inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 19, 2016 1:00:29 GMT -6
A) For people who like to collect everything, random boss drops sound like a nightmare. You basically have to fight an entire battle and you have no idea if you'll get the reward at the end because its entirely up to the RNG. Resetting over and over for that sounds like the nadir of fun. That's different from say the medals for never getting hit you get in OoE as you know the entire battle if you're getting the medal or not - its all up to skill and not chance. As such, I'm opposed to random drops (shard/items) from bosses that are unique. If we are just talking about like an Omega Potion (which you normally have to craft or get in the last stages of the game) that's fine but not unique, missable shards/equipment/etc.
B) I'm not a fan of "that thing that was once a boss is now a regular enemy" trope. SOTN abused it pretty hard. I understand it's to convey "look how strong you are that what was once a boss is barely anything to you now" but it devalues boss battles which should be special, epic events (be they against huge monsters or human sized opponents). Inticreates is pretty good at boss battles. I don't want them handicapped by having to engage in that trope :/
C) The point of elemental/weapon weaknesses is to pull you out of your comfort zone and make you think about how to use your equipment and shards (or at least provide another axis). Give you more reasons than just stats to use a weapon/equipment/shard. If combat had more depth, ala say DMC/Bayonetta, there would be different techniques you could employ to beat different enemies but that isn't available here (and would totally change the pace and nature of the game). It's no different than a FPS or a 3rd Person Shooter where you have different weapons with different strengths that force you to change things up for different scenarios and enemies. Thankfully most previous Castlevanias, and I assume Bloodstained too (and we are in a position to speak loudly to make sure such a feature is included), have equipment and shard slots that should make swapping things around quick and easy.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 18, 2016 1:36:21 GMT -6
Another 9 minutes clip with... - Yamane's track!! - The title screen. - Boss theme!! (don't know it's Yamane's or Yamada's) Has anyone notice that when Miriam kicks it does 8 damage unless you kick the monster's boobies and then it does 12? Looking at some other videos as well (and it seems someone else touched upon it too), I think the most damage is done when you hit the boss in the head and the least is when you hit their tentacles. Different damage for different spots on the boss both makes sense and is kind of cool/funny (especially in context of this particular boss ). I think this boss is the coolest "first boss" in an Igavania yet (or at worst second to Arthroverta from OoE). I just hope the version that is in the final game is tougher - the boss battle in the demo was super easy (for obvious reasons). Speaking of some of those other videos I've seen, this short video focused on the boss battle shows off a "magic mace" attack Miriam is able to use. Clearly its a Trigger shard you get for defeating a Dullahammer but I never saw one of those drop its shard in any of the other demo videos: This next, longer video is from Dengenki Online. The player is Japanese and mostly speaks in Japanese. Not too much new info here but you get to see at the end the player switches back to the sword from the Kung-Fu Boots and seems to do even more damage to the final boss suggesting that the boss is either weak to cutting attacks or resistant to the blunt attacks of kicks. I hope weapon/magic resistances and weakness are played up more like they were in Order of Ecclesia than they were in other games (they existed in other Igavanias but I felt you rarely had to take advantage of them whereas you often did have to in OoE). You can also hear some English speakers in the background of this video. I can't recognize their voices but someone does talk about the jump being 3 pixels too high . Is romscout back there? Or some other speedrunner? Who knows!
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 17, 2016 19:20:37 GMT -6
A swath of articles came out recently talking about Bloodstained, its presence at E3 and the demo. Most of them don't really have much new of interest to share but this article was an exception. The 10% number mostly seems to pertain to what has been physically made (assets and such). Full production is supposedly underway - this is where assets are mass-produced. The actual planning/pre-production stage (where stuff like the enemies, maps, systems and bosses are thought up) is complete aside from any backer contributions of course. I figured some people would be curious about how things generally were going so I wanted to share. If Mana wants to (and is permitted to) elaborate on anything or correct any misunderstandings, that would be appreciated.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 17, 2016 16:02:30 GMT -6
Intentionally misspelt? C'mon you guys LOL. Familiar isn't a "Castlevania" word, its an "English Language" word. Seeing that misspelling is going to drive a lot of English-speakers (the majority of backers and many consumers) up a wall.. They goofed. But it's an early build so clearly they didn't go over the text with a fine comb because it doesn't matter yet. Disclaimer: I haven't watched the demo stuff and read a lot of the text on details, but as always, I do have things I want to mash on my keyboard about.
crocodile , To throw in on the stats discussion, I prefer them more as CON, MND, etc for a few reasons.
