief, and Nathan Drake."
But then, the oddest thing happened, by tiny increments. One day I thought, "Hmmm, that's interesting, some of these character designs are looking rather stylish." Then "Oh wow! That new screenshot of the castle really pops." Then "Hey, those monster designs are as beautifully outlandish as I remember in some of the earlier games." Little by little, it started to come back to me. The visceral joy of shattering a lantern with a well placed slice of my blade. The way Castlevania monsters crumble, or ooze, or disintegrate. The simple pleasure of seeing that distinct "Level Up" text come zooming onto the screen. I realized just how much I've wanted a game like Bloodstained, without even being acutely aware of it. It was always there, somehow, floating just off the edge of my awareness, waiting until something like these promo vids tickled my intrigue.
What has always been critical to my gaming is art direction. For me, it's a close second only to gameplay. People will debate all day about the merits of games as art, but there's never been a debate in my mind. It was for this reason I missed and loved games like Castlevania, and why I'm now waiting with bated breath for the release of Bloodstained. The ambiance of working your way through a foreboding and dilapidated castle, calling upon creatures of the dark, cracking whips and swinging hammers, all the while humming to some of the finest music in gaming...I can't believe I was almost going to miss this experience.
Thank you, Iga, for resurrecting this vision, as you have raised Dracula so many times before. I have no doubt that an entirely new generation of gamers will fall under its dark spell. For those of us who are returning, it's like coming home. If home were a bloodstained, gusty castle with crumbling towers and moaning corpses... You get the idea.
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Post by exile on Dec 28, 2016 15:35:37 GMT -6
What I meant was that a skill proficiency, say % health restored, could be leveled to 7/10 simply by using the familiar, but the last 3 levels would be tied to unlocks via item hunting. That way, the skill is usable and even upgradeable without grinding, but those who really want to max it out have incentive to item/monster hunt. Just a thought.
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Post by exile on Dec 28, 2016 11:39:42 GMT -6
Yeah, after rethinking it, perhaps a hybrid of use/collectibles is best for leveling. I like your suggestion of tying it to shards somehow. That way it makes it a little more interesting than simply having it active all the time. I just didn't want it to require ridiculous grinding to be a fun part of the game. Perhaps a nice hybrid solution is to have experience level the familiar to a certain point, say 7/10, and having the last 3 levels require some type of collectibles to unlock. I think that'd be a fair compromise.
I'm also a fan of the less but more distinct/useful familiars. I don't want 30 clones. I'd rather have 5 that are truly interesting.
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Post by exile on Dec 27, 2016 23:30:43 GMT -6
However they choose to implement them, I'd enjoy two features, as follow:
1. I hope the "familiars" modify the gameplay somewhat by passive/active abilities, in a similar way to how certain items in the Diablo series change your character's skills. An easy example (and not a particularly creative one) would be something like
**Vampire Bat Familiar** *Active: Attacks enemies once every 10 seconds for 10 damage. *Passive: 1% of your damage dealt is regained as health.
2. I hope "familiars" feature an upgrade system, preferably through use instead of through collectible "XP" items.
Using the example above, it would allow for more effective skills, like
**Vampire Bat Familiar** *Active: Attacks enemies once every 10/9/8/7/5 seconds for 10/20/40/60/100 damage. *Passive: 1/2/3/4/5% of your damage dealt is regained as health.
Now just imagine all the other mechanical variables they could link to items. % chance to freeze/ignite/poison/stun enemies, %chance to critical hit, % chance to become temporarily immune, % chance to summon a demon
You could also get creative by allowing familiars to become more powerful (up to 50% max) for every enemy you kill, with each kill resetting the 5 second countdown.
Really, the options are limitless; it's really just a question of how integral they want familiars to be to the flow of combat. I, myself, hope they're something more than a novelty, but something less than mandatory. I'd like Miriam to remain the star of the show, with the familiars as a colorful and quirky support cast.
With this in mind, again I mention Diablo (3) in that its "followers" added a nice spice to gameplay without dominating. They accomplished this buy buffing the actual player's character. For instance, when the archer follower or the player character landed a critical hit, the damage of both would be increased for a short duration. That kind of mechanic is my favorite, and I'd love to see an iteration of it in Bloodstained.
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Post by exile on Dec 27, 2016 22:48:24 GMT -6
It's not a deal-breaker or anything, but it would be a shame, because the team is obviously making great efforts to ensure a really atmospheric experience, and that's a seemingly little touch, but it goes a long way when you're watching the same character move for dozens of hours. It breaks my immersion. Oh geez, now I'm one of those "breaks my immersion" people. *sigh*
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