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Post by crocodile on Sept 9, 2015 11:13:16 GMT -6
why would you assume the string lengthens as if the bowstring was at maximum tension at rest? Have fun with this."Dacron - (strength per strand = 22.5 kg (50 lb), stretch = 2.6%), a polyester material. Because of its durability and stretch, Dacron is commonly used on beginners' equipment, wooden bows, and older bows. The relatively high stretch causes less shock to the bow, which is an important consideration for wooden-handled recurves. Dacron strings are easy to maintain and can last several years." And here we have a string stretching double its size. What you have here is a stylized slingshot, not a bow. Call it a combination of the two if you want. We're done with this. As for the rest of the discussion, I've no desire to continue it as I grow weary of the snide remarks and lack of actual arguments. A) There is a difference between a drawstring that lengthens because more is added from some sort of wind-up mechanism and internal/external spool and a string that lengthens because it is elastic and is placed under increased tension. The later is how all bow strings work to some degree, you mentioning lengthening as part of a counterargument against me only makes sense if you are still operating under your wind-up (or something similar) hypothesis. That is what I mean by "how can you tell it lengthens as if the bowstring was at maximum tension at rest" as in "how can you tell its not just stretching as all bow strings do to some degree". If the bow string WAS at maximum tension at rest, any additional tension would cause it to break not stretch. B) My argument has been very consistent. The character is an archer who uses arrows with a weapon that looks and acts like a bow in every reasonable respect. If you want to say that the physics don't match up 100% (string stretches too much, bow doesn't flex enough) sure that's fine but that doesn't change what the intention of the design is or what weapon type this is within the context of this game. This is more a bow than say a lightsaber is actually a saber (or something workable under current physics) and of all the issues people have had with Star Wars over the years, the name and the workings of lightsaber have to be near the bottom. By your criteria, a large number of fantasy weapons, because they don't follow their clear and obvious inspirations with 100% realistic accuracy, would some how be discounted and I don't think you'll find many who subscribe to that perspective. Hence why I think your perspective/critique is alien - because weapons in fantasy/videogames rarely follow real world physics with complete accuracy and the vast majority of people as designers or players honestly don't care. Sorry I must have missed your post. *Jumps on purifyweirdsoul* I dunno, asking for something to be "more generic" has to be one of the more disheartening & depressing things you can ask of a creative endeavor. Personal preferences and all that but all I can do is That's even putting aside that "anime artstyle" can mean a wide range of things. I've seen way too many Steam or KS games try for that "look at how stereotypically anime we are!" and my eyes couldn't roll in their sockets any faster. Even though the art for Castlevania games like Dawn of Sorrow & Portrait of Ruin and the games Kojima did art for SOTN, Aria of Sorrow, etc. or the art done for Order of Eccelsia by Masaki Hirooka were all "anime styled/influenced", there is a reason (at least among the Western fandom) that the art of DoS/PoR are at best tolerated and at worst despised and Kojima's/Hirooka's art is lauded. I feel pretty confident in saying Bloodstained would have failed to garner quite as many backers if it looked like DoS or PoR. Oh no, I'm not out to have everything generic anime. My point is similar to what was stated earlier, the issue is more that it's trying quite very hard to be not that. If you asked the guy what his art style is, I imagine he'd say something like "not anime", partly because Mike is the type of guy who would say/do something like this lol. There's being different, which is cool, but this comes off as sprinting desperately in the other direction almost like it's out of spite. BECAUSE THEY CAN. Sure, it might seem really weird to you, but you're a weeaboo for thinking so. F off, waifu nerds. "So the main character is a girl, and she's of color. Wait! Native tribe girl, even. Who's done that? With an axe. No girls use axes, right?" That's kind of how I see it in my head, lol. Don't get me wrong, I'm looking forward to seeing how this develops and I will donate to it because the concept alone is amazing. I haven't had a chance to watch that gameplay video yet, either. I hope it's more traditional VP than Exist Archive, which looks too very generic 3D. Here's a generic smiley. Generic generic generic. This conversation reminds me I need to pick up my reflux medicine. tl;dr - I need anime injected directly into my veins every day. Just to be clear, Mike isn't an artist, he's a programmer. It would be people like Alex Ahad, Mariel Cartwright, Johnathan Kim, etc. that would be responsible for the art direction of any of Lab Zero's games. It's all a team effort of course but Mike can't draw for shit As for the impetus for the creative direction of this game, it ca be found here (o_8 is Alex Ahad). I guess some might describe that as try hard (a terrible position in this circumstance if you think about it to its logical conclusion IMO), I just call it commendable and a good idea. As I've said before, I've already straight up learned some new shit following this game. I think that's super cool