- A stat can affect more parameters than just a bump in the reduction of damage, i.e. DEF, so CON = DEF may not be an accurate replacement. Constitution could entail defense, but also HP, lessening of knockback, status ailment recovery speed, possibly even relating to the use of certain abilities, weapons or items (i.e. Miriam's constitution has to be substantial enough to withstand a certain powerful transformative ability that if acquired/done too early could sequence break, etc). I've no idea if they plan on implementing any of that, but it all could tie in to a stat, and attaching abilities and upgrades to the thought of a character's actual body/essence/mind makes more sense than usual actually in Miriam's case.
- That ties into my next point, it sounds more fantastical and interesting that way, to imagine that these things crafted with alchemy or found within Gebel's constructs are augmenting actual parts of Miriam's being - altering her body and mind. That thought is just more intriguing than the comparatively boring (albeit yeah, more simple) thought of, oh this magical cape I just alchemy'd with things has more DEF, guess I'm wearing that
- It can be obtuse and confusing how sometimes items etc can boost something like CON or just DEF directly, but I think that a press of the select button for help text could alleviate that, to explain that DEF is just a substat of CON, mana (heh) or x resistance is just a substat of MND, etc. A dynamic approach can easily be confusing, but I really lean toward liking things that are more obscured anyway. We are dealing with crazy occult stuff here, too, after all.
And this also kind of relates to my thoughts on the shard type names...maybe the conveyance from a difference in language is a problem, but I would err on the side of preserving their initial design choices/thoughts on when they conceived those words. The words themselves may mean more to them than the actual thoughts/language than is immediately obvious/be an artistic choice, in a way.
A) I can only talk about what I've seen and what I know about how those stats have worked in previous Igavania games (and they haven't even been consistent in the past!). There is not a lot that is intuitive of having two defense states that are nebulously related, two physical offense stats that are nebulously related, a single magic offense and then a magic resistance stat that works in undefined ways. Simplicity, Clarity, Straight-Forwardness >> Opacity, Confusion and Complexity that doesn't make things more fun. This is all my opinion and my perspective on game design but I will stay pretty stringent on this. B) So this is about the naming specially? That you prefer a hypothetical Magic Defense be called Mind? I can't say that is something I particularly value (and I think its somewhat limiting flavor wise as I explained before) but its a place I could give on. Remaining it to Magic Defense is much clearer and has worked for multiple other RPGs so I think its much better but I take more issue with what I explained above with "what exactly does CON or STR do?", "Why is there separate ATK and DEF values that are function of other parameters?", "Why doesn't this apply to Magic parameters?" than anything else. C) The availability of help screens or text doesn't make it any less intuitive. The fewer such help texts are needed, the better I feel. D) Text =/= Visual Art. This isn't poetry we are talking about but rather prose. If these English words don't make sense when translated from Japanese (or if better words can be used) then changes should be made. That's what translation/localization means. As I said before, these may be the best words but right now I'm skeptical. That's why we don't just use computers to translate texts but have bilingual and native speaking humans translate from one language to another - because sometimes the literal translation of X into Y language is not the best. It's fine to have a preference that goes against the popular belief. If others feel the same way we will hear about it unless we discourage unpopular opinions (which we don't). In my personal opinion, Romscout directly addressed this during E3 with IGA and Ben and if it's good enough for Romscout it's good enough for me. You can't multiquote, so I'll reply to all here. Most gamers aren't very good at gaming period, so the popular belief in that sense would be that these people would need every broken gameplay mechanic available at their disposal. It's why so many reviews complained about Dracula X Chronicles mechanics and made statements in the review that they're giving bumping the score a few points higher because of Symphony of the Night as an unlockable. It's why so many so called "Castlevania fans" don't like anything but the exploration based titles. Additionally, I shouldn't have to not use a mechanic in the game. It's like all these stupid challenges people make because the games were too easy due to poor development. Whether it's a broken backdash, painfully easy gameplay, etc, it's not my responsibility to fix the games problems by not using what's available to me, it's the developers who needs to fix the issue so that people can't take advantage of it. Until hearing