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Post by purifyweirdshard on Aug 17, 2018 8:12:07 GMT -6
Here is the the playable cast at launch (with the exception of 3 Backer Incarnations that will be shown later). Guest characters should be free Post-Launch DLC I believe: So did they cut several characters? I also don't remember one of these from early on, like I think this is the first time I've seen Sangmu. ...okay, looked up the old designs, Sangmu was just...very different before. Anyway, a lot of these guys aren't here now: vignette.wikia.nocookie.net/indivisible/images/8/84/Igg_incarnations.pngI know Vasco is now Latigo, but there's also George (who I immediately noticed was gone), Narssus, Toko, Kaldi, Hassam, Tatanka and Kogi. Maybe this info is buried deep in an update somewhere, but I miss some of those. And I didn't know about some of the redesigns, either.
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Post by purifyweirdshard on Aug 15, 2018 13:23:17 GMT -6
it should never be intentional, unless perhaps it's SF5.
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Post by purifyweirdshard on Aug 15, 2018 12:15:45 GMT -6
ughhhhhhh input delay strikes again
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Post by purifyweirdshard on Aug 15, 2018 7:55:14 GMT -6
What a way for Mr. Welldone to be immortalized in Bloodstained - not for anything to do with lore/esoteric study of alchemy etc, but something about thongs.
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Post by purifyweirdshard on Aug 15, 2018 7:53:01 GMT -6
Haven't heard much from you guys as far as the actual collection release itself. Who got it and what do you think?
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Post by purifyweirdshard on Aug 13, 2018 7:59:48 GMT -6
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Post by purifyweirdshard on Aug 10, 2018 9:08:11 GMT -6
Judging from the remarks of those that did see it, probably a blessing many of us didn't.
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Post by purifyweirdshard on Aug 10, 2018 9:01:14 GMT -6
RichterB yes, I've been following the leaks, rumors and the CV Dungeon thread (I checked it earlier yesterday as well as the overall board, and was doing so daily during and after E3 - yay Hyper Sports R). We've had a few topics and discourse over this on the forum here as well. I know the context for thinking it would be happening, and agree the timing and data/market line up with it properly, but Konami is just not the same as these other groups. The leaker(s) may very well have even heard first-hand talk at a show of something coming straight from a rep (or are the employee themselves) and I'd still not buy it. Thank you for laying out a summary though for people who might need/want to catch up though. Only one potential unknown remains in my mind, that being Konami's Switch "Action/Adventure" title, that may/may not be horror-related and may/may not exist entirely. About Bloodstained though, absolutely no worries. There's very little danger of this negatively effecting the game. Something new 'vania actually brings us more attention (our FB group has blown up in numbers since the Smash reveal for instance) and I would never expect Konami or even a potentially licensed partner ever attempt an Iga-style game anyways. That's entirely too much work for too little reward, in Konami's eyes, the very antithesis of what they're about. If they did though, that itself would bring more attention than draw it away, I'd say. If something happens (already a low chance), I'd break the chances down further like this myself, in order of most to least likely: In the instance of actually doing anything at all with the franchise via console, some manner of compilation is inevitable "Remasters" (as in not so much of an actual remake, see ZoE2 recently) are just slightly less likely, but probable Remakes, less still, but far from impossible. Best candidate being a CV ReBirth of sorts to match Netflix show's recent popularity, hopefully again with M2 or some another competent dev New game of a new genre from an outside dev, about as likely as remakes, such as say a 3D character action game or Warriors style game as a big crossover New game of a "3D Castlevania" style, something like or between LoS or the PS2 games, less still than the above, but a workable path for them Completely new Classicvania in 2.5D, going into pretty unlikely territory here, but in dreamland this could be a thing a la MM11 Completely new Metroidvania/Igavania in 2.5D: 0.001% chance Completely new Classic in 2D: zero chance Completely new M'vania in 2D: zero chance I also don't think a GoS port would work or make sense as that/those types of games are structured to work for a mobile platform only. It'd take a lot of rearranging and effort just to make something with PSP graphics that only barely qualifies as a game to itself workable on a console.
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Post by purifyweirdshard on Aug 9, 2018 15:52:44 GMT -6
The only truly hard to believe thing re: Castlevania in all this was/is there being a new game, which I still am just as skeptical of as I had been.
It's possible (and preferable) that they hand development off to a competent group, but that requires some good decision making.
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Post by purifyweirdshard on Aug 8, 2018 12:08:57 GMT -6
Oh woooooow lemme get that Richter
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Post by purifyweirdshard on Aug 7, 2018 7:35:42 GMT -6
I actually wonder if they retconned Talim's age for the reboot this is.
It doesn't even necessarily have to be Hilde, it's like Option 2: Raphael Option 3: Cassandra Option 4?: Geraldo of the Rivieria? idk
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Post by purifyweirdshard on Aug 6, 2018 10:43:26 GMT -6
Well...I guess Mina is a candidate for me among the launch roster so far. Still not who I'd prefer to play but there are some slots left.
