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Post by krystal on Jun 18, 2019 12:56:11 GMT -6
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Post by krystal on May 31, 2019 15:16:08 GMT -6
well Bloodless could definitely be awesome in the main game but she should at least be playable in the Boss Revenge mode. I think they are saving her for that mode, so the 3rd playable character slot will be reserved for another.
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Post by krystal on Feb 6, 2018 9:07:53 GMT -6
wel PS4 Share has screenshot taking besides video recording and youtube upload.
those camera features.could be interesting.
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Post by krystal on Jan 18, 2018 19:50:05 GMT -6
Castlevania Harmony of Despair is my favorite Castlevania game thanks to you (IGA), as well as Shutaro Iida, and all the developers involved. Playing it more years than all the Castlevania games combined across X360 and PS3. It is not IGAvania, but it is a masterpiece innovative formula that combines the best of classic, IGAvania and cooperative style with open freedom of playable character selection and more. It really deserves to make millions of dollars and get millions of fans, but I guess it was ahead of its time and people didn't appreciate the graphics/art as much as they should have (though a closer camera option would have made it more immersive too). Really excited for Bloodstained, and Bloodless is my favorite character that I think she could be playable in Boss Revenge mode (my most anticipated extra mode). Miriam is also my favorite, and it would be cool if she gets a beautiful long hairstyle option, it doesnt have to be long like Shanoa's, but anyways, her default hairstyle is pretty too. I like whip weapons and it would be great if whips are available for use throughout the entire campaign and just as viable as swords. Looking forward to the largest IGAvania castle ever, and it would be great if Bloodstained has around as many bosses as SOTN has, though overall, Bloodstained is in good hands, really excited to explore the castle as Miriam, and it would be great if the castle becomes more nonlinear with progression, so that there's more ways to progress and complete the game, which I'm sure it will feel more open the more progression is made.
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Post by krystal on Jan 11, 2018 18:12:48 GMT -6
BOSS REVENGE MODE. Bloodless and other unique characters would be playable.
it's really the most valuable mode alongside Miriam's adventure.
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Post by krystal on Dec 1, 2017 9:48:40 GMT -6
Miriam would look gorgeous with long beautiful hair like Bloodless's, though wavy instead and with cute bangs.
maybe the monitor's screen is too dark, but that new hairstyle they demonstrated is long in the front but looks too short in the back, the default hairstyle looks better. I don't like short hair, nor hair tied up. would say that new hairstyle would look better with at least a long braided ponytail.
there is magic in Bloodstained. changing to longer hair should be possible.
if not, then so far I'll just stick to the default hairstyle.
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Post by krystal on Nov 8, 2017 20:50:13 GMT -6
That would be so cool and interesting, and there could be story elements that would cause Miriam to convince herself that's the best path to take. it would also add more roleplaying freedom since the player is Miriam, wouldn't the player have control to consider another path other than what's perceived as "good"? Perhaps Bloodstained could blur good and evil, and make it so gaining power and control, can be for the greater good, and the castle itself could have possibilities and would be a total waste to destroy. Even if Miriam is perceived as evil by lesser minds for taking that path, symbolically, it could be designed so right and wrong are really based on perspective, instead of the black and white stereotyping that stories usually go through.
normally, IGA vania endings boil down to the protagonist defeating antagonist and castle crumbles, or neutral and they just leave, or maybe someone goes evil, but their outcome is vague, or the protagonist sacrifices themself, and/or their friend does. (that sucks) or the protagonist becomes "pure", and the usual goody two shoes apple pie rainbows event occurs.
an alternate ending really would stand out more with option for Miriam to take absolute power and castle for herself
there's very few games in the industry where the protagonist can switch sides and take a more dominant path, which would allow them to have control and choose how to use that power, ensuring no one else stands above them in the future.
like in Street of Rage 1, any of the protagonists (including Blaze Fielding) can betray their partner, kill them, kill the antagonist as well, and take over the syndicate as the new leader. (which can be interpreted in several ways.)