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Post by crocodile on Sept 8, 2015 19:42:14 GMT -6
The type of bow Zebei uses is a stylized (as in not an exact recreation and it has some exaggerations/flourishes added to it) Mongolian Bow. It's a type of Recurve Bow - this falls under the bit when I said Bows come in all shapes and sizes and is even listed as a bow type in your Wiki-link. Did you watch the prototype video? Because even though the character uses the bow in some unusual ways, the body of the bow still clearly bends and flexes when the string is tugged - just as any bow would. I don't need to guess how the bow works, I can literally watch how it works. I honestly don't think you are arguing with me in good faith here. The potential energy that is used to launch a projectile comes from bending the bow. The string's length remains fixed during the process. In this case the string clearly gets longer when drawn (as evidenced by the video) while the bend itself is minimal, meaning that a good chunk (likely the vast majority) of the energy comes from the string. Whether the string is elastic or it functions like the aforementioned wind-up mechanism is up for debate, but neither option will make it a bow. You could have done without the faith remark. "This fantasy weapon in a fantasy video game doesn't adhere to real world physics with 100% accuracy!" Is this a serious complaint? The man puts arrows in his bowstring, pulls it back (why would you assume the string lengthens as if the bowstring was at maximum tension at rest?), the bow flexes and shoots arrows at his enemies. If it looks like a duck, moves like a duck, quacks like a duck, etc. You can argue that maybe the the bow needs to deform more or whatever but you can't argue its not a bow (What weapon type are you even arguing it is? Just say it outright.). You're familiar with Occam's Razor right? You can make all sorts of assumptions about wind up mechanisms or whatever nonsense but the simpler explanation is that the physics aren't 100% spot on because they don't have to be and that's not a realistic concern for the vast majority of videogames (including the ones I assume brought you to this message board). Even the presence of convoluted windup mechanism wouldn't make it not a bow in this universe (again this is a video game).
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Post by crocodile on Sept 8, 2015 17:26:20 GMT -6
A) It's clearly a bow. Are you really trying to argue it isn't a bow? I know how bows work and what they look like. There is a huge variation in how bows are constructed in real life and an even bigger variation in fantasy (video games) where you can take designs that wouldn't be feasible in real life and make them work. You apparently have no idea, hence why I asked you to google it."A bow is a flexible arc which shoots aerodynamic projectiles called arrows. A string joins the two ends of the bow and when the string is drawn back, the ends of the bow are flexed. When the string is released, the potential energy of the flexed stick is transformed into the velocity of the arrow. Archery is the art or sport of shooting arrow from bows." Now, again, look at the length of the "bow" and look at the length of the string here. Notice the difference in length even if you consider the "bow" to be flexed and try to straighten it up. The string is at least twice the length of the "bow" section where it connects. Do you still not see the issue? Will you attempt to argue that the string is permanently loose on this thing? Because that won't turn it into a bow. This thing likely has some sort of spring/wind-up mechanism, as the string is obviously stored in/on at least one of those spools (you can clearly see it on the lower one) and when you let go of it it draws back and propels the arrow. I won't touch on any of the other parts of your post as this one alone gives me enough of a headache and I have no interest in discussing those until this one is cleared up. The type of bow Zebei uses is a stylized (as in not an exact recreation and it has some exaggerations/flourishes added to it) Mongolian Bow. It's a type of Recurve Bow - this falls under the bit when I said Bows come in all shapes and sizes and is even listed as a bow type in your Wiki-link. Did you watch the prototype video? Because even though the character uses the bow in some unusual ways, the body of the bow still clearly bends and flexes when the string is tugged - just as any bow would. I don't need to guess how the bow works, I can literally watch how it works. I honestly don't think you are arguing with me in good faith here.
