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Post by Lestaroth on Feb 7, 2017 17:11:01 GMT -6
Meowth, that's right~!
I own zero of the games, so I guess it will be a real SW binge for yours truly (in hoping they're all good!).
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Post by Lestaroth on Feb 7, 2017 15:45:09 GMT -6
Hello all,
An e-mail just arrived in my box. Humble Bundle is offering a full Star Wars bundle right now.
I am very tempted, especially because Galactic Battlegrounds and its expansion are there! There is even a X-Wing vs. Tie Fighter T-Shirt to grab if you pay $35 or more!
P.S.: Not paid by Disney or Humble Bundle for this.
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Post by Lestaroth on Feb 7, 2017 15:39:54 GMT -6
Wow, I had abandoned this thread, thinking I'd never get replies. Thank you Astaroth and ZechsTo Astaroth: Hmm, it is true that game companies can rely a lot on their legacy for a quick buck. When I look for a remake or a collection, I aim for those of games that were great (games risk not being good enough with age). It's all about finding the spirit of the original, while the remake or port makes it enjoyable still. Passwords for Axiom Verge? Yes, old companies tended to add features as easter games in their games, but it wasn't so common. It was more about game progress. Nice throwback from the devs. ^^ To Zechs: Chrono Trigger for PS1, a good port? If you don't count the stupid loading times for accessing the menu, then yes. I loved the extras for it. After that, the retcon to be directly linked to Chrono Cross irked me. Megaman X? Not a good remake? You sure? You should check Megaman: Maverick Hunter X. I got it, it's plain kickass. I prefer it so much more than Megaman: Powered Up. Never really tried Oddworld, besides a demo of Abe's Oddyssey (briefly). I can't say much about it. As for Earthworm Jim, it's really a loss. I loved the second, which I still got the cartridge of for Super Nintendo. By the way, I am tempted to get the full bundle of Star Wars games now available on Humble Bundle! (As of 07 Feb 2017, all fresh!)
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Post by Lestaroth on Feb 6, 2017 21:56:08 GMT -6
As long as it's not a luchador, it's all right.
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Post by Lestaroth on Feb 6, 2017 21:52:36 GMT -6
Once again, thank you Mike for submitting my questions! I felt they could be important since some aspects of games have been bugging me since the beginning years of my gamer's career.
A commercial for Chasm? Well, technically the podcast was promoting it for sure. I must say it was deserved as it seems to be a great game to work on and invest in (I'm sold on it, btw). It also shows the modesty and inspirational sources of the indie developers, something refreshing when one has to face the greed and stupid corporate decisions of major game companies (the latter which I feel most have completely lost their soul, about all of them).*
What's more, I could say there is a feeling of brotherhood between developers and the communities, since the game genre is common. Rivalry? Pocket-wise maybe, but I would ideally say get them all or at least choose the game(s) with the setting that talks to you the most.
Keep up the great work, Mike!
*I regret my golden age of videogames (end of the 80's and the 90's). I really do.
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Post by Lestaroth on Feb 6, 2017 7:17:45 GMT -6
B: RotN will be my 1st Igavania game. You're a member of the forum, the slab of the internet where IGAvania fans rejoice and tell horror stories about their favorite Castlevania games, and you've never played any of them...? Oh my......your headstrong resolve to delve into another genre of game is...almost admirable. I'm assuming you've at least played Metroid... Now, now. It's true that the Igavania games are plain wonderful, playing them was a real delight for me. I do hunger for more, that is why I'm here. That said, exalt9 will enjoy the genre in its purest form, a bit like when I played CSOTN for the first time. Maybe will it be a reverse order in that he/she (there is no gender icon in the profile) will try the past games after a good experience with Bloodstained. Of course, linking it all to the past contexts (videogame platform capabilities, character choices, game setting...) will be quite interesting as well for that one.
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Post by Lestaroth on Feb 5, 2017 15:06:40 GMT -6
Ah, so it seems I really was confused on trying to see what you meant there. Once again, if you have a 99 limit, you're never obligated to follow that. Even if you had so many in stock, you could NPC them or ignore them entirely. The same goes for the game-breaking weapons. A game too easy or not is an essential issue. That said we do have difficulty levels and then I am confident we will have a well-balanced difficulty level as the default one. There were threads about this, by the way. I should have begun with that: bloodstainedfanforums.com/thread/745/nightmare-difficulty-mode-submittedbloodstainedfanforums.com/thread/584/bloodstaineds-difficultyWell, if you don't mind about cheat codes being present in the game or how others tackle it, it's all good to me. I thought they bugged you.