in Contra Hard Corps, there's an ending where any character (including Sheena Etranzi) can join the antagonist's side, and has really epic ending art worth a thousand words. (which can be perceived as underling or alliance path, but those that choose that path, combining forces with the antagonist, actually opens new possibilities)
in The Last Blade 2, Hibiki can take a path of mercy, or lots of killing and bloodshed, which can change her attitude and she can pursue a more violent lifestyle. (which is equivalent to a cold assassin for hire, but it still is an interesting and thrilling path to choose from than the usual "avenge parent and go home" deal. )
in Shin Megami Tensei IV Apocalypse, the anarchy path leads towards very dark yet most empowering outcome ever created.
well its up to the developers how they want Bloodstained to be perceived, and if they are gonna stick the status quo perception of good and evil, or gonna delve further into more open minded possibilities and outcomes.
either way, Miriam should not be punished for whatever path is taken. so light or dark, each path should be rewarding. and of course the darker path should be naturally more rewarding and empowering since that reflects upon the nature of power being extremely enticing.
I feel this subject and adding something like the title has, could make Bloodstained something deeper instead of so one sided.
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Post by krystal on Nov 3, 2017 8:49:44 GMT -6
a videogame is actually lifeless and drab the more colorful it gets, especially for a gothic themed game.
a videogame should take its world seriously and more realistically, regardless of the art direction.
"plain" and "dark" and "real is brown" stuff is a part of the world. censoring that stuff with brighter and more colorful style would just conflict with the essence of its world.
it really should not follow the example of the previous IGAvanias, which were too colorful to begin with.
Bloodstained is looking better with a more mature tone to its colors. it still of course does have vibrant here and there, but not everywhere.
the more colorful it looks the less real the models and world feels.
this isn't some nintendo or sega platformer. and not a Contra either.
so how Bloodstained is looking in the recent gameplay video, the coloring looks fine.
and would say Miriam and the others look better when the shaders stuff isn't so pronounced, and their body blends more with the dark world, that's better than being pasty shiny anime.
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Post by krystal on Nov 2, 2017 17:17:15 GMT -6
the colors look fine and not faded. enhancing the colors would just make it too cartoony and contrived coloring. the portable IGAvania games were too colorful, they were only fitting for those games because they weren't aiming for more natural and realistic art direction .
sure, Bloodstained leans towards anime, but its nice how things look dark, and faded colors can make the locations more natural than vibrant colors that just totally betray natural lighting fundamentals.
if you want it to be more vibrant colorful, just mess with your TV's tint, color stuff, brightness, contrast, etc.
for this particular game, Bloodstained's colors are perfect , mess with the coloring or lighting too much and it could harm the backgrounds and/or character models. the color debate reminds me of the debates between Diablo and Diablo III fans. Order of Ecclesia's coloring is more like Diablo III's, while Bloodstained's is more like Diablo I and II, which is ok and results in a more mature and breathtaking dark world full of life
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Post by krystal on Nov 1, 2017 18:16:02 GMT -6
that minimap has to go, though. I got the impression you can either hide it or have it visual, and just use select to see it.
Along with many other options, this is something I hoper we are getting. Options makes people happy.
Also, I want to say to CastleDan that I agree on many parts you said. More color, more details. Mace with such low damage however can easy get away with faster hits. Think that Miriam needs to kill off her enemies quick and easy during a tease, or a demo. Zangetsu however were ment to show great strength and threat towards us. Seeing a potential hero fall to Miriam is only a way to make him less cool.
Colors, lights, features, options and details. They are all part of the final touches of the game. I am looking forward to those!yea it could be optional, though it is good to be sure. in the industry devs tend to overlook things that don't personally affect them but affect players that would like it more without things like minimap. it is a nice option, though isn't necessary since even classic IGAvanias showed navigation is still easy to keep track of with a full map that can be pulled up, even though it pauses the action, that's better than a minimap that's always there. plus it's not like it's some full 3D open world, and even some of those do without a minimap. the most nonlinear/open Dark Souls games especially don't have a map at all, and they sell millions.
