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Post by freddythemonkey on Aug 11, 2018 15:37:26 GMT -6
Genres exist to simplify the user's research for something he might like.
Despite the fact that "metroidvania" is not as vague a term as "action adventure" for example, and derives itself from the name of actual games, it IS still very useful because when I read "metroidvania" I (usually) know exactly what kind of game I'm reading about and I know I'll probably enjoy it. I say usually because the only problem there is with the term is its misuse, but that's a problem with every genre and subgenre in games, music, cinema and pretty much everything than can be subdivided into genres.
So Dead Cells to me is no metroidvania, because the exploration is so minimal and it lacks pretty much every element of the genre, despite having a map and having some items that open some areas (for what it's worth in that game).
So I don't think there is any problem with the term per se. Purists of the games it's originated from may be slightly annoyed in the broadened meaning of the term during the years, but it's a normal evolution and the annoyance is far outweighted by the sheer usefulness of the term. Much like "roguelite", it doesn't really matter if it evolved from "like" to "lite" and thus doesn't STRICTLY mean "like Rogue" anymore, because it's now a broader term useful for recognizing some key characteristic of the game defined by the term.
Not everyone may like "metroidvania", but it's undeniably useful and mostly precise as a definition. It may be misused but that problem is unsolvable, with every genre label.
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Post by freddythemonkey on Aug 7, 2018 5:05:58 GMT -6
I agree with Key, though I'm not against things like the Chaos Rings. To obtain those kind of items, you didn't have to grind an enemy or find it somewhere, but you had to complete an enormous task. Chaos Ring in Aria of Sorrow basically means "You played it all and obtained 100% of the souls, so you know the game inside and out. You've earned the right to have fun with everything overpowered". I'm fine with that. I'm not fine with options that overshadow anything else at any said point of the game, so not necessarily something OP per se. I don't want to have in the first let's say 5 hours of the game a weapon/shard that surpasses the DPS and utility of anything else by a long shot. I'd have NO reason to use anything else in that case.
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Post by freddythemonkey on Aug 3, 2018 4:45:21 GMT -6
I might be he only one, but I'm actually really happy Hector is in. I've always been fond of CoD, and the concept of Devil Forgemasters was part of it. I really have to wonder if they'll give him more than one Innocent Devil, and if they'll make up their own or cherry pick some of the really popular ones from the game like Corpsey, Crimson or The End As it's one of my favorite in the series I was ridiculously happy as well. Can't wait to see how things turn out.
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Post by freddythemonkey on Jul 31, 2018 14:43:22 GMT -6
Those Mana sketches were hilarious, to say the least.
Anyway, very practical update. I like how things are being addressed and acknowledged. Then again, it's not exactly a surprise for this project, which prides itself of the transparency and directness of the communication.
With the Beta now pretty much fully digested, though, I think I'll take a small break from closely following the project. I look forward to the updates, as they're gonna be my main source of info about Bloodstained.
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Post by freddythemonkey on Jul 31, 2018 12:02:09 GMT -6
I still haven't beat the first one. Spent about five hours to get to what would take someone who knows where to go, maybe, 20 minutes. I spent like 30 hours on the first and when I was literally half an hour or so away from the final boss I lost my save. Biggest loss-of-save related tragedy in my life. I can't imagine replaying it because I was THIS close, and it wasn't worth it dropping another gazillion hours on it and eroding my brain on those mind boggling puzzles again, but boy am I eager to play the second. I know I'll love it, and hate it every two minutes when I'll be stuck and then love it with incredible intensity when I progress from said impasse.
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Post by freddythemonkey on Jul 31, 2018 8:56:03 GMT -6
If you want a metroidvania with massive scale and length and a STRONG emphasis on extremely hardcore adventure elements and sadistic traps and puzzles this is a must.
The first one was ungodly challenging but very satisfying. This absolutely HAS to be played with pen and paper, lots of wits and lots of patience, but it's worth it.
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Post by freddythemonkey on Jul 18, 2018 2:29:18 GMT -6
It's pretty damn ridiculous.
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Post by freddythemonkey on Jul 14, 2018 17:16:05 GMT -6
I got a Switch for my university graduation last week and the game I got with it was Bayo 2. Chewed through the game in one week, it was so awesome! Non-stop, 200% intensity for the whole campaign.