you mention Romscout, I've no idea who the guy was, so I Google'd him, and he's apparently a Castlevania speed runner. Not a very good one, but a speed runner nonetheless(I skimmed around his Bloodstained hype video.) Of course he wouldn't argue against a backdash that favors speed running. But hey, since this guy is a "popular" Castlevania speed runner, then your opinion is obviously based on him being a Castlevania fan, and based on "skill." Then here you go. If skill has anything to do with the better opinion, I'll let the videos of these five different Castlevania titles speak for themselves(I actually consider Lords of Shadow its own franchise, but it's titled Castlevania.) This isn't to say anyone here are scrubs, infact I dont care how good or bad you are, but this is showing how good I am at the series and how much I love the Castlevania series in general. I put $125 into the Bloodstained Kickstarter and I want to see it be released as an unrivaled masterpiece, even compared to the best games in the Castlevania series so it can turn into a franchise of its own. It's going to have both the main exploration gameplay and a level based classic mode, so I want to see the best of both combined into one(kind of like Dracula X Chronicles.) First video is an example of cancel attacks on SotN that I recorded awhile ago to show someone uninformed. Certainly shows that I know all about the movement mechanics and exactly what can be done in the game. I don't like to use the backdash to get around, but too often I can't help doing it because it's there. Second is my favorite stage in Dracula X Chronicles, replaced from the kind of pathetic one that took the same space in Rondo of Blood, except that I go through the stage without taking damage as well as do so on every other stage in the game on other videos, even if the quality is severely lacking and needs to be rerecorded. Third video is just a low level boss fight against Hugh in Circle of the Moon in Magician mode on level 25. Fourth is Lords of Shadow Mirror of Fate. A great game that gets undeserved hate. Boss Rush on hard. Fifth video is the last part in Lament of Innocence. I like this video a lot simply because I perfect guarded every unblockable blast he used, despite being in normal mode and not having to do so(also finished Death without using any curative items.) A) Is your argument that her backdash (which none of us have actually used or played with!) is so good that it makes speed-running too easy? I don't know if that is by definition broken. With all due respect, you can post all the speed running videos you've done that you want but calling a move "broken" before you've actually used it sounds a lot like the scrub talk I hear among many lower-tier fighting game players. At least wait until you get the demo in your hands before you form an argument against the move. B) Classicvanias and Igavanias offer fundamentally different experiences and appeal to different people in different ways. Even if you want to add a #NotAll disclaimer, trying to describe those who like/prefer Igavanias as "low-skill" seems needlessly antagonistic. C) I'm legit unsure how you can be a Catlsevania speedrunner (or at least someone who does deep dives on the mechanics of the games) and not know who romscout is. I'm not saying you're lying but wow that is not something I would have expected.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 17, 2016 15:46:25 GMT -6
The only right answer to a question like this IMO is GAMERS! (.i.e. us) Nothing else really matters and often devolves into dick size/cup size-measuring contests
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 16, 2016 21:31:51 GMT -6
Menu Screens and Parameters (tagging Mana just to make sure she sees it - and this topic)
+Menu Quality: I like how easy it is to read the text and how clean everything is. This is a generally a well made menu screen with strong and clear color gradients. I'm not sure the font is ideal but it seem at least functionary. Be it either the equipment or inventory screens there seems to be appropriate compartmentalization. The way the menus are set up it suggests there will be swappable equipment and shard load-outs - I REALLY hope that pans out. One last note on equipment slots - I thought Miriam was wearing ribbons as opposed to a scarf. Doesn't it need to wrap around her neck/head/shoulders to be a scarf? Are you just calling them scarves now or did you mean to say ribbons? +-Miriam's Model: Looking good as always and I think its super cool it was included. However I'm curious, since you are using 3D models, if you can add any life to it. Like just have her breathing and blinking rather than just a still statue. If she also reflected status conditions in her idle animations that would also be super cool. I don't know if this is something that is planned but hasn't been implemented yet or there was no intention to implement it but I figured I should mention it. -Confusing Parameter System (Retained from Old Games): So I'm seeing ATK - DEF - STR - CON - INT - MIN - LCK. Some of these are straightforward but parameters like CON (Constitution), STR (Strength) and MIN (Mind?) have never made complete sense or seemed