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Post by krystal on Nov 1, 2017 13:40:28 GMT -6
The plan as it stands now is to have everything at launch. If necessary when the time comes, they can look at adding in extra modes later such as done with Shovel Knight for free to the backers. But, again and still, right now the goal is to have everything possible on the disc. This is the short version of what a rep from the publisher (our Angel-Corlux) told us on the most recent interview/podcast with him. My opinion? That's a ridiculous amount of stuff to release with, this soon. I'd rather them take their time and pace it out, which is also a fine and agreeable strategy to keep fans interested and playing. If I get a game with 12 modes at launch (and it wasn't Bloodstained), I'd most likely play the main game and then put it down. If it were delivered to me with free updates over a longer period of time, the game continues to get buzz and thus new players while the devs can take their time making each piece polished and worthwhile. That doesn't sound awesome to hungry fans upfront and at this stage, but it's often better for them and newer fans in the long term, as well as the publisher/developers so long as their model and funds are sustainable. The physical purists later or those without internet could opt to hold out for a definitive version, which while we can't confirm exists yet, probably will in my own opinion - at least so if game content is added later and if when the game does well Thanks for info. though it's a shame it seems like it will be pressured to launch before all the planned modes and kickstarter content are included. incomplete, it would get a lower metacritic score, lower review score, and lower first impressions. On the flipside, content sprinkled over time post launch, can get people to come back to it for the stuff added, and sort of extend Bloodstained hype longer, though I dunno. it was already messed up PS1 SOTN launched as is with cut content, the only fully realized SOTN was NITM and perhaps the DXC version of SOTN, though it lacked NITM's extras and exclusive to the Saturn. yes in this day and age, online is somewhat accessible and available in households, though still, Bloodstained would be a more precious masterpiece with al lthe kickstarter content included physically, and even digitally, everyone as one download would be more valuable and consumer enticing to get. so yea, it's a double edged sword. some might think another delay might harm morale, but launching with modes/features added later, could make its launch lukewarm instead of hot. So it's a pretty dicey circumstance. and yea, they could make up for it with a definitive version later, like some other games tend to do. some people double dip on physical definitive editons if the later edition includes all the content physically and stuff. though first impressions of the game and all its components as a whole, are really important to a lot of people. so no matter how well it sells at launch, all the kickstarter listed content will be added later anyways if not included?
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Post by krystal on Nov 1, 2017 12:43:34 GMT -6
it seems physical version of Bloodstained is not definitive if the game is dependant on internet to obtain the other content/modes they add later. www.siliconera.com/2017/07/09/bloodstained-developers-considering-staggered-model-releasing-content/some rather just have the story campaign first, and download the other modes and content post launch.later, but that would lower the value of the physical version in particular, since those without internet would have an incomplete version. well perhaps they can release a complete definitive version with all the modes and content later in a new physical edition, though not sure what they are gonna do. some rather have the story campaign now, but others rather have all the content all at once in one physical edition. So what are they gonna do?
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Post by krystal on Nov 1, 2017 12:39:28 GMT -6
the boss doing a lot of damage is a good thing. amateurs are gonna be chugging healing items anyways.
that minimap has to go, though. it should be optional and really breaks whatever immersion the game has, plus it blocks that corner that would see more of the cool surroundings.
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Post by krystal on Oct 22, 2017 18:16:41 GMT -6
Hey it's possible. PC modders can make any character playable in practically any game and game mode.
so Bloodstained could have a feature that is like a free mode that allows Boss Revenge characters playable in the campaign, well at least characters like Bloodless that wouldn't have trouble with door/entrance sizes, and capable of jumping (and could be given a super jump and air super jump in free mode so could technically access the entire castle without power ups.
maybe it could be an unofficial mode that's not really a mode, but a cheat or setting that allows Boss Revenge playable characters in the base game as well. that would be quite interesting for extra entertaining gameplay possibilities.
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Post by krystal on Oct 13, 2017 10:16:57 GMT -6
They still count as separate bosses, even if they fight in the same room. but I count Scylla and her snakes as one boss. They still are one body as a whole. And yes, larger castle should result in as much or more bosses than SOTN. I think Boss Revenge Mode could be more than just boss rooms. the description sounds like it may involve massacring villagers too (enemies that are killable, and some might not fight back). the details feel like it might be mor than just a few rooms of hero bosses. nintendoeverything.com/boss-revenge-mode-heading-to-bloodstained-as-kickstarter-surpasses-5-5-million/"Explore a new BOSS REVENGE area" . there is no exploration in conventional boss rush modes. so maybe it's more than just room to room boss fights. and yes, I agree that Bloodless was also designed to be a playable character, and that's how all bosses should be designed. of course there will be some bosses that may be too large or clunky for the gameplay, but it's all possible. Guardian Heroes practically made all enemies, npcs and bosses playable regardless of balance. and I feel the Bloodstained playable bosses should be able to level up. I feel they should have like a large zone with backtracking, that lets players level up and stuff before going to the hero boss rooms. and if they are going for a boss rush design. it should be like this Boss A ------- villagers zone ----- Start -------- villagers zone ------ Boss B with a background entrance in the start area, for Boss C (accessed with Up). and the bosses can be fought in any order, and the villagers zones can be used to kill villagers and guards for fun and exp. something like that would be more interesting than just a string of boss rooms.
