Post by purifyweirdsoul on Jun 28, 2017 13:33:48 GMT -6
So the other female actress was Lisa...
This might be the biggest news from this, content-wise. There's a lot we don't know about Vlad and Lisa's relationship, how it came to be, the events after her death, etc. Depending on how much they want to try telling, this could be very interesting. She could also already just kind of be there, as Dracula's wife, and we not see the beginning or end of her time with him.
What's also interesting is that they could certainly further set up Dracula X/SotN with this...oh maaaaang
Post by purifyweirdsoul on Jun 28, 2017 8:18:47 GMT -6
Surprised that no one thought to mention it, but another case for the Xbox One is how whenever Bloodstained has been featured at a large multiplatform show, it's generally within the Xbox/Microsoft portion. It has been much more prominently featured as an "Xbox One indie" than a PS4 one.
I don't specifically know where Bloodstained's booth was at E3 this year, but in 2016 they were in Microsoft's territory and Zangetsu was first shown during an MS event a while back. This could be for a number of reasons, though, and I would think perhaps to market it more to an audience that normally doesn't get or pick up on Japanese games. That, and Xbox Live SotN was a big hit.
All that said, I too think that the PC version is the lead, and all the other versions excluding NS and Vita should be fairly painless ports. I expect the Vita's graphics in particular will probably suffer, but as the case is with some of those comparison shots castledan posted, I'm hoping it's more a difference in subtle detail and textures than stylistic differences. The games are all about style, and as zoomed out as the action usually is, less elaborate Miriam and enemies should be fine on a portable. MK9 up there for an example, the games all look very similar in overall aesthetic and lighting from how they're displayed whereas Revelations 2 doesn't. That's the nature of the genre and the age of the games, partially, too. I know they'll do their best with it, and hope everybody likes it
We've been getting similar updates and assurance there. Even if you miss the backer re-stock, they will be adding this to the regular lineup of their shirts, too, so at worst you'll end up having to pay the extra $4. Even with that though, as passionate as you are at getting one, I don't think you'll have to worry...actually, if I see it first, I'll tag you in this thread.
Post by purifyweirdsoul on Jun 27, 2017 21:25:55 GMT -6
This seems to have flown out of hand. We'll see what gunlord500 and XombieMike think about it, but "ridiculous" and "nitpicky" aren't personal insults, and I didn't perceive wissenschaft's tone as hostile or confrontational. You guys remember Nyahahaha, right? I and most of the rest of us were fine with his style of debate, and he had a bit more of an aggressive approach than just saying something was ridiculous. I miss that guy, though. Come back, Nya!
Anyway, I would at most advise against saying someone's opinion is ridiculous or invalid and instead present one's own thoughts as Scars is suggesting, but even so, it's not worth further discourse or intervention past that. It's cool. Just talk out the opinions.
If someone is squashing constructive criticism or piling up on somebody on the board, let us know. Mike has a rule against dog piling, but I don't see that here.
Post by purifyweirdsoul on Jun 27, 2017 10:36:48 GMT -6
Hey, so I wanted to do a croc-esque thoughts post on the BCB. I listened to the episode several days ago, but just now getting around to this. I was impressed by Miketendo's insight here. He knew his stuff!
I really doubt Miriam is going to be a "silent protagonist" type, just from having seen the stack of voice-over lines the character needed to record. I would venture a guess that she'll be talking at least as much as say, Soma, but probably more.
Regarding the amount of familiars being too much, the shards being too frequent, weapons being quantity over quality as well, etc: it's important to note again that the rate that these things appear was increased a lot for the E3 gameplay. In that section we watched, I imagine you'd more likely get maybe 20% of what we saw. It seemed "too much too fast" only because they wanted to showcase so many different categories of things in a tight space.