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Post by Lestaroth on Feb 5, 2017 8:17:25 GMT -6
@yän -Warning: Heavy Text Wall. Take your time decrypting it. Thanks-
I have to admit I am still lost but I am slowly grasping what you mean here. Are you talking about intentionally inserted cheat codes by developers in their own game? If it is so, it is entirely up to the player to do it or not. It is not like if the character was force-blessed by a NPC to enter God Mode or so, or then it would be a parody of the genre (for it to be successful or not after is another question).
Grinding, doing trial and error many times, checking on the Net for walkthroughs, FAQs and/or codes and using them in game, save scumming, exploit-farming, tool-assisted speedruns and use of cheating devices (I am sure I am missing some) are used to attain a goal in game, generally about finishing it.
What would you consider legitimate or outright cheating a method in these cited? Personally, I don't bother too much about it, I would resort to the more basic techniques if I tend to be stuck (grinding, trial and error and at worst net-searching).
For me, cheat codes are only for extending a game replayability. After that, would I brag if I finished a game using God Mode or so? I wouldn't. The same goes for using a cheating device or coding so much the game plays itself... I am a retro gamer, I could tell you like a passionate grandfather about stories of games of the past, some that have been sometimes exaggerated, engrossed by excessive nostalgia, hated like if it came from the bowels of Hell or plain forsaken/ignored by the masses, how one technique in game made a seemingly invincible boss finally beatable, how the Game Genie and codes in magazines then the internet changed things a lot, how game company hot-lines amassed tons of money from kids that were stuck in a game and felt blessed when they got their answer, etc.
99 potions? You are not forced to collect or use them. It's all to the developer to define a fair-balanced game. 99 is a big number by the way, but how much HP each of them would restore? That is the question.
What's more, using a code for an extremely favorable outcome is something you do choose. Bragging afterwards on how easy it is after all or saying developers should not have implemented such broken ways should not matter. If people want to spoil you the ending of a game or a crucial moment of it, ask them to kindly keep it for themselves. Troll them in turn. Unfriend them even, if you so desire.
The experience of the game should be yours alone. If you begin to look at others' impression on it or "how the game sucks because it's too easy to be Ruler of All there" and focus on that only, you're missing something. If you paid a lot for it and don't find it enjoyable even if it's well-made or just look at the ending without reflecting on the journey you've went through for it, I am sorry for you.
And I got to thank you for making some old memories of a gamer flow back. A lot of time sure passed since then.
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Post by Lestaroth on Feb 5, 2017 4:11:02 GMT -6
exalt9 If Nightmare mode is unlocked from the start, I guess you will go for it firsthand. Pain in its purest form for a first Igavania experience. Quite the interesting thought (no sarcasm there).
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Post by Lestaroth on Feb 5, 2017 2:57:18 GMT -6
Also, for you, Cale that never saw them. This is how the "revealing breakable walls" looked like in Aria of Sorrow (Dawn of Sorrow and Order of Ecclesia where almost the same thing). In Aria of Sorrow, it was a enchant soul, from the Peeping Eye (the enemy at the picture) (the equivalent of our Enchant Shard). When equipped, you could see a small animation of circles pointing to a breakable wall. I'd add that the Peeping Eye soul was a pain to get and that it could replace a valuable soul when equipped (got to have drawbacks), but it was perfect to detect all secret passages in the game (without a guide, it's a LOT to visit, though). Another soul with an interesting effect was the Tsuchinoko one, which offered reduced pricetags at Hammer's shop.
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Post by Lestaroth on Feb 4, 2017 19:10:21 GMT -6
"Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. Loopholes implemented in the game (even if they are not intended in the first place)? Player abuse of such mechanisms? It is hard to balance a game properly, you know. Some find it too easy, that is why they choose to create self-handicaps for themselves, in the name of "challenge" and that adds to replayability. It's strange to me,but it's interesting. I would not do it, though. There is another factor to take into consideration. Do developers want to cater to only a few gamers that enjoy the hardest difficulty around? Bullet Hell shooters, unforgiving platforming games like Super Meat Boy or I Wanna Be the Guy do cater to such groups. On the other hand, there are games that are truly a breeze. They try to get the most accessible and enjoyable possible for everyone. I would say a good bunch of Nintendo games are concerned, especially the Mario and Kirby franchises. The majority of games fall between these two extremes. It's tough to please everyone, like the adage goes. As for cheats and exploits (do you put mods there too?), I guess it's inevitable. The first ones did appear long ago (the story of cheat codes is fascinating!) and there is no way to prevent it. Calling it bad design is quite unfair, in my opinion. Now, if you were to obtain 99 of a potion in normal play from a treasure chest and that was neither planned nor corrected, I would say you are right, as the programmer should not do such a basic mistake. Glitches and bugs are the same, this is why there are alpha/beta/pre-release test players and critical game updates. In sum, exploiting is a very voluntary action from gamers and hackers alike. Does it make a game bad and developers lame? I am not positive on this.