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Post by krystal on Oct 3, 2017 9:06:40 GMT -6
When it comes down to it, and especially in the longterm, story doesn't matter. it's better for extra characters to not have a story focused version of the campaign. The point is the freedom to play as the extra characters players want, for fun, not for story. there could be a glossary or side option that may paint a general background description of each character, though it doesn't need to whip up some contrived backstory and social interactions and development for players to care about a character.
History in the industry has shown that story adds restrictions and limitations to fun and ways to play a game more than anything else. look at massively successful games like Playerunknown's Battlegrounds, different genre, however, it still brings up how most players care about gameplay, and play a game LONGER and more times the less story driven it is, since story just gets in the way
. Stories have an ending, but gameplay undisturbed by storytelling, have more open value and more freedoms. even Dark Souls games, the best ones are more open gameplay instead of linear story rails (which is why Dark Souls 1 and II are still superior to Dark Souls III.) and those games still thrive without so much focus on story nor character background. It's better for the player to interpret and conceive their own ideas of what kind of deeper story and history are within each character.
and games are better when stories are not force fed. they can sprinkle the lore and character depth in ways that don't involve cutscenes or even talking.
Stories have really harmed games from being better.
Look at SOTN/DXC SOTN, the extra characters can't even fight boss fights like Werewolf and Minotaur, Death, Dracula, Succubus, etc. because those type of boss fights are story event triggered and the way the game was designed. so what players are left with instead is an empty or inaccessible boss rooms, and less fights for the extra characters. so story does hurt and limit gameplay in lots of ways.
Also for leveling, it depends on the balancing. extra characters Richter (SOTN) and Maria (NITM/DXC SOTN), are balanced so well it's possible to beat every boss without needing level ups, items, nor equip upgrades, and there are still ways to restore HP. and no equip menu actually made the pacing of those extra characters more flowing, not cumbersome, and no stop and go pause between the action, their arsenal is basically fully available without needing to hop back and forth between menu and action.
Though yes Nocturne in the Moonlight is better than how SOTN and DXC SOTN did things without requiring beating the game and then a specific password to play as a specific extra character, NITM provided all extra playable characters selectable from the start (which is much better, and the select screen is gorgeous)
Star Fox 2 is another example of good extra characters, anyone is choosable from the start, no matter who's the protagonist of the plot and stuff, the game leaves it all up to the player which of the 6 characters is the lead character and their partner is in their playthrough.
Castlevania Harmony of Despair is another great example, letting players choose their character from the start. yea it wasn't a narrative focused game, but that actually made it much greater. You know the original Castlevania wasn't so obsessed with storytelling. it had an overall scenario and objective, but the rest is up to interpretation.
yes, Bloodstained has its protagonist and all, but really, it wouldn't hurt it to feature all extra playable characters from the start, it gives players more flexibility and gameplay freedom to play as the character(s) they prefer, especially if their favorite happens to be an extra character, and would make the game more appealing and marketable to wider demographics, while still featuring Miriam for those that want a little more story with their gameplay too.
while I didn't like how tacked on and gimmicky Sisters mode gameplay was in PoR (especially with that oversimplified touchscreen OP attack system and floating that made everything a breeze), I appreciated both Stella and Loretta being playable at all. They had their own version of the campaign with some light storytelling bits, though overall, extra characters can still have meaning and fun factor and replay value incentives without storytelling. Look at Rondo Richter and Maria, as well as Axe Armor, also extra characters in PoR, and they make the game better with more different playable characters variety to choose from.
I think Bloodstained may use the usual "beat the game once as Miriam before extra characters can be selectable". though whether extra characters level up and stuff, they'll make things balanced so the entire castle is beatable as any of the characters.
