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Post by Lestaroth on Sept 19, 2017 8:58:14 GMT -6
COTM was a great surprise to CV fans. The only thing that annoyed me was Dracula himself, for obvious difficulty reasons. Yeah, that's worth noting. It really came around at the right time and paved the way for a portable future for IGA. It showed that these sorts of games could be done on smaller hardware. What's more, the game was developed by Konami Computer Entertainment Kobe (KCEK), not the Tokyo branch (KCET). With such a restained development team and funds, they managed to pull this overlooked little gem out. In comparison, Castlevania Legends (developed by the Nagoya branch of Konami, KCEN) wasn't good... too long stages, not enough of them, boring gameplay. A sad fate.
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Post by Lestaroth on Sept 16, 2017 14:57:08 GMT -6
1) There aren't enough playable characters I feel. Having this one taking precedence over one of the potential candidates of the existing cast would be surprising and annoying (speculating over Zangetsu, Dominique and Johannes, maybe Gebel even is already stressful). 2) Suave, middle-aged, probably treacherous-looking or an anti-hero. 3) One with shifty allegiances, hard to poinpoint, maybe one that will help Miriam and co. after a big revelation.
And yes, like others said, some Alucard-like character would be fun to have, but countless ones would cry if he's not playable. It's hard to please everyone. XD
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Post by Lestaroth on Sept 16, 2017 2:48:20 GMT -6
Hiya Dengojin , I'm glad you could try the demo, lucky you. Not only you could test it and enjoy it, but you also give feedback to the development team and share your excitement to everyone. With this sort of review, we can only get happier for the time we can try the early access version! ...And then you managed to bring more fans here. Hello, White and welcome to the forums! I hope you'll have fun being among us. Thanks, it is my pleasure. I liked the game and can't wait to play the full edition of it! Ah, we sure all do! Knowing that the game is still worked on and that we will have so much more content as time passes by, secrets to be unveiled/uncovered, the guarantee that feedback is taken into account, more music pieces, character interactions, but also so many places, monsters and items we cannot even think about, etc., it is very exciting!
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Post by Lestaroth on Sept 16, 2017 2:42:41 GMT -6
Ah yes. In most other Igavania, I prefer to call the movement animation "power-walking". They're not wasting any stamina running throughout the whole castle grounds. As for CotM itself; my most favorite thing about that game was Magician Mode. Also known as the Belmont Strut. Well, at least in most games the whole action does not happen in real time, or countless bad ends would happen. COTM was a great surprise to CV fans. The only thing that annoyed me was Dracula himself, for obvious difficulty reasons.
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Post by Lestaroth on Sept 16, 2017 2:35:09 GMT -6
For me it has to be Original Sin from Castlevania II: Belmont's Revenge. Never reused, never remixed by Konami... It's sad. Also one of my favorite games of the franchise.
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Post by Lestaroth on Sept 16, 2017 2:27:55 GMT -6
Wow, that's lovely. Thank you carlsson. I find the next to last picture so funny, it is like if Miriam was trapped in a mirror. Keep up the good work, take care!
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Post by Lestaroth on Sept 16, 2017 2:21:50 GMT -6
Thanks Angel. I must admit I found that set of sentences really weird, but I then went "why not". Well, it's not like 'stained would have objectionable content either.
As long as whatever modified phrases they were, if they were positive and can allow more people to join our cause or reduce the number of potential people with less than good intentions towards the game, I'm all for it... ...Still it's some iffy material to take into account, naturally.
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Post by Lestaroth on Sept 16, 2017 2:11:05 GMT -6
Hiya Dengojin, I'm glad you could try the demo, lucky you. Not only you could test it and enjoy it, but you also give feedback to the development team and share your excitement to everyone. With this sort of review, we can only get happier for the time we can try the early access version! ...And then you managed to bring more fans here. Hello, White and welcome to the forums! I hope you'll have fun being among us.
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Post by Lestaroth on Sept 15, 2017 1:50:10 GMT -6
Like many others said, there is a thrill in not knowing the full HP of enemies and bosses, sometimes leading to a battle to the death. There are many factors of growth in an igavania, like levels, equipment, shards, familiars levels, crafting... To go with that the damage you cause is shown on the screen. It's all that sense of "can I vanquish the boss with what I got or should I come back later on?" that is also found in RPGs that intices players to make their characters stronger.