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Post by crocodile on Sept 8, 2015 15:22:04 GMT -6
I got mine, so keep checking your mail, it shouldnt be much longer I figure the interview/story is old news by now so there likely isn't much in the way of new info or art but...........is there anything in the way of new info or art? Maybe even interesting insights or anecdotes we may not have heard about until now?
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Post by crocodile on Sept 8, 2015 15:13:17 GMT -6
Well, I actually had something to say about that earlier in the topic... I actually prefer CV3 or Julius mode character switching over how Rondo does it, though, generally because Maria is just superior lol. With CV3/Julius style, each character generally has something that you need them for. If it's the other way around and there's one selectable from the start, one has usually been better than the other. Often, you just play Richter just because you want to, not really because he's per se better suited for anything in particular. To expound on what I mean, it was more that every character in CV3 had a specialty, something only they could do. You didn't per se need any one character to specifically get somewhere others couldn't, but they all excelled in different areas. Trevor is a strong all-around brawler with a good standard attack and subweapons, Grant is a dagger specialist with a climbing ability, Sypha has strong offense in magic, Alucard can fly. You pick one out of the extra three characters to make the game easier on yourself or more fun as you see fit. Starting with one character over another from the beginning, you're more likely to have a case of one character benig superior to the other. They both will likely have all they need to clear the game and reach everywhere they need to go, so most people will probably choose whoever ends up being the strongest/fastest while the other two become more or less a novelty. In games like these, much more than the developers intended end up being discovered, often to the point of making some choices look very good or bad. I'm all for the challenge and being unique, personally, but I know a lot of players out there just want to look up what's good before even playing the game. If you're instead always going in with 2-3 characters, then more characters have their chance to shine regardless. Now, I can see the merits of both ways, especially if in the other method's case none of the characters obviously outclass the others. In Maria's case, she's just outright superior. She DOES get to reach places Richter can't go and she has better mobility, also stronger sub weapon item crashes. Her regular attack isn't as strong and she can't take as many hits, but those become non-issues when you just dodge everything and collect enough hearts to blast the boss with a one shot dragon super at the end of the stage. If you select one out of three at the begining of the game and you're stuck with them, then I hope that they're perhaps more like specialists in certain areas, or appeal to certain playstyles. That way, we're not just seeing x character everywhere the game is played. Like I said, I'm fine with characters being weaker and I'll still play them, but I'd rather everybody be useful enough to get significant play...and a safe way to go about that is to include more than one at a time. I would say that one character at a time is better as far as immersiveness and just the feel of exploring the castle, but this in itself is an extra mode, so we'll be getting a lot of going it alone with Miriam (and other playable characters' modes?) in the main game. edit: ^ That in itself is another thing to consider. We may already be able to play with Johannes, Zangetsu and/or Gebel in the main game as extra "Richter" style characters, so for variety's sake, it might be more different/interesting to have in-game switching like that in Classic Mode. I saw your earlier post and I saw this one, both of which I appreciate Thanks for the elaboration! I was just trying to encourage conversation because I want to hear more thoughts on this. This will likely be one of the more important sub modes in the game. I of course trust IGA and crew to deliver something spectacular even sans our input but if we can make our thoughts & wishes heard (and they are reasonable), the earlier we say something, the better I would say. Whenever you have multiple playable characters, the fear is always there will be some massive imbalance - that is something they can hopefully avoid. Maria vs. Richter in Rondo of Blood certainly was imbalanced but it was not that imbalance that I would want to carry over to any future games. I will say though, IF one character were to stand heads & shoulders above the rest, wouldn't you just not switch ever/often in stages even if you had the option? Just solo it with whichever character was "the best"? Thinking about it more, it might be more fun to force you to overcome challenges as a specific character if you make them all specialists but still overall balanced with respect to each other. So if a particular stage is hard for a particular character (but still very doable of course) you don't have the option of switching. Ideally, even if one stage/ segment was hard for character X, there would be enough other points in the game equally hard for the other characters so that it ends up well distributed in the end. I think there are certainly pros and cons for both styles but I don't think either style would solve balance issues if they arose. That's on IGA and crew to design the characters well.