Also the developers have a lot on their plate with also bosses going to be playable in their own mode and area, so that's a lot of gameplay, balancing, and movesets to consider. I'm sure Bloodless will be one of the playable characters in at least Boss Revenge Mode. and storytelling and chatter really aren't necessary to make boss characters have meaning and stuff. IGAvanias really shine through the gameplay and players own interpretation of how the characters think and feel. Storytelling just slaps contrived wind bag stuff that most people would rather skip anyways. narrative really is filler compared to the gameplay and gameplay content aspects that makes the game worthwhile in the first place.
At this rate, in total, Bloodstained could amount to having over 6 playable characters (counting bosses), the fanbase shouldn't pressure them into making the mistake of adding story to the extra playables version of the gameplay/campaign.
the main campaign extra characters should be adaptable to Miriam's campaign playthrough, so they can explore and beat everything too.
and the playable boss characters should get their own epic campaign too, without dumbing down IGAvania fundamentals, and try to make Boss Revenge Mode feel more like the antagonists are the protagonists in their own campaign, instead of just a glorified boss rush or minigame.
if they could do both playable characters and a bit of story, without making sacrifices nor forcing things on rails, then it might be ok, but gameplay and character selection should come first. Every bit of storytelling takes up a lot of time, resources, requires cutting up the gameplay to make room for cinematics, extra voiceovers......... that stuff adds up. All that money and resources is better spent on making the characters have the full Bloodstained world accessible without any cuts to boss fights and stuff.
It's a very sensitive subject, there's lots of ways to screw things up, but it's better to stick with gameplay and openness instead of small talk.
just let players play as the extra playable characters they want to play as, make it so it's basically Miriam's campaign, except as a chosen extra playable character, with Miriam's story aspects not there, while preserving all the boss fights and stuff. As for item drops, well considering the extra characters have their own style, it would be too demanding to give each their own equipment pool. they should just have their set signature weapon(s) and moveset, and make it so they can beat all the Miriam campaign content, whether there's level ups or not (though extra characters might be levelable since I think PoR did have level ups for extra characters, so they can resort to that instead of having to deal with a massive equipment pool to sort out.).
and I'm sure the playable bosses in Boss Revenge mode will be effecient with their stats and movesets as well. Playable bosses are basically monster classes, so they especially don't need an equipment system (that would almost be like making a new game for each one if they resorted to equipment system for each one. anyways bosses/monsters don't fight like humans, they fight with more raw power and physical and magical nature), but I wouldn't mind if they also had a leveling system too. It would be interesting how large an area they have to explore and play in compared to the campaign's world. perhaps it could at least be somewhat feeling like an IGAvania, with villagers and guards for enemies and the hero boss locations spaced out more so the Boss Revenge Mode world is filled with bits of more exploration to it, maybe some platforming as well (Bloodless can jump). Of course Boss Revenge Mode is an extra mode, but it would be nice if it gets at least half as much IGAvania heart as the main campaign is receiving in world size, exploration size, progression and stuff. even if Boss Revenge mode feels like three Rondo of Blood stages strung together, with backtracking, that's still better than a boss room to boss room minimode.
the extra playable boss characters is the most fascinating thing to me out of all the potential playable experiences Bloodstained can have. Well yes Miriam's campaign will be epic and have the most castle/world to get immersed in, though I still feel Boss Revenge Mode can bring out the most revolutionary and innovative potential for the genre and beyond.