I don't think there's a separate "kick" button while you have a weapon equipped. You -can- however do the double jump divekick regardless of whatever weapon you have at the time. All of the Igavania games have been like this, but now though, the divekick gets a huge damage buff if you're using a kick weapon. Miriam + Kung-fu shoes pogo'ing on Bloodless' head is pretty effective, lol.
The breakable wall that leads to a long hallway that miketendo was describing sounds exactly like the part of Olrox's quarters where that happens. Probably exactly what he was thinking of.
Speaking of what he was thinking of, that weapon he was trying to remember is called the Were Bane, and happens to be one of my and JeffCross ' favorites. It has a zig-zag pinkish/purple pattern to its special attack while the standard rapier's is a barrage of (weaker) green thrusts. The Were Bane drops from the Hunting Girl (temple and coliseum levels).
I too wish the whip was more like the horizontal freeze frame attack that the Belmonts had. However, like the deader Mike pointed out, there could be another weapon that does that (doubtful though) or I'm thinking perhaps a different character. Johannes has a whip, you know...
I agree about all that re: the industry and how things are going.
Post by purifyweirdsoul on Jun 27, 2017 10:15:35 GMT -6
Oh, absolutely, miketendo mentioned the "new area" breakable path in BCB 15. What he was describing sounded exactly like the part of Olrox's quarters where you take down a wall and there's a pretty long hallway with enemies and items in it. I'd really like to see that taken further, though, and have areas like (Dark Souls spoilers):
The Great Hollow and Ash Lake, which are two entire levels hidden behind two fake walls.
The orb breaking you mentioned is another great quality of SotN, and that was common in the alchemy lab - and we've having an alchemy game here, so maybe something like those green fluid breakable orbs and vials can come back? lol.
Also, of course I agree on the uniqueness of weapon drops. I'm more interested in that than just about anything - the weapon variety and discovery of them.
Post by purifyweirdsoul on Jun 27, 2017 9:31:51 GMT -6
Something new that I noticed in the latest gameplay that I haven't seen anyone mention yet is that occasionally, little sacks/bags will drop from enemies that have items in them. The menu graphic for the item will pop out, rise slowly and disintegrate. Can't tell if there is a sound effect for collecting it, but hopefully:
Curry ends up with two pair of Kung-fu Shoes because of this. So, there we have it - weapons CAN drop from enemies and will, with a new little bag graphic. I liked the old days where the items just popped out of the enemy, but I think I'm fine with this too. I can't tell if/how Miriam needs to interact with the item to get it, but I'd think so. Has anyone seen any other drops like this? I can't say for certain I have or haven't, but seeing the concept in-game was certainly new to me.
Further, the chests...we've discussed this a bit elsewhere, but the game seems to be following the OoE method of having all guaranteed exploration items found in chests, and perhaps even randomized ones? We don't know, but the point I'd like to make is that I really enjoyed seeing the graphic for the item itself when I walked into the area it was in. Perhaps a sword on a pedestal, sitting upright with its flashing sprite, added more excitement to the sense of discovery than (always) chests. Similarly, we saw a destructible wall that had a chest behind it, but that doesn't carry the same feeling as breaking that wall to see the item itself laying there - some , a new weapon, etc. It may not make as much real sense, but the game-y-ness of it ties into much of what I love Igavania tends to capture.
Also, perhaps if there's going to be a lot of chests, maybe they could tie into the gameplay somehow. In Valkyrie Profile for instance, chests could be used as platforms, carried, thrown, and broken if the player wasn't careful (same for valk's crystals!). It may be interesting if for example: you leave a chest closed instead of opening it at first sight, because upon examining the platforming of the room closer, you can jump atop the closed chest to reach a higher ledge that has another treasure. If you open that chest now, you miss out on whatever that item/area is until you get later game traversal abilities (double jump, flight, etc). They could also be used in puzzles, to activate switches, traps, other things...maybe even...mimics? :O
Quite oddly, Miriam goes from having the spear equipped to selecting the shoes, but upon exiting the menu, gets the claymore attack animation. What's odd about that is Curry didn't even hover over the claymore and hadn't used it anyway, but apparently the game's memory may have to cycle from "spear" to "kick" and was caught in-between switching when he pressed the attack button. This could make for some weird/interesting situations, lol. Probably harmless if it stays there, but it does look weird.