On the other hand, games like Megaman or the classic Castlevania games had an enemy lifebar because enemies did not flinch when getting hit. With more modern games more hitting effects, reaction animations and death animations can be created and implemented. In Axiom Verge, bosses get redder and redder the closer they are from their demise. That said there is no enemy health bar. Potions, sub-health bar, experience points and levels are inexistant there. In terms of essentials, only the damage you can cause or maximum health can be increased (plus various weapons and a few armors).
I also do not think that too many hints on the effectiveness of weapons/skills/spells/familiar damage/offensive items should be displayed. It would lead to masive spamming.
In sum, let it remain mysterious and uncertain. That is all I wish for.
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Post by Lestaroth on Sept 15, 2017 1:10:44 GMT -6
I am not interested in ICS and I am absolutely not interested in QTE. For me the former belongs to games like visual novels and the latter to action games where death is hiding at every corner. I see neither of them belonging to the core of Bloodstained.
Well, of course if you wanted to create a fangame of it, I'd say why not. But really, making decisions by simple character control should be enough.
Putting either or both would make the game more complicated than it should be.
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Post by Lestaroth on Sept 15, 2017 1:02:00 GMT -6
Wow, that got published in Le Monde, one of the national daily french newspapers, the most legitimate around. For them to discuss videogames surprises me even more because they're far from specialized in that. They're much more about geopolitics, economy and finances, in sum, austere stuff.
That's very nice.
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Post by Lestaroth on Sept 15, 2017 0:09:26 GMT -6
Villagers lying to Miriam would work well, if they have some heavy truth to hide. G aining their trust by defeating a strong monster, saving one of them or helping them with food would be cool.
That said, some problems arise from that:
- Would it be that Miriam never visited the village before? It could work in the prequel if she is featured there.
- If this happens in the main game, would they always be the same for each playable character? I doubt it.
- What is in their interest to lie, when the risk of death is so close? When it comes to Simon's Quest, little made sense. The villagers can safely hide in their homes at night, when monsters prowl around, they don't care misleading the one that is working hard to save them.
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Post by Lestaroth on Sept 14, 2017 23:39:35 GMT -6
Looks like Capcom is making bad decisions all over again. I'm not surprised about them not taking the richness of their IPs and fan-favorite characters into account, though. It's the major reason why I gave up on them. Hey atleast they are releasing okami for PS4/PC maybe they will release Ōkamiden that way. They are very whimsical. Let's see if Blazblue: Cross Tag Battle will motivate them a bit, like countless ones said. Maybe it's what they need to bring more to the table.
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Post by Lestaroth on Sept 13, 2017 11:04:40 GMT -6
XombieMike I beat the vampyr by staying on the ground far from her. Jumping is counter-productive to me. Obviously it's a pure avoiding phase when she goes into the background, but it's straightforward lock and shoot from her then. Grats on defeating her! As for the logs, I keep jumping forward and whipping, as fast as possible, so the multi-faceted demon doesn't blow that strange mist. Really, when it comes to the mire, the hard parts were the 2nd chain and the 2nd lizardman. Esperware I would enjoy battling the lizardman on wide, solid ground. I never minded fighting Axe Armors in CV (as long as there are no medusa heads floating around). Ah yes, stage two is made of part A and part B. That is also why you need to make Aurora leave the screen. As for the button-holding to skip cutscenes, I tried it and it works. The requested holding time is a bit too long for me, though. Two or three seconds would be perfect. By the way, I found three secret sections in the demo. I wonder if there is one in the mire. Heh heh.