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Post by crocodile on Sept 8, 2015 14:06:51 GMT -6
A) Of course its a bow, just stylized. It's akin to: *image* B) There have been so many variations of axes across games - not all of them being practical. I'm not seeing why this is bothering you here. (Tomahawks are also specifically Native American) C) Shaman, Witch, Black Mage, whatever its the same ballpark of archetype (I don't think many games have all 3 but they basically always have at least one of them). I don't know of another character that hits all the same marks as Razmi (which is a good thing or else she'd just be a copy & paste character) but there are familiar elements there. D) What does trying too hard even mean here? This bothers you but would say a standard whip or a scimitar be ok? Why? Unique or "impractical but cool" weaponry is a par for the course in video games (RPGs, Igavanias, etc.) Like I don't think I've ever seen anyone criticize a game because it wasn't generic enough. That's why I'm so puzzled. -A lighter shaped like a gun is not a gun, but a lighter. Notice the length of the pulled line, if you see no issues there then you should probably google how a bow works. -I'm pointing out that it's an unorthodox choice of weapon, as its original use is for woodcutting. It's akin to choosing a kitchen knife or baseball bat as a main weapon. It's there to make a statement, unless there is no other weapon at hand. -Only if you classify them all as magic casters. Sure, the character here has familiar elements from various magic classes, but they're blended in an unfamiliar mess that lacks synergy, at least to me. -That they've intentionally picked an unusual weapon to add to the original content flavor. Never said that. I believe I was quite clear in my original statement. I'd appreciate it if you didn't try to twist my words. A) It's clearly a bow. Are you really trying to argue it isn't a bow? I know how bows work and what they look like. There is a huge variation in how bows are constructed in real life and an even bigger variation in fantasy (video games) where you can take designs that wouldn't be feasible in real life and make them work. B) You say that as if kitchen knifes and baseball bats haven't already been used as weapons in critically acclaimed and well loved RPGs already Anyway, saying that anything that isn't a broadsword (or whatever is on your seemingly narrow list of "acceptable" weapons) is "trying to make a statement" and using that as a pejorative is absurd. I mean its fine if you don't like axes I guess or prefer other weapons types but your stated position reads as alien. C) She's seems to be a slightly off-kilter (and perhaps sleep deprived) shaman. She wears a pretty standard dress with a Tiger pelt on top. It seems to be a pretty straight forward and simple design. A mess would be like whatever Velvet from Tales of Berseria is wearing. Like I need a frame of reference here because I'm not sure what you consider a clean design (while I expect a certain amount of subjectivity, I feel like most should be able to agree on what design looks clean and what does not). D) "That they've intentionally picked an unusual weapon to add to the original content flavor." is a neutral statement and something tons of games do. You specifically used "try too hard" which is a negative critique. Since I fail to see the error they've made nor do I know what would constitute "trying the right amount" your critique confuses me. That is my only point. Yep. Why didn't you guys jump on me when I said it? lol Sorry I must have missed your post. *Jumps on purifyweirdsoul* I dunno, asking for something to be "more generic" has to be one of the more disheartening & depressing things you can ask of a creative endeavor. Personal preferences and all that but all I can do is That's even putting aside that "anime artstyle" can mean a wide range of things. I've seen way too many Steam or KS games try for that "look at how stereotypically anime we are!" and my eyes couldn't roll in their sockets any faster. Even though the art for Castlevania games like Dawn of Sorrow & Portrait of Ruin and the games Kojima did art for SOTN, Aria of Sorrow, etc. or the art done for Order of Eccelsia by Masaki Hirooka were all "anime styled/influenced", there is a reason (at least among the Western fandom) that the art of DoS/PoR are at best tolerated and at worst despised and Kojima's/Hirooka's art is lauded. I feel pretty confident in saying Bloodstained would have failed to garner quite as many backers if it looked like DoS or PoR.