Post by purifyweirdsoul on Jun 27, 2017 8:02:30 GMT -6
castledan I agree, I want Bloodstained to be the best it can be. I think that compromises might have to be considered, though. If there's a big, obvious visual aesthetic that the stronger systems can achieve that some of the others can't, it would be for the best to steer around that. A difference in quality of its appearance is one thing - such as what's commonly found in graphics sliders in PC games - but the implementation of something more like a 'feature' of the graphics that plays into the experience of the atmosphere (shadows, lighting differences, any extra post-processing feature) should be as common as it can be across all versions. The feeling you get as you're exploring the castles of these games is a huge part of the experience, as you well know, and I want everybody to get that as equally as they can.
So, bumps in quality, great, but hopefully not overly so and not in relation to implementation of things that change the overall aesthetic of what we see.
Post by purifyweirdsoul on Jun 26, 2017 9:58:38 GMT -6
Oh yeah that's great, I remember that post now, I had forgotten she confirmed those rooms as part of it - awesome.
I don't think the Vita/Wii U versions were planned to be graphically inferior in any way, though...at least not in intent. It was intended to look the same or very close/comparable, and the point of bringing Armature on to the project was just to adapt the engine itself to the platform, not so much adjustments on the graphics themselves. That may be necessitated, depending, but I (and the owners of these platforms) would rather the versions be as uniform as possible. I don't want anyone feeling like they're playing an inferior version of the game, or at least not to any meaningful degree (the common differences between XOne and PS4 games is fine). The PC version can and will most likely look better, but that's more or less an inevitability anyway.
Post by purifyweirdsoul on Jun 26, 2017 8:15:36 GMT -6
The demo was from E3 of last year, of course, June 2016. That date should be used when comparing the two. I can glance at the Kickstarter update list and tell you exactly what day we got it: 6/22.
I get nervous when I hear "post-processing" because that's a term that is used in how televisions take a bit of extra time to improve video quality from the source before it's displayed. What ends up occurring from that is display lag. I don't think this relates to the Unreal 4 tools at all, but it does call to mind the risk of adding one too many processing tasks that slow down the responsiveness of the game, or causes hiccups. I imagine modern consoles should be able to handle all of this, but we may have to be careful about the Vita/Switch.
I wonder if this game could use "loading" rooms like the SotN hallways? In my opinion, those were great and well-received. It prepared you mentally for something new, a kind of emotional benchmark in the adventure...and gave the music time to fade in and out, to receive the next, great new track. These days, I could see some players complaining about them breaking up the action, though, lol. Everyone seems to be short on attention spans. GOTTA GO FAST
Post by purifyweirdsoul on Jun 23, 2017 16:52:27 GMT -6
lol nah, it's not, Harmony of Despair has more precision platforming than OoE.
And speaking of that game, HoD is definitely an exception, and mostly so just because it was a multiplayer game. The stages had a time limit, after all. Dragon's Crown has a similar design. Even if you can theoretically dodge a boss' attacks and damage it for 1 HP for 3 hours until it's dead, the game has measures against you doing that. I don't like it myself, but these games aren't exactly -that- difficult in terms of dodging and getting around things, so they felt like they had to make compromises, seems like.
It's not bad, but I'd prefer it have been taken from an existing Castlevania song - Beginning, specifically perhaps lol. Perhaps the most notable thing about it to me is that the composer's name is Trevor Morris haa
Post by purifyweirdsoul on Jun 23, 2017 13:40:52 GMT -6
Haha, so someone has actually used the Morgenstern? I don't remember seeing it in any gameplay. I was wondering if it swung like the overhead "rod" class I don't think we've seen in-game yet or if it was like another mace.