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Post by Lestaroth on Feb 4, 2017 15:14:39 GMT -6
Normally in the metroidvania games, you're forced to go back to the save point once you die. There is none of such in the demo.
I don't think that respawning you where you died works either since it is not in the mechanics of the genre (that said, in the Indivisible Prototype you respawned at various checkpoints. A rarity)
I guess that the "Thanks for playing" comes either you die or win the boss battle. After that I never tried the demo, I wasn't lucky enough to be one of the initial backers for the game.
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Post by Lestaroth on Feb 4, 2017 11:35:29 GMT -6
I agree Kale, way too psychedelic. Ah, Vepar... luring men and women alike in with the promise of living in a yellow submarine, away from those blue meanies. You forgot the part where controversy is already present and dealt with at the demo phase. I'd say it's very smart especially in terms of publicity, while the rest felt great and can't really be reproached upon. As for the idea that "the Japanese are pervs and won't hide it", we already got plenty of examples for it, some of the more memorable ones being the Dead or Alive Xtreme series and Dragon's Crown. I guess that now the more annoyed people are going "Ah whatever, go for it". Nicely done, devs. *Thumbs up* (Please refer to that old thread about nudity vs artistic freedom thread with poll for more details) ...On another note, can we utter the famous Admiral Ackbar's catchphrase when talking about Vepar now?
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Post by Lestaroth on Feb 4, 2017 3:51:45 GMT -6
...And here I am, once again, enthusiastically answering another of your threads. 1) As for the item cap, like it was said in the BCB (Thanks Mike! Dan and James, you're cool guys!), I would say that it is fine as long as you don't get the "oh, I lost one third of my life in one hit, let me spam my potions so I don't die" problem. One game I got in mind did it well, it was Seiken Densetsu 3. You got a cap of 9 items you can carry at once (and only a finite number of items you can put in your "ring") but you could carry 99 in a separate, seemingly infinite inventory. In sum, you could refill anytime outside of battle. 9 of items on the field tended to work well against bosses and healing spells were far from being too effective (in comparison, Secret of Mana, the previous entry, was plagued with uber powerful spells like cure water and MP absorb. These two completely killed the game's challenge). Maybe have the cap options, chosen from the start, independently to the difficulty levels (or them being linked, I am not sure about that yet). Some old games, especially beat 'em up games or shoot 'em up gave you the option of choosing the number of lives, energy or continues. I loved it. 2) I don't mind this one at all, as long as you don't grind for hours to gain a level (and what would be the gain in stats per level?) If it is meaningful, any formula works for me. And again, there are some who reached lv 99 as Alucard in CSOTN (especially how strange it was. You needed more exp per level, but also gained less by enemy killed... It's a bit like in RPGs, where you get announced exp, but it is actually split into the number of alive characters in the party). Kudos, I could never/never would want to do that. 3) I would want some subtle hint, like barely a little crack or paler/somber color... Do you remember how tedious it was in the first Legend of Zelda? Either you bombed all walls (good luck on it) or you relied on walkthroughs in magazines, or found help from people that either did option one or two. The subsequent games made it so easier by showing cracked walls. Not all of them were, though. You could poke walls with your sword, too (a clink sound occured on a breakable wall). Painless, costless. I suggested Miriam or a familiar hinting at weak walls via speech bubbles or so... That could work for wind-related puzzles, too? ...Or an infinitely throwable weapon, like the Heaven's Sword and the Rune Sword of CSOTN (the Chakram was less fun). Whoosh whoosh, spam-throwing at all walls, one has to crack open. 4) Of course I want jokes in Bloodstained. If it's all seriousness, I'd rather play Resident Evil, Silent Hill or Amnesia. Actually, never mind... Horror games never were my thing. Life is so messed up already. Same for the majority of FPS. Well, you see, even the MGS series was completely crazy in all senses of the word once you inspected it more closely. Refined deadpan, sarcastic humor in easter eggs is my favorite. 5) Yes, the killer item. I guess that about all games got to deal with it at one point or another. Examples? Okay examples for you: The BFG, Knights of the Round (summon materia), Invincible Moon, the Ultima spell (at least in FF VI), the Hadoken/Shoryuken (Megaman X and X2), Claimh Solais, Excalibur (FFT), need I say more? As for those you need to work for to obtain them: tvtropes.org/pmwiki/pmwiki.php/Main/InfinityPlusOneSword ...Enjoy reading it! Hehe, thank youuu~ Farewell for now~!
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Post by Lestaroth on Feb 3, 2017 15:46:55 GMT -6
Thanks for guiding me back to the original trail, purifyweirdshardI now wonder, what did Miriam do to anger Vepar? Why that boss so... salty?
