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Post by Lestaroth on Mar 31, 2017 15:53:16 GMT -6
Hello Galamoth and thank you for the topic! (words in bold for easier reading, nothing is insisted on)
I guess that Dominique sure made a lot of heads turn, but there is a lot of potential possibly drawn from Alfred's backstory and motives.
To clear part of the question already, I would say I wouldn't want him as a bonus character. Why is it so? It's simple, actually.
Bonus chars should not happen, plot for every other playable character in Bloodstained should exist (and please no incomplete one!). Maybe back then in CSOTN, Maria and Richter were a tribute to RoB and the classic CV (and I admit that some parts were rushed/in unfinished state). The playable characters besides the titular ones in the subsequent igavanias didn't have anyprobably because of handheld cartridge limitations... I just hope it will never happen again. At worst, give him a "(before Miriam went on her quest) I need to defeat Gebel if needs be") if he ever gets playable.
His fighting style should be very interesting as well as his intentions, that I feel are most shady... He was one of the Alchemists who summoned the demons in the first place, after all. Forced alliance? Brainwashing? Coercion? Plain cooperation?
I'd want Bloodstained to be the most away from CV though, please no Barlowe Junior or Death 2.0 if he is a Dark Eminence/Evil Plotter.
People already likened him to Dracula. It's highly plausible, as he is the strongest and could seek more power by going towards Gebel.
I admit I'd want a pure demon of Hell as a final boss instead of Alfred, but it could also be true one demon would be posing as him or possess him... or then he in fact IS a demon. If he becomes a final antagonist, I'd want him to perish forever. I am not keen on having Dracula 2.0.
In sum, Alfred not a bonus character (plot needed!) and not a playable character either... maybe then as a boss (if not the final one)!
That's all for now!
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Post by Lestaroth on Mar 30, 2017 20:23:59 GMT -6
love links awakening, it definitely stands up there with oot lttp and z1 Me too! I fondly remember playing this mini-masterpiece on the Gameboy and I was truly blown away by the way it immersed me into the engaging storyline and smooth-as-silk gameplay. The catchy music added extra zest to the eardrums. Discovering and fighting one's way through each Dungeon was both profound and rewarding in equal measure. I never wanted this glorious adventure to end. It took me just over a month to complete and I was left stunned by the whole experience. Thing is though, soon afterwards, I slumped into something I like to call 'gamedrop' ... which is like a sudden descent into a gloomy mindset after having such a gaming high. It's certainly not depression but it does leave one feeling kinda miserable. Has anyone else felt this after playing a game you've really enjoyed? Actually, for me it was a matter of deep reflection. "Was it really the best thing to do?", "What if he didn't do it instead?", "The others, what happened to them?" The last question ended being the same regarding FFT and VP, but it was more a matter of incomplete ending than an strange journey in a world that is trickier than one would first believe. Suikoden I and II on the other hand, were particularly detailed on that matter and I loved it.
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Post by Lestaroth on Mar 29, 2017 21:20:59 GMT -6
(I hope I won't mess up in my reply. Ahem) Dominique has been drawing attention for sure since she was unveiled as a character. Would she be playable? The signs do point to yes. Would I approve of it, absolutely. An Japanese demon-hunter (Zangetsu) and now an exorcist... two different approaches on solving the crisis, two different battle mechanics, yet the same goal in mind. I'm sold on this. As for your questions, I will do my best into replying to them properly. Let's go! 1) Yes, additional characters in the Castlevania games rarely got a plot and that was particularly sad. In CSOTN's Richter Mode, it is true that a certain crucial battle doesn't appear at all and you then can directly go... somewhere. That said, it wouldn't have hurt to put some scenes explaining that history changed and that Richter went on his own and succeded in that (Some negative event is inexistent as well). The same goes for the few games that succeeded. I could be said that CSOTN had completely unfinished parts, like the castle textures in the cutscenes or the menu... (explained by Master IGA himself in the "Devs Play" vid I posted), that the handheld games had a limit in cartridge capacity. I do feel that this argument is not legitimate anymore, especially that there is no corporate pressure, just a deadline that has been set. In sum, Miriam, Z angetsu and now possibly Dominique should have an in-game plot, interactions and parallel routes (it would be even more fascinating if some bosses reacted differently towards the characters, like in the Megaman X series). 2) I guess that Richter mode (then Maria mode) was a full throwback to the classic Castlevania games. I was a bit sad that the exp system did not apply to them but I guess it was part of the deal. Making it so BOTH systems would be implemented on all characters as unlockable (a choice between the RPG elements and CV-like modes) would be wonderful. ...And of course, the first story (Miriam with the usual Igavania elements) would be unchanged. As for leveling, I guess that the same approach on all characters should be the same. Playing as a seemingly OP Richter then him being way less effective if not squishy the further you progress kind of disturbed me back then. 3) After a good discussion with DevAnj in the Bloodstained discord (Hello to you!), the general idea there would be for Dominique to be a strong wielder of Holy Powers/Magic. She would probably be our titular mage (maybe an expy of Charlotte Aulin). But here are some questions to consider: - Could she fight with other means than incantations? (We need something fresh!)