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Post by crocodile on Sept 7, 2015 13:03:14 GMT -6
One character has a bow (Mongolian style), one has an axe, one uses standard fire themed magic using a lantern and one uses a urumi (a real if impractical weapon) -That's not a bow, notice the thread spools and how the "bow" limbs aren't bent. It seems to work on a wind-up mechanism. -Hatchet, as in woodcutting tool and not single handed axe akin to a tomahawk. -Fire shaman (or anything similar) with a tiger motif, hardly standard. -Do I even have to comment how this one is trying too hard? So yeah, it's a "weird group of weapons". A) Of course its a bow, just stylized. It's akin to: B) There have been so many variations of axes across games - not all of them being practical. I'm not seeing why this is bothering you here. (Tomahawks are also specifically Native American) C) Shaman, Witch, Black Mage, whatever its the same ballpark of archetype (I don't think many games have all 3 but they basically always have at least one of them). I don't know of another character that hits all the same marks as Razmi (which is a good thing or else she'd just be a copy & paste character) but there are familiar elements there. D) What does trying too hard even mean here? This bothers you but would say a standard whip or a scimitar be ok? Why? Unique or "impractical but cool" weaponry is a par for the course in video games (RPGs, Igavanias, etc.) Like I don't think I've ever seen anyone criticize a game because it wasn't generic enough. That's why I'm so puzzled.
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Post by crocodile on Sept 6, 2015 20:31:42 GMT -6
So with 3 playable characters - is there a consensus on how people want them to be handled in Classic Mode (since I assume such a decision will impact how the levels are designed)? Do people prefer it like in Castlevania 3: Dracula' Curse (you can swap characters mid-stage, think of Julius Mode in Dawn of Sorrow) or rather like Rondo of Blood (you can only swap characters at the beginning of a stage or the beginning of the game). I think I might be leaning towards Rondo style for the cleanliness of it all and I think it offers better challenge but I'm still thinking it over. Do others agree or disagree? Aside from that, are there any other aspects/ideas/designs from past Classicvanias you'd like to see re-explored or refined in Bloodstained's Classic Mode? My favorite Classicvania is SC4, I would like to see something very close to it in the classic mode. What did you like the most about Super Castlevania 4? Was it just the whip and/or the movement options or did some other aspect(s) of the game really appeal to you?
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Post by crocodile on Sept 6, 2015 20:08:51 GMT -6
This ghost seems Icecream. Bowl of rice, the antennae are the chopsticks. I detest the SK artstyle and I don't like how hard they're trying to make each character original (in terms of distancing them from popular designs).
If you give all your characters weird/unorthodox weapons, it lessens the impact of each individual character design.
By making everyone odd, they're making odd normal and thus boring.
I don't understand this critique. Am I missing something? One character has a bow (Mongolian style), one has an axe, one uses standard fire themed magic using a lantern and one uses a urumi (a real if impractical weapon) that is no more weird than Ivy's (Soul Calibur) or Jakotsu's (Inuyasha) whip swords. How is that an unusually weird group of weapons? As for the characters they've gone on record as saying that though this game will pull from a variety of mythologies, the focus with be on South East Asia. Did you want more Arthurian Knights or Moeblob Schoolgirl #1325353 as your protagonists (I'm not trying to put words in your mouth but I'm not sure how else to interpret your statements)? They are going for a variety of body shapes and sizes and trying to feature underrepresented cultures in this game. I mean I've straight up learned some new stuff looking into this game - did you know that the Hungry Ghost is based on this or that those monsters in the battle video with the long hair are based on this? How is this anything but commendable?