Hey, so now we know that Mana is not only super talented and cool to talk to, but also cute! Nice interview!
hahaha we've seen her quite a few times now, even last year. Just about any standard interview will have Mana, she's done a lot of them now!
IGA is cute too. What an endearing man xd lol
I also like how Curry seemed to be riveted to the game the entire time, like he hadn't already seen/played/tested it double digit hours every day for the last 2 years.
It's also funny how everybody has taken a cue from IGA and dresses in black like him, so they're a squad. Oh wow, what if Mana wore a hat too? Mana Hat. Ooooh, or she could somehow get the Miriam headpiece made? That would be awesome, so they're a pair with IGA's hat/whip and Manamiri. Curry, I'd just like to see an image of a big hot plate of curry on his shirt lol
And yeah, the poster with Trevor/Drac has a better view of it and it looks like the Sorrow symbol's cross. Definitely not the combat cross.
Hey estebant, I saw you ask earlier for source for that image of the three of them, but I just saw it posted on FB. No idea where it came from, likely another part of a promotional thing like that "coming soon" Netflix feature.
Hello all! I am a longtime fan of IGA's games. It was always exciting to learn that a new Castlevania was on the way, and I felt that same excitement when the Bloodstained Kickstarter launched. I backed it immediately and have followed it ever since. I am not sure why I waited so long to join the Forum, but it is good to be here!
Hi Richter! Nice name, I'm surprised it wasn't taken. That's my favorite Belmont.
Glad you joined up, there's a lot to check out around here.
Post by purifyweirdsoul on Jun 20, 2017 8:44:49 GMT -6
1) WHAT GRAPHICS STYLE WOULD YOU LIKE FOR THE PREQUEL MINI-GAME? 32 would be above and beyond outstanding of course, but I expect and would be fine with what Inti Creates has been doing already.
2) WHAT KIND OF MUSIC DO YOU EXPECT OR WANT FOR THE PREQUEL MINI-GAME? Not per se "8 bit" chiptune, but something more along the lines of the 90s 'vania style heard in the 16 bit era. Or instead, maybe something representative of each previous era - Famicom VRC6, YM2612 sound for the Genesis/Bloodlines feel, PCE CD quality synth audio from Rondo. I mean yeah, the 8-bit era was great, but there's a lot more out there, especially from this series that was great. Too many folks get caught up in this idea of everything needing to be "retro 8-bit".
3) WHO COULD BE THE MAIN CHARACTER OF THE PREQUEL MINI-GAME? Depends on the story they want to tell. It could be Miriam and company saving Anne from her village, Zangetsu versus the demon or even Dominique/Johannes leading up to the events directly preceding waking Miriam. It "could" be anyone, and actually I'd like to see it one of the non-Miriam characters myself, or at least a combination/option to switch (i.e. CV3 or Inti's other throwback titles). 4) WHO OR WHAT WOULD BE THE MAIN VILLAN OF THE PREQUEL MINI-GAME? Kind of like Enkeria said, I would love for there to be enemies or story elements presented in the prequel that come up later in the main game - perhaps even hints or cryptic story pieces that could clue you in to the plot's development and who upcoming villains/bosses are. Since I expect this game to be a bit more of a classic callback, I wouldn't be surprised to see more of a classicvania inspired, non-Goetia set of bosses/villain. Something like werewolf/minotaur, giant bat, skeleton knight, etc...
5) WHAT GAMEPLAY STYLE DO YOU EXPECT OR WOULD YOU LIKE FOR THE PREQUEL MINI-GAME? CV3 or Rondo. I don't expect any sort of equipment system. Probably/hopefully power-ups and movesets that allow for some good variety. All characters playable good at their own things, but none of them per se required to beat any one part (or in Maria's case, just better at everything lol).