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Post by Lestaroth on Feb 3, 2017 14:59:53 GMT -6
Now don't get the two confused. That's a lethal mistake there. *evil grin* Dang, I better proceed cautiously if I visit these anime conferences then.
Hint: It's not a strange cricket bat either.
As for the stone mask, if Alucard was a guest star in the Fable series, all townspeople would go "OMG fiend!" and run away in terror. You'd attract all guards in the vinicity too. Intolerant scaredy cats...
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Post by Lestaroth on Feb 3, 2017 14:45:02 GMT -6
So that deviant art user also has models of some weapons. Are those really from the game? I never saw anyone talk about them.... (image cut for size) Seems consistent with the revealed weapons so far. The third one from the left on the top row looks like something that'd be used in college fraternity hazing initiations. Either that or Miriam is into some craaaazy anime cons... Goobz, I upvoted you, but... You'd use a wooden sword with obsidian blades (these are beyond super sharp) for hazing? More like ritual sacrifices, battles and decapitations. You're a sick puppy, you know? en.wikipedia.org/wiki/MacuahuitlA bit tougher than steel, so much sharper and it doesn't rust, since it's volcanic glass. Brrr. Don't cut yourself with one.
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Post by Lestaroth on Feb 3, 2017 14:03:28 GMT -6
@goobsausage Another story of butts? Oh man.
...To return to the subject, game companies have pulled the gender-bending card many times. For example, Square (now SquareEnix) relied on longtime summon Shiva, who's female in the different Final Fantasy games. Turns out Shiva is male in the Hindu mythology.
Another would be Type Moon, famous for its Fate and Tsukihime series (and related ones), among others. An obvious case of repeated genderswap on King Arthur, who became Saber (and there are quite a number of variations coming from that). Other characters went through it, too.
I encountered another case when I tried the demo of Chusingura 46+1 (man, that was quite the crazy long introduction story), which is basically about the 46 ronins, all turned female and a male time-traveler.
Now for Vepar to be male or female, got to ask the man himself. I do think he won't give a reply, to keep mystery alive.
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Post by Lestaroth on Feb 3, 2017 5:36:45 GMT -6
Oh, a boss with a revenge mindset.
Hmm, after all, it's tough to find a home other than the wide sea for this boss after all. I don't know, I feel that leaving things unchanged in state compared to the demo version feels... not so compelling to me. Even if an added battle would exist.
The idea of a boss wishing to invade a place back while making the protagonist think it's settled for good is something I like but... I think I lived it more than a few times in my gamer's career. Correct me if I'm wrong, but the Mega Man franchise had plenty of these moments, the Megaman X series especially (Vile, the X-Hunters, Bit and Byte, Dynamo, High Max, etc. ...Sigma isn't the same as he kept the habit of stupidly waiting for the heroes at the endgame).
The same place with upgraded monsters and maybe different layout isn't so common and I certainly hope that if the basic monsters will not be encountered again, that they have been overfarmed for unique shards and drops, if not bestiary entries. I have to say I'm annoyed about RPGs having peculiar monsters/special bosses only appearing once and for yours truly to permanently miss adding their data to the log. Naturally, there is New Game + as a second chance, but not all games have this feature.
By the way, I feel that avoiding tropes and other events/mechanics/ideas/puzzles/music/character designs and personalities/others that have been implemented in other games will be impossible, given the colossal amount of them we got over the decades, but I guess we should reduce them to a minimum. I am still amazed creators still manage to design and implement something original. (It is the very same for books, movies, TV series, anime and manga and so on) My standpoint on suggestions is fated to be "Let's not do it this way or people will say, oh isn't it just like (other game), how uninspired". I don't mind being disliked for this. It's a tough truth.
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Post by Lestaroth on Feb 3, 2017 2:07:24 GMT -6
Hiya, nice find there. I feel that the mermaid body type still fits, even if the separation between what is human-like and what is not can't be defined here (there are no halves). The same could be said about scales... There is nothing easy to define on this design, I am rather lost there, esp' when it comes to that belly demon face... urk. Vepar has quite a cool seaweed scarf too, by the way. As for the boss being retooled, I much am in favor of that, since everyone who played or watched the E3 demo knows how to tackle the boss with ease. It would be quite a shame for that one to be reused the exact same way. I know there is common sense and good reflexes too, but these are normal cases. First bosses are supposed to be easy in both health and predictability, but there it would mean "here is our throw-away boss, sorry, we didn't find a better part/place to put that one *shrug*". May as well put such in practice mode (a.k.a Sandbag-kun) or bypass them in that case. Not good at all. I'd even say, put new fighting patterns on Vepar to throw people off a little. That should get amusing. Oh, and you missed the golden opportunity to put a Vepar emote in your post. I shall do it, then. : So you gamers thought you would get rid of me that easily. We will see about that.
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