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Post by crocodile on Sept 6, 2015 0:32:33 GMT -6
Just to be clear, when I was talking about "mid-tier" I was referring solely to the relative budget of the game in question. Any publisher is capable of funding games of any sort if they have the appropriate resources - the term wasn't meant to be descriptive of the publishers themselves.
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Post by crocodile on Sept 4, 2015 22:12:50 GMT -6
I don't think I've seen anyone call Bloodstained a successful game (since its not out yet), but rather called a successful campaign (which is unquestionably true as you've said) and a success story both for IGA and his compatriots as well as for gamers who want this style of game. The "Metroidvania" is not a game genre that is going to lead to a massive (as in multi-million) number of sales nor has it ever been such a genre. The thing is that a game doesn't have to sell millions upon millions of copies if its made with a modest (relatively speaking) budget to a dedicated audience. Between games like Axiom Verge, Guacameele, Shantae, Ori and the Blind Forest, Cave Story, Shadow Complex, etc. games like Metroid and Castlevania have been finding critical and finical success in the indie scene. As has often been said, major publishers have an increasing tendency to want "all of the money" instead of just some of it and are thus prone to taking big risks with big expensive new IPs that if successful will net HUGE revenue (Destiny), only fund AAA titles they deem to be sure hits (Call of Duty) or tap into the mobile market where if you are lucky you can make a big return with a small investment (but only if you're super lucky). Success can be found in the "mid-tier", its just many publishers aren't interested or unsure of how to exploit that space. Being the second biggest videogame kickstarter of all time doesn't prove that millions upon millions of people want to buy the game but it does prove a large number of people are willing to put their money where their mouth is and demonstrate they are willing to pay a high price ($85 average) for something they clearly care deeply about. Anyway you slice it, almost 6 million dollars from just consumers is a huge sum and larger than the budget of many games. In fact, Bloodstained earned more through KS than its entire budget would have been if it only met its initial goal. Now understand, the subset of people who kickstart games are always a very small portion of the overall consumer base (it requires a lot of faith to put down a non-refundable payment for a game 2+ years in advance) so comparing that number directly to sales is meaningless. What you can do is compare the backer numbers and dollars to other big Kickstarter games (Pillars of Eternity, Wasteland 2, Divinity: Original Sin, etc.) and see how they line up. All of them have come out to critical acclaim and sold well (to my knowledge at least). Even smaller KS have been success stories with games like Shovel Knight selling about 700k copies across all the platforms its out on right now. Given how Konami has been acting of late, its clear they don't really care about the opinions of gamers. They are going to turn more towards their profitable health and gambling businesses. Bloodstained could have raised $15 million and they still probably wouldn't have given a shit. What matters is that we are getting the Gothic styled Metroidvania from IGA and crew that we have been denied for over 7 years. We showed we wanted this and now we are getting it. I could care less about the "screw you Konami" narrative, I backed because I wanted another Igavania and I wasn't getting it any other way. I don't see any way in which that isn't a success story. While its true that the game itself might not deliver (that's always a risk with any KS) , I don't see any reason right now to not be optimistic about the development of the game
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Post by crocodile on Sept 4, 2015 17:54:51 GMT -6
Above is a video showing off the battle system (WIP). A description of the battle system can be found at the devblog here. A magic system powered by a super meter (as well as actual supers and such) has been confirmed for the final game as well. EDIT: Goddammit again Goobsausage LOL
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Post by crocodile on Sept 2, 2015 21:26:35 GMT -6
Some gifs of rough battle animation. Battle video is due to drop Friday: Tungar in Action! Razmi's "TIGER UPPERCUT" (not the actual name of the move) Hungry Hungry Ghost
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Post by crocodile on Aug 31, 2015 18:28:38 GMT -6
Ok clearly there is some misunderstanding of what this test actually is. It's not saying "two women can never get together and talk about a man", its saying "two women have to be able to get together and talk about a subject that isn't a man at some point over the course of your entire narrative". The two aren't the same at all. Its just the suggestion (its not a demand or a quota because its not like you can force a film maker, game maker, etc. to do anything) that women play a more proactive role in whatever narrative you are writing. It's a push to have better (and actual ) characterization by highlighting a common issue. At the end of the day that's the only goal. Something can be a quality product even if it doesn't pass the test and a product can still be disrespectful to women even if it passes the test - the test by itself isn't some sort of deal-breaker or kingmaker. Again, it just serves to highlight a common issue/trend across a large swath of media to hopefully encourage better written female characters. Goobsausage Every single series you mentioned DOES pass the Bechdel Test so I'm puzzled by your comment
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Post by crocodile on Aug 31, 2015 15:15:08 GMT -6
SOTN was indeed piss easy. Like I appreciate that Classic Mode and Nightmare Difficulty will be around, I'd hope that the base difficulty of the game, while accommodating to a wide range, isn't so low as to be a cake walk for anyone with any experience with Igavanias. I'd like a reason to actually use all the weapons and systems the game will have and not just sleepwalk my way through the main game at base difficulty.