necessary to me. It varies from game to game but usually ATK is a function of STR + Equipment/Shards/Items and DEF is a function of CON + Equipment/Shards/Items while MIN kind of related to Magic Defense or Resistance in a nebulous way. I even see you have a shard in the game already that boosts CON. Speaking with people over the years in playing Igavanias, a lot of these parameters were always confusing, vague and often not really worth keeping track of. My suggestion, if its not too late, is to simplify the parameters. I would use: ATK (Attack) - DEF (Defense) - MATK (Magic Attack) - MDEF (Magic Defense) - LCK (Luck) The offensive and defensive stats can and would still be influenced by Equipment/Shards/Items but it makes everything much simpler in how those, plus the leveling system, influence your stats. If enemies are better categorized by how they attack or defend (with physical attack or magic) it makes it easier to tailor equipment (either found or crafted) to your needs and makes it more important that you do. Sometimes you will want to use that Armor with a low DEF rating if it has a high MDEF rating and vice-versa. It could really emphasize that some enemies need to be beaten with Magic or Physical attacks rather than a YOLO approach as well. It also loosens up the flavor - if you want an item that boosts Magic Attack, it doesn't have to be something that stereotypical boosts intelligence like a pair of glasses or a Wizard's Hat (though you can still use that connection if you want). It would be important to consider how such a parameter change would mean changes to your damage formulas and what not and I recognize this is the biggest gameplay change I've suggested but the current parameter system seems more like something that is being pushed forward because "that's how we always did it" rather than the way that makes the most sense. Unless I'm missing something? -Resistance Values?: This may require seeing it come up in actual gameplay but its unclear to me what the values next to those resistances mean and how they will be manipulated by equipment or shards. Something we probably won't get to see it in the demo though. -Shard Type Names: So the shards clearly take the place of Bullet, Guardian, Enchant and Ability Souls of the ____ of Sorrow Games. Here they are named Trigger, Effective, Directional, Enchant and Familiar (which is misspelled ). I'm not entirely sure those names convey the general functionality of those shard types well enough? Overall they aren't bad but could they be better? The last two are pretty clear but I have NO idea what an " Effective" Shard is and I have no way of guessing. Perhaps it will be clear when we see such a shard but right now I'd argue it needs a rename. Trigger shards are clearly similar to Bullet Souls so I guess that is the etymology of that name but will all Trigger shards be projectiles? Directional shards refer to those you can aim in any direction, even while moving which make some sense but would they be better called Omnidirectional shards? I'm not saying these are all irrecoverably bad but rather you may want to take another look at them. At least spell " Familiar" correctly -Awkward English: Obviously localization isn't complete but making sure your spelling, grammar and flow are on point will all be important. As an example, "Familiar" is misspelled in the shard slot screen. "Sword made for easy handle" is probably better stated in something other than the passive voice like "An easy to handle sword". It should be, at least, "shoots a whirpool" rather than "shoots whirlpool" and so on and so on. This is just a small nitpick, but I think what needs improvement is Miriam's facial expression during cutscenes. I feel like it's not animated enough, her face looked a bit too stoic or frozen when the giant tentacle boss appeared. A small animated forrowing of the brow would go a long way in making her feel more alive. Or maybe I'm crazy and she looks fine? What do you guys think? I can agree with this. Thankfully we know cutscenes with conversations will be using 2D art like the old games but the way the faces in MN9 never moved or emoted during conversations or most interactions was always a big turn off. I've watched the demo a bit and I know this is a small thing, but it would be cool to see blood and liquids visibly wet and/or saturate the floor...Oh and I understand this is a demo, its just something I thought would be cool for the final game. That could or could not make its way into the game but that would clearly be more an aesthetic choice (how gory do you want to be) rather than a technical choice.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 16, 2016 17:04:48 GMT -6
Thx for doing this Pure Miriam ! I do want to set a few ground rules: - Feel free to discuss what you liked about the demo and what you didn't like. Positive and Negative feedback are both helpful
- Regardless of the nature of the feedback, keep it respectful and constructive. Everyone involved here is an adult so you don't have to pull punches so to speak but being rude/crude to the dev team or fellow members (since I assume, expect and welcome debate among ourselves) in your discourse is of course discouraged.