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Post by freddythemonkey on Jul 12, 2018 15:40:27 GMT -6
I've just bought, for dirt cheap, Nanobreaker for PS2, designed by ours truly Koji Igarashi. Mostly for collecting purposes, but I'm curious to try out the game. I know it didn't get glowing review, so to speak, but if it can hook me half as greatly as the PS2 'vanias could, then it will be great for me lol
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Post by freddythemonkey on Jul 12, 2018 13:26:37 GMT -6
I don't get why they have such inconsistent artworks. Anyway, I retrieved all of the other LPs so I'll surely pick this up as soon as it comes to an European distributor like Amazon it.
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Post by freddythemonkey on Jul 12, 2018 13:17:14 GMT -6
It was strong enough to cream almost every enemy unupgraded in my playthrough. Which is a bit too powerful for an early game power.
In general I don't feel the demo has the best balancing. Some options are really too strong for early game, even if unupgraded.
Because the thing is: in this kind of game raw damage outclasses a lot of things. So even if it's not versatile or elementally aligned it still has an advantage in the early game. The cost doesn't stop it as it is relatively mild and mana regenerates pretty quickly here.
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Post by freddythemonkey on Jul 11, 2018 11:20:25 GMT -6
I still fail to see how ragdoll is "satisfying". How is it satisfying to slay an Harpy and watch its body bounce like rubber all over the place? :/ I'd take a nice, detailed death animation over that silly bouncing in a heartbeat. But I agree with Enkeria's main point. Attacking and killing enemies feels pretty much the same as before.
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Post by freddythemonkey on Jul 11, 2018 6:28:03 GMT -6
I got a Switch for my university graduation and I'm playing Bayonetta 2 on it right now. I really dig the concept of the console and Bayo 2 is just a phenomenal game.
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Post by freddythemonkey on Jul 11, 2018 6:23:25 GMT -6
Unfortunately status effects were always a very minor mechanic in IGAvanias (except against the player), so while it would be nice for the mechanism to be deeper and more fleshed out I doubt it will be at this point.
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Post by freddythemonkey on Jul 10, 2018 10:16:56 GMT -6
purifyweirdshard it was hilarious to me the first time. "Yeah Dominic don't get so cocky, you were about to be killed by the lowest of the trash mobs".
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Post by freddythemonkey on Jul 10, 2018 2:23:42 GMT -6
Yeah, I'd prefer outright not seeing the parts of her body that are covered by the scenery. It's not like your fov is completely obstructed, after all. This grey silhouette is just awkward.
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Post by freddythemonkey on Jul 9, 2018 1:35:36 GMT -6
I'd be willing to wait no longer than half of 2019. Yeah, they should take their time and polish the game (and it needs a lot of polish), but the development didn't start six months ago, so Q1 2019 is perfectly fine, but beyond H1 2019 would likely make a lot of people lose their patience (and they would be right).
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Post by freddythemonkey on Jul 8, 2018 5:45:14 GMT -6
Waiting more than a year, after just 4 episodes, for 8 episodes is a complete joke.
I guess the time of the year is more appropriate, but this is ludicrous nonetheless.
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Post by freddythemonkey on Jul 7, 2018 5:41:02 GMT -6
ciel said it all. The first Castlevania doesn't have "terrible graphics", if contextualized to the period it is pretty good and with a lot of inspiration in the art direction. We don't have to fall into the trap of "Yeah but AAA games have great graphics and horrible gameplay". For starters, it's a generalization that's not always valid (the new God of War has rock solid gameplay and so does Horizon for example. Both also have amazing graphics), and secondly that doesn't mean that it's wrong not to push the game towards looking as good as possible. As stated, 3D is a delicate matter. It's very easy to go wrong with it and make the game look cheap or ugly. With 2D it's a bit harder to do so,especially with the budget Bloodstained has. At the end of the day, Curse of Darkness is one of my favorite games and it looks pretty bad. However Bloodstained has pretty ambitious premises so it should strive for greatness in every department. Plus, the gameplay in CoD is TOP NOTCH. Bloodstained's formula is solid and fun but it still needs work, as far as I am concerned. It still doesn't feel on par with IGA's previous titles IMO. So, it's pretty fair to strive for good graphics and this is NOT superficial because that doesn't mean one only cares about graphics. Second, it's not like the game doesn't also need refinements in the gameplay area.
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Post by freddythemonkey on Jul 5, 2018 10:13:35 GMT -6
I absolutely agree. I brought up this point in my feedback thread.
Quest should make sense and evolve from the old model - and even in the past these sorts of quest USUALLY (I may misremember something) had a bit more sense narratively. If I recall right, in OoE the lady that gavr you killing quests said something like "The crows are causing problems, kill X of them to reduce their population". Not at all complex, but better than "Morte killed my husband, go kill some random Mortes to avenge him". Like, why 8 Mortes? Why random ones?
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