- If not, would she get offensive spells only (Beams of holy magic everywhere), or allowed to have some healing magic? What about channeling times?
- Would she be prone to be the glass cannon? Could she be a half-tank instead? Would she get alternate outfits making her leaning more towards the offensive or the defensive type or a balanced one?
- Would she have to resort to weak weaponry? (I am not asking about ridiculously-sized weapons, though)? Should it be the classic mace only?
Etc.
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Post by Lestaroth on Mar 29, 2017 20:31:48 GMT -6
I prefer just using the weapon, but kicks would be fine as long as it's a seamless and rapid animation. Or for bonus points, put in a gimmick shard that doesn't seem to do anything, but when you go to destroy a wall Miriam puts her hands on her hips and stares at it disapprovingly, causing it to crumble. I'd rather have her point at the cracked wall and fire a powerful laser... Wait, what? As for your avatar, is that a nutkin (from FFV) with Bass's helmet? That's... an interesting combination.
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Post by Lestaroth on Mar 29, 2017 20:21:43 GMT -6
actually, id be more willing to put alfred in a different state if he turns out to be villainous id say he becomes the 'death' analogue, not the power controlling gebel
id say he finds the book halfway into your quest and he slowly starts manipulating the castle with it and growing more powerful and powerdrunk as you go on, eventually seeing everything connected to the incident as plagues to be wiped out, not necessarily an evil character to start but gets far more black/white in his judgements on the quest to regain the past and recreate the alchemists, finally succumbing to the madness and facing you just before gebel as he unleashes the books power and becomes a far more twisted version of gebel with little control over his form and power due to his short time exposed to this power (sort of a 'weak' spray and pray chaos type boss as opposed to gebel being a very calculating opponent that keeps you on your toes through devastatingly focused attacks) Basically the whole idea there is that maybe one is controlling the other by brainwashing, coercing, perception-distorting and so on. Maybe Gebel persuaded Alfred to become his ally, or was it the inverse? Do they really work together? Is one ready to betray the other? Back then the idea was to save Gebel if possible. Now Alfred is in the mix. Who can redeem himself? Who will be destroyed for being beyond redemption? We will get the answer once Bloodstained is fully prepared!
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Post by Lestaroth on Mar 29, 2017 20:07:57 GMT -6
I just completed Link's Awakening since that was the only GB game I didn't play strangely enough. Loved the charming 8 bit graphics and characters. Got attached to Marin pretty quickly. The photo that gets taken when Marin falls on Link had me laughing. Marin Now I feel depressed. That's the first Zelda game where I didn't want to win. Wind Fish be damned... The secret ending didn't make me feel any better either. I'd refer to a previous post of mine for joining my feelings with yours on this. By the way, people think a lot about Zelda, Midna, Fi, Malon/Cremia/Romani, Saria and so on when it comes to females in the Zelda games, but Marin tends to be forgotten. At least she appears in Super Smash Bros. Melee as a trophy...
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Post by Lestaroth on Mar 28, 2017 19:00:30 GMT -6
crocodile and CastleDan Well, we do get the happy little shopkeeper girl in there, but she's not overly energetic. And then I'm sure Alfred is not a good guy, he will be one of Gebel's henchmen/his advisor. I'd rather give the role of final boss to a demon... unless he became one and still has this disguise. Note "was" and "lost his former self". Deadly hints. I'm also confident that Dominique will be playable, as Anne can take care of the shop while she is away... And you'd think an exorcist would be called to stay around and twiddle her thumbs. The reply's no. It's not like in that sort of game NPCs wander around (Where? Why? Aren't they afraid of monsters?) to do errands and other mundane stuff. Miriam is the tasked one to complete quests, after all. P.S.: Hmmm, plot power. Approved. *Ahem*
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Post by Lestaroth on Mar 28, 2017 17:36:10 GMT -6
I am happy about this new update. It took a long while but it's finally here! Not only we see that the village is getting more life but we also can be assured that the developers' team is focused on what is in progress.
Secrets, yes... good secrets, they need to keep a good part of mystery in this still. More positive things are yet to come! May they keep up the good work!