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Post by Lestaroth on Sept 13, 2017 10:22:14 GMT -6
1) What type of Shard do you think Astaroth will have and how it will be? I sense something like a blast or fire shot or dark energy wave. 2) What type of Shard do you think Mafeius will have and how it will be? Dark energy or dark feather shot. 3) What type of Shard do you think the boss Gremori will have and how it will be? That one I thought about early. Crescent moon blades or some moonlight power (maybe to be buffed up temporarily) 4) What type of Shard do you think the cameo enemy Shovel Armor will have and how it will be? He will be a mini-boss but will help later on, probably as a familiar. I hope he won't end as a NPC or quest-giver. It's sad that he likely won't be playable (the story would hardly fit him anyway). 5) From what kind of enemy do you think the magic Gluttony Summon will come from and what type of Shard it will be? Maybe a legion of ghosts... (yeah, it's going to be cliché). The pic shows it... they will get thrown at enemies and cause damage, maybe status ailments. 6) From what kind of enemy do you think the magic Magical Throne will come from and what type of Shard it will be? Either a poltergeist or tskumogami or just one soul waiting for Miriam to save. Will it help with HP recovery? 7) From what kind of enemy do you think the magic Winestained will come from and what type of Shard it will be? Maybe a wine drinker, heh. Make it like the holy water of lore. 8) The magic Voltic Chain was described as a special “seventh" ability—not a demonic one. What do you think that mean? If it comes from a shard, what kind of enemy and type of shard would it be? If not, how Miriam will obtain this magic? What are chains about? Restraining. I feel it's linked to liberation and distance attacks, something different from a whip, maybe to compensate the lack of range of some weapons. 9) The Clan Katana has won the votes and that made the Katana one of the most powerful weapons in the game. How do you think this powerful katana will be obtained? By forging? By finding in the game? By finding a raw, disappointed version of it, then by forging and embuing, it will be one of the best weapons around. 10) The secret IGA BOSS will not look like it's concept art (it's just placeholder) and we know it will give a Swordwhip as a prize. Do you believe it will also give a Shard? What type and how it would be? A swordwhip would be enough (as well as a bestiary entry and an achievement). Him as a familiar would be so fun too, but I doubt it will ever happen. 11) How the Armor Familiar will work out overall in the game? He hopefully will be an extension of Miriam. I admit I was truly disappointed with familiars from the past igavanias. I want them to have their own set of commands with a move and some input, maybe triggered by the shoulder buttons, with MP and cooldown. I don't want ones that float around and hazily hit when they feel like to. 12) Do you believe the Swordwhip that will come as a prize for backer-edition ($60+) will be overpowered or underpowered? Do you believe the game will give other players a way to forge it or find it? Oh trust me, it will be overpowered, but gotten late and maybe you'll have to work on it. Why pledge if it's to get some disappointing content? DLC? It's not excluded. That said, backer-exclusive content would not disappoint me since I backed the game. 13) Aello doesn't seem to give any shard at the E3 2017 Demo. Do you think Aello is a Lesser Demon, like Morte (and thus, doesn't have any shard) or Aello does have a Shard? If do you think it does, what type of shard it is and how it would be? "Did not seem" doesn't means she doesn't drop one. Let's find out when we get a new playable version of the game. Razor-sharp feathers or summoning Aello for a diagonal swoop seem plausible. Enjoy!
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Post by Lestaroth on Sept 11, 2017 8:04:21 GMT -6
XombieMike welcome to the lizardman-haters club! Pause, yes. I thought that the config menu was the pause, but if you mean freezing the action, I'd love to see that. screen-dimming would be the best option. Skipping cutscenes. yes, some just press a key for that, like "back/select" (FF XIII series, for example) I spammed the subweapon usage and crossbow on bosses, especially that vampire. It was so fun. But yes, why not have mini-bosses (but again, I'd want HP items in the levels then).
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Post by Lestaroth on Sept 11, 2017 7:55:14 GMT -6
What is hype? A miserable little pile of uncontained excitement! But enough talk, have at you!
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Post by Lestaroth on Sept 7, 2017 13:40:29 GMT -6
Yes, the focus should be on survival and skill, recovery should be secondary, always. I admit I never used potions or food in CSOTN, since Alucard got plenty of ways to recover HP (Dark Metamorphosis, Soul Steal, the Mourneblade and so on and easy to reach save points). The game was easy. I admit I relied on potions to survive in the other games (esp' when confronting the bosses the first time).
Let's see how balanced out everything will be. It is one of my biggest questions for the game, but no one will answer that, naturally.
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Post by Lestaroth on Sept 7, 2017 13:32:07 GMT -6
I guess that many have that wish, but do be realistic, it will not happen. You have to let go of the past, things will not change, especially under these conditions. For me, the definitive CSOTN experience is the PSP one, even if I preferred the cast and cheesy voice acting of the PS1 version. In fact, the Saturn version of Maria and the two extra passages were not added anywhere. That underground path below the courtyard will forever be stubbed. It pains me too, but that's life.
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Post by Lestaroth on Sept 7, 2017 6:45:54 GMT -6
@enkeriagin may as well consider that you wouldn't mind a series of dedicated quests regarding ingredients to find, or a bartering system. As for limited supplies, the gamers that love to hoard items will end complaining that they couldn't know these resources were finite. Do you really want that to happen?
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