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Post by krystal on Oct 2, 2017 8:37:33 GMT -6
Well SOTN has about 24 bosses, perhaps Bloodstained will have as much or more, especially with Bloodstained Ritual of the Night confirmed to be getting the largest IGAvania castle ever, it makes sense to have more boss rooms and therefore more unique bosses. www.castlevaniacrypt.com/sotn/bosses/2Also Boss Revenge mode is sounding like it could be my favorite mode, depending how it's designed and the playable selection and stuff. www.reddit.com/r/Bloodstained/comments/39nhsz/bloodstained_has_reached_55_million_boss_revenge/www.siliconera.com/2015/06/12/bloodstaineds-last-and-final-stretch-goal-is-a-mode-that-lets-you-play-as-bosses/1. that is super exciting and innovative that bosses can be playable in an original mode! I have a theory that Bloodless could be one of the playable bosses!! She's super awesome, epic boss theme, and general moves looks like it's possible to integrate as playable, though not sure if bosses will be able to jump like Miriam, if the level design has vertical and platforming inclued, then they must have at least some jumping or floating abilities. 2. special attacks also using Bloodless boss battle as reference, her signature attacks (Blood Rain, Blood Steal, Blood Cyclone) look like at least some are designed beforehand to be adaptable to a direct playable gameplay style. So it will be very interesting what each playable boss has for their arsenal. 3. Boss Revenge area seems like there may be a large explorable section, either that, or maybe a series of rooms/areas where bosses can rampage, with perhaps villagers and guards for enemies. 4. the Hero bosses could refer to fighting the playable characters as enemy boss characters. So the playable bosses are the heroes in that version of the game. Yes it would be great if we can select a boss and play as the boss for the full playthrough, instead of what some sites say like there's some minions or something, it shouldn't be RTS or mouse guiding a group of bosses to stomp everything in the path. Plus there is more replay value if each boss goes through the boss revenge area solo. Though it remains to be seen how much and what variety of bosses are playable. Well we seen in Castlevania PoR, Sisters mode had Stella and Loretta playable, though their gameplay was very simplified (though Serio's Castlevania Fighter gave them tons of moves, even the ability to crouch, walk, and proper movesets. ) I wonder how large and varied the Boss Revenge Area is, of course it has to be designed so that all bosses can travel through it. I'm guessing most of the playable bosses could be humanoid or human sized, but if there are giants too, then the level design would have to be adaptable to that, unless the levels obstacles can be bypassed by simply demolishing them with force. It seems like Boss Revenge Mode might be somewhat of a boss rush in a sense, though who knows, perhaps it may include some vertical and nonlinear exploration. Well think Boss Revenge mode could be very exciting and with lots of replay value. Of course not expecting a castle sized level of area to travel in, but it could be enough there to be its own game without feeling like a minigame. maybe it's the size of three Rondo of Blood levels, or greater. So excited!! It does have tons of potential!! though yes they should make sure that the Boss Revenge Mode uses a boss select style, instead of autoswapping based on progression in the mode (I hate that), and not some Lemmings type of guiding game either. Maybe if it's optional tag team like PoR Sisters mode, that might be acceptable,though its preferable if each boss can play through the mode undisturbed and without having to take turns with other bosses. so it's directly playability of the boss character, and not some horde simulator (and not some mode where some bosses can only access certain areas than others) it's more immersive with direct playability of the boss the player wants to play as. Wonder if that mode will have difficulty settings. You know it would be even more epic with an extra versus mode included too, that would be epic, both heroes and bosses to choose from, with Bloodstained gameplay. though yea, still thankful its at least single player vs CPUs, plus it can be more adventurous that way instead of some room to room boss rush, or just a single room versus mode. So the way they could be doing it sounds better. the "explore" new boss revenge area, sounsd like Boss Revenge Mode could have a IGAvania campaign in itself to explore as any of the playable bosses. That can be so epic and awesome!! Perhaps they could expand upon the concept in later games too.
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Post by krystal on Sept 24, 2017 20:04:22 GMT -6
Some IGAvania fans feel the camera/view is too far away and makes everything smaller than the standard IGAvania closeness.
see here is gameplay of Bloodstained
here's gameplay of SOTN
here's gameplay of OoE (the display is small, but if it were HDTV sized, the sprites and world clearly would look closer than Bloodstained ROTN's)
here's a better display
zoom level view closeness really makes a world of a difference. Some like it closer, others further, though if they make it an adjustable option, it can be win/win for both preferences. players can appreciate the details of the characters and backgrounds even more with a closer view level. and brings forth a greater level of immersion possible with 3rd person perspective.
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Post by krystal on Sept 2, 2017 21:26:15 GMT -6
Ah though it would be better if Miriam can be a whip master too. that's better than a premade character being the only one that can 100% whip the whole game. plus with the talk of weapon upgrades, yea people may be right that 100% whip runs may be viable. unlike Alucard and Shanoa, Miriam can specialize and even exclusively use whips for the whole game, without the whip selection being outdated in stats. it just depends how early and how common and how upgradeable they are to stay viable. so yea its better for Miriam to master all and one specific weapon style, based on player preference and all types of weapons are viable. Miriam is looking to be the first IGAvania protagonist, that doesn't have a history of whip specialization, but can be a whip specialist depending on player preference.