- Try to make your feedback both concise and detailed. "That roxxored!" or "That suxxored!" is not useful feedback to anybody. On the same token, meandering masses of text aren't helpful either. When you are making specific suggestions (as opposed to just general impressions) try the bullet point format (I'll just an upcoming post to demonstrate what I feel is the best format)
- Try to keep each post you make to a singular subject at least when it pertains to feedback (I'm still debating if a separate thread for general impressions is a good idea). I don't know if you can add headings to individuals posts but maybe just try throwing a title on top to help.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 16, 2016 7:50:57 GMT -6
2 Monster Girls from 2 games (Shantae & Bloodstained) shown off at E3 made in part by Inticreates. I'll let you figure out which is which Source (some of the art in the main blog this comes from are NSFW so tread lightly)
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 21:55:23 GMT -6
romscout
A) Welcome and thanks for stopping by! I've been a fan of your work for a while and I sometimes swing by your streams. They are a good time B) Don't be a scrub and sign up for an account. It's easy + makes interacting with you (and vice versa) MUCH easier C) We actually have a thread going over what we'd want to see in the Speed Run Mode for the game. If you have anything to add to that conversation that would be super appreciated <3
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 21:20:58 GMT -6
If you had questions for Romscout, what would they be and what would you like to talk to him about? (He might stop by this thread.) What, if any role, has he had in the development or direction of the game (even offering strong feedback would count)? Or is he only someone they get in touch with when they need someone to help them do big streams? Is his role likely to change moving forward?
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 19:46:06 GMT -6
Below is a short video interview, skip to about 52 minutes in, where IGA and Mana (hello and thanks for all your hard work as always!) talk about the history of the project, what they are doing, etc. Gameplay footage plays over most of the interview but its nothing you haven't already seen by this point. The Bloodstained Forums (us) also get a shout-out!
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 17:45:24 GMT -6
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 17:18:15 GMT -6
It was good to see Ben, IGA and romscout on stream but real talk? The stream was basically: Glad to hear romscout so enthusiastic about the movement. He made the game look a lot faster than other playthroughs (not surprising).
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 11:55:06 GMT -6
I enjoyed this episode a lot. Super informative - I was certainly interested in what he had to say about himself, game development in general (probably the best parts) and Bloodstained.
I think he mentioned at one point the difficulty in juggling how much text he wanted to use in Axiom Verge (leading him to eventually cut a good chunk out). I feel I can sympathize. As someone who writes a lot, its always a bit of a struggle to find the balance between making sure you are thorough enough to cover all the points you need to be also be terse and efficient enough to convey your point in as few words possible. It's easy to fall on one side or the other if you aren't careful.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 10:16:00 GMT -6
Fun Trivia - The boss of the demo is named Vepar. Excerpts from their wikipedia entry: "He governs the waters and guides armoured ships laden with ammunition and weapons; he can also make, if requested, the sea rough and stormy, and to appear full of ships." "Vepar is depicted as a mermaid." Other than the gender change (though demon genders and/or pronoun use are often kind of weird) this seems spot on The boss is colorful, makes me think it has poison attacks lol and i kinda laugh a little about the gigantic size xD Looks like the cutscene is keeping what miriam wears. in that cutscene, she still wear the kung fu shoes weapons. It's gonna be fun to rewatch cutscenes with different various items in the final product Given that they are going through the trouble to use 3D models and have weapons/armor/etc. already change your appearance, it makes sense that those changes would apply to cutscenes too. It would make actually less sense if they didn't
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 15, 2016 10:05:48 GMT -6
First (?) fanart of Vepar, Boss of Galleon Minerva Source
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 14, 2016 21:42:55 GMT -6
HEAVY SPOILERS OF THE DEMO!!!!111!!1!!!! You all have been warned. Check it out: Certainly that "thing" is the final boss of the stage, and maybe of the demo. I wonder if it was supposed to be this big, it's just an alpha demo after all. <3 Monster Girls <3 Anyway, do you or anyone else have a link to the video this shot came from? I had a feeling there would be a boss, probably a Kraken, in the demo (even before that Gamespot video where you see something break through the ship) but I certainly didn't expect its full form to look like that. Clearly the part that broke through the ship is the base of this monster.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 14, 2016 20:05:41 GMT -6
"Element of Time Stop" LMAO. I don't know why but that made me laugh. Anyway, I'll agree with others that it probably refers to a slow status. I believe we will need a thread specific for the demo do discuss these things, there are several things to be discussed. I already have one planned out but I didn't see much point in posting it until at least the demo codes were being sent out.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 12, 2016 14:22:02 GMT -6
For E3 there are "only for the press" days and then there are days where people can come in to actually play the games (later in the week). I have no idea why people expect to be able to play the demo before it gets shown off on the 15th (see the first post where this is mentioned). Nobody is going to turn into a world premiere on a stream if they can already try the product out for themselves. Earliest I expect Steam demo codes to go out would be late in the evening on the 15th or the next day. Stop counting down the hours, we still have a few days to go people
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 9, 2016 17:51:04 GMT -6
No Weapons, Miriam Only, Galleon Minerva
FIGHT!
|
|