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Post by Lestaroth on Mar 28, 2017 14:32:46 GMT -6
Have each room for save a gateway to previous defeated bosses, to just gain (less) xp, and have fun... ? I admit it would be fun treating bosses as punching bags after you're become stronger. "Remember me, huh? HUH?!", then you beat him/her/it to a pulp. I tend to do that in my most bored moments in MMOs when one creature or boss ticked me off, esp' by being cheap or causing me character death (just recently they died from poisonous spiders that regroup and spew gradually stronger poison that can't be cured, it only dissipates after a little while. I shall torment a good bunch of them in turn in a near future). In Lightning Returns: FF XIII, there is a database of the bosses you previously beat* and you can challenge again and as much as you want, for a better battle rating (up to 5 stars). They were just for online bragging rights, it seems. *It is available at the beginning of each day, before you are sent to Nova Chysalia (and make the clock tick again).
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Post by Lestaroth on Mar 28, 2017 10:08:50 GMT -6
I don't think that was posted before, I checked the dedicated section of the forums and saw nothing. A fascinating video of specialized people discussing what was going "behind the scenes" of CSOTN. Also the perfect timing to celebrate the 20 years of the game ( points to the dedicated thread)! I watched the first 37 minutes of it then felt too tired to go on. I should resume it soon. Enjoy! "Devs Play" Special - Castlevania: Symphony of the Night
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Post by Lestaroth on Mar 28, 2017 9:49:45 GMT -6
I think making the save room a type of hub sounds interesting, but I'd like what they do with it to have sense. For example, Vincent's shop in Portrait of Ruin is a save room where you can buy stuff. Maybe after getting a certain ability in the game, you unlock familiars for the save room, each having special perks? Perhaps one demon, when interacting with it, allows you to to use loot you picked up to make buffs to weapons? Give up a bit of the materials given to you via a flame demon to buff a sword with flame damage, something like that. Of course, risks here are that it would make Igarashi's usual way of placing stuff like this redundant, as he likes to focus on one area in his games where the purchasing and tinkering with systems like this is done, such as how with Dawn of Sorrow you have Yoko and Hammer in the same area. Indeed! Like I must have said a few times, it's hard to be original these days and it's also tricky to implement ideas that were not present in past games, especially Castlevania ones or at least only use a handful of them. Otherwise, the penalty for it would be players and critics uttering "Oh, it's like in (castlevania game)! Couldn't they be more original and not rip it off?", "Hey, same boring crap mechanics!" or "Ah, Bloodstained sure is a spiritual successor, so much they didn't have enough novel ideas, even with their community". ...That said, as long as the final game doesn't end crappy, I don't mind recycled concepts... just not too many of them.
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Post by Lestaroth on Mar 28, 2017 9:42:51 GMT -6
I'm going to be that guy and say that the Reverse Castle, while cool in concept, was my least favorite part of Symphony. The castle should try not to do something like that, but I do not MIND repetitious environments to an extent. So long as each area looks different enough and doesn't keep singular drab look, I should be fine. Throw in a garden, a library, maybe a dog house. I dunno. Hard Lock or Soft Lock? I'd lean towards soft lock as not many people enjoy backtracking...though if you are playing this kind of game you should know that's what you are getting yourself into. As for bosses, definitely definitely DEFINITELY unique for all of them. Degraded bosses are never a good idea. It feels lazy, it feels like padding. Even some of my favorite games did this and I hated it when it did so. Bayonetta comes to mind as well as Symphony. I hope they don't fall into this trap. I admit that trying to complete the map while being in the inverted castle was tedious, using the bat form and high jump more than usual, especially to reach doorways (and that stupid water-filled part of the Reverse Caverns). Heavenly Doorway is the track that will always haunt me as the "Well, this track will loop while you struggle to reach this little corner. Have a few flea men to piss you off even more". Final Toccata is even worse. These traps. No thanks. That said, the inverted castle has tons of little modified details it is interesting still.
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Post by Lestaroth on Mar 28, 2017 9:27:10 GMT -6
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Post by Lestaroth on Mar 27, 2017 18:07:55 GMT -6
Speaking of which, color-coded blocks in Guacamelee! are to be destroyed by skills (as well monster force-shields) The red one by a flaming shoryuken, the green ones by a bodyslam and the blue ones by a rushing punch when playing as Juan. A flaming kick, a diving kick and a rushing kick as Tostada.
That said, they aren't secret at all. Extremely effective and instinctive still. I wouldn't need colors for hints in other games either.
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Post by Lestaroth on Mar 27, 2017 17:44:07 GMT -6
Thanks a ton for this thread. These are mechanics are are either truly never delved upon (taken as granted), or plain dissed when it is obvious...
I tend to be tolerant and used to the games of old and so I choose the first option.
1) Design reusing, palette swaps, head-swapping... these have been around ever since videogaming went beyond the big chunks of blocks for graphics phase. These have been perfect techniques for games of past times, those with a limited cartridge/disk capacity. Very common in RPGs to substantially increase the number of enemies ("oh, a stronger cousin of the basic slime, this one's blue instead of green"). Dungeon-design was the same, only the design, colors and inhabitants varied... Zelda and Zelda II show this well.