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Post by krystal on Sept 1, 2017 9:35:22 GMT -6
Hey since it's said one of the Bloodstained goals is producing the largest IGAvania castle ever, I think all the rooms/areas will take mostly take place in the castle itself. I would say the game should be 90% to 95% castle (and if they do the SOTN thing, 190% to 195% castle) Bloodstained castle should surpass all the other castles. the problem with SOTN castle was that a huge chunk of it took place underground, making its castle actually feel not as large as it could have been. Bloodstained castle should surpass all the other castles in size and design (without resorting to gimmicks like PoR alternate dimension paintings, which don't even have castle themes to those areas). Also I feel Bloodstained would be more replayable and the castle would be more interesting if they designed it with more nonlinear progression in mind, so access to bosses can be completed in different sequence and stuff. Yes, one of the things that might hold back and water down the castle, is too much emphasis on narrative, if they have a set order that story events unfold, that can harm the level design to a more linear and strict progression route, which isn't interesting compared to if the castle from the start opened up to a more nonlinear progression style, which encourages more flexible exploration and progression. the other thing, is that they might think that with the way enemies and bosses are set in stats, that they feel compelled to force the player in a linear progression, so they aren't overwhelmed by stronger enemies/bosses early on, but I say they could balance things, and should leave it open to players that seek a challenge. Overall, the castle itself should feel more like a world, than a rollercoaster. yes we know, with an IGAvania, it opens up and becomes somewhat open world like anyways, though nonlinearity even before things are systematically unlocked, would still contribute more to the game and people an experience it in different ways, than following a set route to beat it all. Perhaps there will be side areas, and stuff like that, but even core required bosses and areas, should be designed to be completable in a more nonlinear style, so players can experience the progression with their own decisions of where to explore next and stuff. So overall, there are ways to tell a story, without it forcing progression on rails, and there are ways to maintain a stat balance, without forcing progression on rails either. With this kind of game, people can become overpowered anyways, so it's really a matter of not exaggerating stat gaps between bosses, equipment and other stuff. They can make the balance tighter, so players can still beat any boss in any sequence, survive any area with caution, and still get a challenge based on playstyle. So how the castle and progression is designed, are key things. and yes of course, with Bloodstained having the largest castle ever, it should have more bosses than SOTN. it'll be interesting what they come up with, though yes, they really should make it the greatest castle ever in lots of ways, while avoiding making the game into some movie rental tour path. cause we know even those AAA adventure games with set pieces and stuff, really don't get a 2nd playthrough due to the linearity of those games and too much emphasis on narrative holding hands. yea Bloodstained has a story to tell, but remember games like Dark Souls also have a plot, but it doesn't funnel the player through a set path, there's lots more ways to progress in it, and people are still intrigued by its world than if it were a straightforward adventure. and now with Bloodstained, besides ship and village, it has a whole massive castle to explore, so the castle part will be key to the experience, and it really could be a inspiring place if the developers are more open with it. Remember, even SOTN and the other IGAvanias were not remembered for their story as much as their gameplay and level design. and Bloodstained could surpass them all with more open design and a more ambitious castle design with more open progression, amazing bosses, and lots of ways to progress throughout the castle. Perhaps this time there might not be as much underground areas, they can make all the sections of the castle interesting without resorting to places that don't take place in the castle or are not castle feeling at all. So overall, it would be outstanding if the developers surpass castle expectations. And there's lots of interesting things they can do with the castle interiors and sectors. They can really make its atmosphere incredible and express the massiveness of the castle with the volume of rooms, floors and areas taking place in the castle itself, all the while having great art that give each part of the castle its unique feel. they can also make some areas of the castle lighter than others. Some really dark, others can have lightning storms flash the interiors, some really eerie, other areas really beautiful, there's so much they can do with the whole design to make it the greatest castle ever created!! And they already have advantage with Bloodstained castle being planned to be the largest IGAvania castle ever, and with talent and good decisions, they can provide quality within quantity too.
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