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Post by crocodile on Aug 31, 2015 15:09:30 GMT -6
I think IGA said he wanted to have at least six major characters over the course of the narrative. With Miriam, Gebel, Johannes and Zangetsu, we still have at least two slots left. Being set in England/Europe, I'm thinking a Witch character (Harry Potter, Little Witch Academia vibes) might be super cool. Or perhaps a true scientist to contrast Johannes and his alchemy. I recall IGA saying Zangetsu was originally a knight instead of a samurai so if he still wanted a knight character that could be a direction to go. There are a lot of ways to go about it. Sounds like something that wouldn't be needed at all. If characters are going to be around to talk be made and/or talk to each other it should be something that happens naturally, not something that happens because the need to fill a quota. I'm really hating the current trend of people trying to shoehorn stuff like this into video games. This doesn't mean that im opposed to more female characters, what I'm opposed to is people trying shove stuff specifically like this everywhere nowadays. All this would do is limit what characters could and couldn't talk about as there are plot important male characters and it would make sense for them to be brought up in conversations due to whatever reason. That is unless im completely misunderstanding what this is about. Then by all means feel free to correct me. The Bechdel Test doesn't say that two women can't ever talk about a man, just that they have to be able to do something, anything else. It's just a demonstration that the women are actual characters in themselves with their own goals and aren't just reflections of or satellites that orbit the male characters in question. It's not really a limitation because, honestly, if your narrative can't even pass the Bechdel Test, then you are barely even trying. Like it takes no effort at all to pass. So little effort in fact that many pieces of work that do pass the test, still have big problems with overt or subconscious sexism. Works that pass the Bechdel Test can still paint women in a bad light. At the end of the day, all the OP is asking for is for more prominent female characters in the Bloodstained narrative.
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Post by crocodile on Aug 29, 2015 21:30:06 GMT -6
The main gist of this panel was going into what it took to run this campaign and make it an actual success. I transcribed most of the key points and grouped them by topic below: Before the Campaign
- Miriam was a Frankenstein/Golem/Homonculous type creature > became a Human & Cursed character - easier to relate to her
- Miriam started off with a more "sexy" design to show off skin for the Curse > design shifted to the current, more modest one
- Game was a globetrotting adventure (a more publisher friendly model to add DLC) > Main locale moved to a Castle (for the fans)
- The success of Mighty No. 9 helped Ben convince Iga to jump the Konami ship
- They went to all sorts of publishers for a year but ultimately got the runaround
- Kickstarter model works for games that appeal to small but passionate fanbases which made it a good model for this game
- They were worried that 2014 was a down year for Kickstarter. Could Bloodstained get the money it needed in such an environment?
Campaign Tips
- Try & consider weird stuff in planning but don't get attached to anything
- Everything you do for the campaign should make things better for the backers
- All sides (production, merchandise, etc.) have to work together to make enticing but realistic stretch goals
- Plan MONTHS ahead
- Make meaningful updates that backers will want to read
- Respect the backers – fans take cues from you. You get snippy with them, they will respond in kind
- Help build the fandom (something in place for the game to launch into)
- Talk to fans, make them feel appreciated and happy
Sword vs Whip
- Genesis of the idea was to be a small teaser site
- This site was put together in a weekend and ended up being key in getting feedback to adjust the campaign before it even launched.