I don't really mind structures being recycled in games like Portrait of Ruin, but I do feel that they could have at least modified things a little, so it doesn't seem like a sad copy-pasting move. It can be used in Bloodstained, but sparingly.
I also am not a partisan of "about everything is not found anywhere else". This sort of creativity is rare and praised for a reason, if executed well. It's also very good if you got a design team that can imagine an extremely wide variety of environments. Quite a few times in fangames that implies a collaborative project and the result is not homogenous. Quite a risk, if you ask me.
2 and 3) I enjoy soft locks, unless the monsters/traps you encounter that way will obliterate you (I wouldn't try to farm items from monsters I got extremely low chance of defeating), and so I prefer having strong warnings before treading on new territories (I like to play as a tactician). Hard locks are only good if you remember where you were stuck. I surely don't enjoy a game where you reach a dead-end, try to remember where that barrier was and need to turn every rock around to find it.
That simply is not fun.
It's just like in these point-and-click games where you use all options out of despair (item combination, anyone?), missed a TINY little item that devs didn't make shine/glitter or trigger a speech bubble (so you could collect it), talk to EVERY boring NPC around... Adventure games and RPGs suffer a lot from this too.
Yes, I then like when the hard locks are marked on the map. It makes things so much less tedious then. and no, I don't want a Navi 2.0, thanks.
Backtracking is only good if you have shortcuts that will bring you more or less close to the points of interest. Why would you go through half of a castle to find one item/skill/npc? That would be plain stupid.
4) This was a bit touched upon when I talked about palette swaps. This tech implies that the boss is not so important it's unique/the last of its kind. Great to farm if the dropped items are valuable. Fun to bully if you had a trouble with their boss incarnation (as long as they're not the cheapo kind). Shows how kickass you are. Maybe a lazy move from the devs too. It may end boring if there are too many of them... like these fire demons and lesser demons. And then, a bunch of Slogras and Gaibons? I was all "Eh, really? I didn't know they had a family."
Etc. etc.
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Post by Lestaroth on Mar 27, 2017 16:49:50 GMT -6
I hope it wasn't posted before. That's a lot of shaking. I love that version of Death, by the way.
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Post by Lestaroth on Mar 25, 2017 10:39:03 GMT -6
Just got Life is Strange (all eps) and Sleeping Dogs (all DLCs within the game) on Humble Bundle. The sale of these plus so many more on Humble Bundle are dangerous for my wallet. Still, I can't refuse these kinds of discounts!
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Post by Lestaroth on Mar 25, 2017 3:40:48 GMT -6
Ugh, that was a pretty weak update =/ It wasn't the update... let's say they were news to quell the doubts and stress of all of the community and they were really needed. The real deal will arrive soon, who knows when though. It's true that it can be a bit annoying to have secrets revealed here and there, but it is how companies function. I'll remain positive in it all. I am sure it will work out in the end.
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Post by Lestaroth on Mar 22, 2017 9:27:13 GMT -6
- A merchant or a special quest giver would indeed be one type of NPC. Possibly female, to maintain ratios. I'd rather want a mature, collected, charming, concerned one rather than the spunky, witty, energetic type. - Another type of character would be the naive, overconfident fake hero/heroine trying to rival you, wishing to test your progress and strength, but never succeeding in the end. - The master, always willing to teach you new techniques. Let's just hope it's not the old man type. I am tired of them. - Finally, the rather cold yet not cruel foe linked to Gebel that wishes Miriam wouldn't snoop around but live a "peaceful existence"... How could she be fine while afflicted by a curse and witnessing the planet being invaded by demons? (Let's hope it will be someone with a personality and characteristics different from Death)
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Post by Lestaroth on Mar 21, 2017 9:45:32 GMT -6
chaos ring + final guard in aria of sorrow double death ring + beam skeleton and weapon glyph combo + 65535 element + 255 level in Order of Ecclesia I would rather have a fun unbalance game than a balance "unfun" game. Don't get me wrong, I think balancing is important but please keep in mind that game takes more than just "balancing" to be great I'd rather finish a game "normally" and then finding very fun stuff to mow all enemies down in a matter of fractions of seconds than getting the sword of infinity+1 and killing the final boss without any resistance and going "Hey, is that all? It's fun but why so squishy?" It's sad that CSOTN didn't have a New Game+ or a secret dungeon with very high difficulty, maybe one adapting to what you have as equipment. Instead of that, you nigh-capped at lv 6x or 7x beating Guardians. You'd then beat a whole army of them for a handful of exp each. At least it was set in Portrait of Ruin and Order of Ecclesia (the latter already being a challenge to a newcomer). Anyway, the combos you described ask for an extensive knowledge of the game, knowing the optimal formulae for power (sometimes at an extremely high cost, like the death rings) and very tiedous grinding. You would have completed everything to reach these levels of power. It's much fair enough by then.
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