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Post by purifyweirdshard on Aug 6, 2018 7:57:33 GMT -6
I definitely know what you mean, but it doesn't mean that it per se shouldn't be there or isn't intended. Zangetsu feels comparatively like Doppleganger in SotN, being around the same part of the game, second boss and first human type opponent. It teaches you normally to think differently about fighting a boss, but the stopwatch item completely trivializes everything if you know about it. I've never heard direct comment from developers about that, but it seems like something they left in there on purpose. This strategy we're talking about at least includes executing a gameplan. It's just kind of how these games are imo. I don't think one should be justifying game design by comparing it to SOTN. As amazing as that game was for its time, no one in their right mind could possibly claim that it was balanced properly. The Doppelganger/Stopwatch thing is just one example out of many. What I mean in this example is that I think that was intentional for how Iga likes to make these games. They're not per se about forcing you to "get good" to beat something by default with intentional choices to make things easier on players if they so choose to use them. While further Igavania games moved further toward satisfying the core audience who were stronger and more familiar players, clearly Iga values capturing the wider audience who want to enjoy things at their level of ability. SourceSotN's famously "low" difficulty doesn't necessarily come from the ease of navigating its enemies' patterns or dangerous stages (it certainly has those, especially for a first time through), but rather how there is both strong RPG stat/equipment progression and more than that, incredibly strong attack options. I don't think all of that was a mistake, while some of it might have been. Stopwatch vs Doppleganger was kept in for every version of the game as well as many other things, and I think it's for the best like that. As the very core-est of fans, I think we have to carefully evaluate what the meaningful and lasting impression of these games are/were on us and preserve that as an ideal over them being as challenging as they could be, to make them lasting experiences for new audiences. Iga's games niche'd themselves into a corner before and they need a new start before they zero in again, to me. I'd like people to see the how/why these games are "slower" than the current main indie metroidvania game and carve out its own place rather than "get with the times" of the trend. I'd see it rather as an entry point and new beginning for people to get into this very specific design than the very specific design start anew at a level no one outside us understands or wants to play. Changing Zangetsu wouldn't affect that all too much, just speaking broadly here. My thought was merely that a lot of the time, these things might be fine, even by design. It may be the first of multiple Zangetsu encounters as well, with more along the lines of you guys' suggestion the second time, or more aggressively defend his back in Nightmare.
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Post by purifyweirdshard on Aug 4, 2018 17:52:36 GMT -6
yeah I don't agree with giving his sprite a hitbox, human bosses don't have one. In addition to the ones DSLevantine listed, I can confirm Richter in PoR as well. Here's the thing to me. These games do/will have AI loops and strategies to beat them to make them easier, which they've always had. I think we're being given an opportunity to put Zangetsu specifically under a magnifying glass here when most of the game's bosses will have something like this and that's completely normal. Tuning the difficulty of the boss too much could worsen the overall game experience for people trying to beat him for the first time, which I think should be a focus over tuning our experience felt when fighting him repeatedly in his beta form. Yeah, I'm personally not opposed to having built-in strategies to reduce the difficulty of a boss; but this feels less like a built-in strategy and more like an oversight. There is still plenty of cheese, excluding this. Attacking from behind is a strategy (when he goes into his counter stance) and working as intended, but practically back-locking him until death without him even being able to process an attack doesn't feel like an intended design. I definitely know what you mean, but it doesn't mean that it per se shouldn't be there or isn't intended. Zangetsu feels comparatively like Doppleganger in SotN, being around the same part of the game, second boss and first human type opponent. It teaches you normally to think differently about fighting a boss, but the stopwatch item completely trivializes everything if you know about it. I've never heard direct comment from developers about that, but it seems like something they left in there on purpose. This strategy we're talking about at least includes executing a gameplan. It's just kind of how these games are imo.
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Post by purifyweirdshard on Aug 3, 2018 11:53:47 GMT -6
I think he means a traditional demo just before or at the same time as the game's release, like the ones you can browse for and find on console stores. It wouldn't be used for feedback, but just the general trial and promotional purpose that any regular demo does.
But to that anyway the answer is still maybe. No talk/announcement of it, but it's not impossible. Xbox Live SotN had a demo.
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Post by purifyweirdshard on Aug 3, 2018 8:06:44 GMT -6
tav7623 if you end up wanting more, I would not agree that 5-8 "suck" at all, just probably X7. 5 and 6 are mostly derivative of X4, but that isn't a bad thing by any means and X8 is a pretty good 2.5D game. I had actually been thinking of only getting vol.2 because I've already played the heck out of 1-4 time and again.
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Post by purifyweirdshard on Aug 3, 2018 8:01:45 GMT -6
English isn't the native language there, so it's probably just some confusion from that. "Mo" is just mb. Don't overthink it.
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Post by purifyweirdshard on Aug 2, 2018 13:42:39 GMT -6
Seems reasonable. People are working hard to build a product which doubtless benefits from an aura of mystique and the promise of discovery. To clinically dissect it and ruin the "magic" before it's born seems like a huge shame. Good luck, I support this. Whew, I had privately brought up to the mods re: feeling this not too long ago. Not in the context of data mining, but yeah, overall just my sentiment.
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Post by purifyweirdshard on Aug 2, 2018 7:59:34 GMT -6
yeah I don't agree with giving his sprite a hitbox, human bosses don't have one. In addition to the ones DSLevantine listed, I can confirm Richter in PoR as well.
Here's the thing to me. These games do/will have AI loops and strategies to beat them to make them easier, which they've always had. I think we're being given an opportunity to put Zangetsu specifically under a magnifying glass here when most of the game's bosses will have something like this and that's completely normal. Tuning the difficulty of the boss too much could worsen the overall game experience for people trying to beat him for the first time, which I think should be a focus over tuning our experience felt when fighting him repeatedly in his beta form.
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Post by purifyweirdshard on Aug 2, 2018 7:49:09 GMT -6
To be clear, Friday 8 pm PDT then
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