- The discussions online that followed were watched & influenced stretch goals and manner in which campaign was written.
The Campaign Launches!
- 30 “FUNDED!” images were made for each day of campaign. They didn't know when they would get fund & were stunned things went so well
- They all made bets on total money raised at the end, EVERYBODY lowballed
- Inticreates & Fangamer put in a lot of time & effort into the campaign (before and during), Main artist ran ragged
- Meetings were held quickly after launch to make strong but realistic stretch goals. What were before dreams that had a chance now?
Customize!
- “Customize” system is announced and allows you to manipulate parts of Miriam's outfit and overall look. These changes may influence stats as well
- More creative collaborations between IPs in game are teased with the Customize system.
- For example, the bottom right outfit in the art is a Gunvolt reference
Future of Kickstarter
- Shout out to the new crowdfunding site FIG
- Ben teases that more Publisher-backed Kickstarters are coming........ (some new IPS, some old IPs reborn?)
- Konami licensing out some of its IPs out to others? Can't tell if Ben knows something or I've misinterpreted what he said
Finally, a new "Ask IGA" is also coming soon to make up for the fact the Q&A session was cut short
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Post by crocodile on Aug 29, 2015 20:22:17 GMT -6
A lot of the panel was going into what it took to run this campaign and make it an actual success. I transcribed most of the key points below: Before the Campaign [*]Miriam was Frakenstien/Golem/Homonculous type creature > moved to a Human but Cursed to make it easier to relate to her [*]Miriam was more "sexy" to show off skin for the Crystal Curse > moved to more moderate design as seen [*]Game was a globetrotting event (in part because it was a more publisher friendly model to add DLC) > moved to Castle (for the fans) [*]Success of Mighty No. 9 helped Ben convince Iga to jump Konami ship [*]Went to all sorts of publishers for a year > got the runaround [*]Kickstarter model works for games that appeal to small but rabid fanbases [*]Were worried that 2014 was a down year for Kickstarter
Campaign Tips [*]Try/consider weird stuff, but don't get attached to anything [*]Stuff for campaigns should make things better for the backers [*]All sides have to work together to make enticing but realistic stretch goals [*]Plan MONTHS ahead [*]Make meaningful updates [*]Respect the backers – fans take curs from you [*]Help build the fandom (something in place for the game to launch into) [*]Talk to fans, make them feel appreciated and happy
Sword vs Whip [*]Came about as a teaser [*]Ended up being key in getting feedback to adjust campaign before it even launched. [*]Discussion that followed was watched & influenced stretch goals and manner in which campaign was written.
The Campaign Launches! [*]30 “FUNDED!” images made for each day of campaign, were stunned things went so well [*]They all made bets on total money at the end, EVERYBODY lowballed [*]Inticreates put in a lot of time & effort into the campaign (before and during), Main artist ran ragged [*]Mad meetings to make strong but realistic stretch goals
Customize! [*]“Customize” system for Bloodstained announced (see art posted already), may influence stats as well [*]More creative collaborations in game are teased, especially with regards to the Customize system (note that the bottom right outfit in the art is a Gunvolt reference)
Future of Kickstarter [*]Shout out to FIG [*]More Publisher backed Kickstarters are coming........ [*]Konami licensing out some of its IPs out to others?
A new "Ask IGA" is also coming soon to make up for the fact the Q&A session was cut short
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Post by crocodile on Aug 29, 2015 19:59:47 GMT -6
Bottom Right is a Gunvolt tribute. More collaborations between/for different IPs were confirmed as well. So maybe stuff like Shield Knigt, Shantae, etc. are in the works
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Post by crocodile on Aug 29, 2015 19:56:14 GMT -6
Since I'm sure some of you guys want this image posted up EDIT: Damn you Goobsausage
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