6) WHAT IS THE PREQUEL MINI-GAME'S LENGTH DO YOU WANT OR EXPECT AND WHERE IT WILL TAKE PLACE? 5 hours sounds like a lot to expect, if you ask me. That's longer than pretty much any classicvania, so I'd say something more like 2-3 or so. Something you can beat/play through in one sitting like the 80s/90s games, but with enough extra stuff to stretch it out to 4/5 if you find all of the secrets, collect everything, take all of the possible paths, etc.
Post by purifyweirdsoul on Jun 20, 2017 7:58:54 GMT -6
Yeah, that's the definition of new game+: carrying over progress. Otherwise it's just new game. The only thing I'd want with that is the option to increase difficulty on new game+ if I do it. It's not fun to me to be all-powerful from the start of the game. Even better perhaps if the difficulty scales with each NG.
A less than 100% drop rate for boss shards is a tricky matter. I think that often it would be a non-issue since boss powers are commonly progression abilities, but one possible idea is how you could perhaps get certain craft materials depending on how you attack or finish the boss. Maybe Johannes or Dominique could clue you in about some of them (i.e. the tail of a dragon for a sword, a Vepar tenctacle for a whip), but there would be some the game wasn't completely obvious about or there were multiple options. Later, you might find recipe manuals or it may occur to you from later pickups that you could have used x thing from a boss to make something else - so instead the horn on Vepar's head for a water spear.
About save slots, I can't imagine we'll be limited to 3 anymore. Probably as many slots as you would ever need.
ghaleon: I have been permanently sick of mascot platformers after the SNES so no
Jun 27, 2017 22:45:35 GMT -6
ghaleon: it's so strong platformers in general are a hard sell for me, I mean I haven't even tried shovel knight yet, I'm considering maybe some day but... the trauma is real. no more platformers. NO MORE!!! NOOOOO!!! *gasps*
Jun 27, 2017 22:46:17 GMT -6
ghaleon: I def have time for castlevania games though, BS counting as one
Jun 27, 2017 22:46:37 GMT -6
ghaleon: I'd totally play a Zelda 2 uhh. 2? 2-2? 2-two? whatever as well
Jun 27, 2017 22:47:36 GMT -6
purifyweirdsoul: What happened exactly, Ghaleon? Sounds like a traumatic experience. Granted I'm pretty much the same way.
Jun 27, 2017 23:53:22 GMT -6
kylestien: He played Bubsy.
Jun 27, 2017 23:56:50 GMT -6
ghaleon: Blah, I'm tired of hearing people bash bubsy when I know 95% of them (if not more) never touched it... kinda like ET
Jun 28, 2017 1:06:48 GMT -6
ghaleon: Bubsy on the SNES was actually not bad as far as mascot platformers go, its bad rep is purely from the 3rd version, which was post snes at which point I was already bored of them
Jun 28, 2017 1:07:13 GMT -6
ghaleon: That said nothing in particular happened, it's just there were so many between the 8 and 16 bit generations that I just had enough at that point. Bear in mind most people didn't have hundreds of games back then like they do now
Jun 28, 2017 1:08:36 GMT -6
ghaleon: most people only had a dozen or so, and wheneve ryou'd visit someone's place to play some games with them, it was often limited to some effing mascot platformers.
Jun 28, 2017 1:09:01 GMT -6
purifyweirdsoul: lol I feel you there. You should definitely play Shovel Knight, though. It doesn't feel or play like a mascot platformer, to me. More Mega Man with bits of Castlevania, Dark Souls...it does have a Mario 3 map, though.
Jun 28, 2017 7:57:39 GMT -6
Brainiac: Only for Shovel and Plague Knights, purifyweirdsoul. Specter Knight's campaign is pretty much a classic Mega-Man-style stage select system along with a hub location to explore.
Jun 28, 2017 8:15:20 GMT -6
Hylian: Speaking of Shovel Knight and Dark Souls, did anyone else here back Blasphemous on kickstarter?
Jun 28, 2017 15:51:58 GMT -6