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Post by purifyweirdshard on Jul 11, 2018 12:06:17 GMT -6
It can be a thing. Also for more on the Japanese and English voice acting, check out the 9/2017 and 3/2018 updates respectively. JapaneseEnglishI also noticed in the updates that Iga notes acting was completed for Japanese in September last year and for English in early March (the update before the English VAs were introduced).
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Post by purifyweirdshard on Jul 11, 2018 9:41:21 GMT -6
It is more of a technicality by definition. What I mean is, that the statement Caer used, makes it sound like the game is already released and they are translating it for a new western release. Though, we do not know if the script was written in Japanese first, or if different writers for different sections/locales are taking liberties. Like I said, since it is being released globally, this is a grey area. Again, "original" implies to me that the product is completed and a new one is being built off of that in a new language. Personally, I have no knowledge of the scripting procedure that took place. Was it written first in Japanese? English? Swahili? Were translators just given a rough draft? Did they work off of a storyboard? I suppose you could just say it is more of my mind being excessively nit-picky about terminology and descriptions. Okay, well this is an overview of what we know about the process: Koji Igarashi wrote the scenario/story which we would assume = the voice "script" for the game. He does not know/speak English very well. The voice recording was first done for the Japanese version from that script, as far back as May 2017: Japanese voices first appear in the game in the E3 demo the following month. Some time passes... English voice recording occurs in February 2018: English voices first appear in the game as of two weeks ago with the trailer and beta. So, it isn't that much of a grey area really. It more or less had to be adapted from Iga's mind to English by someone else, at the very least, and that was probably at least partially his main translator, Mana Ikeda. I imagine Rocket Sound had a good bit to do with the process of localizing the lines appropriately, but I'm sure not much/any meaning or intention was lost. Errors would certainly be possible.
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Post by purifyweirdshard on Jul 11, 2018 8:31:41 GMT -6
As I'd just said in the guns thread, I think this is pretty much a given as a feature. Dawn has 2, OoE has 3, I imagine Bloodstained will feature that many or more with how many things you can set/equip for equipment and shards.
The beta's menu screen is arranged slightly differently, but the 2016 and '17 menus both show "equipment set 1" above the equipment.
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Post by purifyweirdshard on Jul 11, 2018 8:24:25 GMT -6
SC1/2 is a given for the most part, I expect all of those characters to return for sure. The intention of this game is a reboot to include all of those characters from those games. 4/5 characters are an unknown, so that's why the "hope" statement.
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Post by purifyweirdshard on Jul 11, 2018 8:20:25 GMT -6
I think it's basically a given that there will be switchable weapon slots where you can save bullet types in the final game. Order of Ecclesia had 3, Bloodstained will probably be that many or more.
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Post by purifyweirdshard on Jul 10, 2018 19:05:03 GMT -6
It's super weird. In the original Japanese she just says that she is an exorcist, so either it's a translation error or they were planning to change that introductory scene when localization started. Kind of feels like an error though =/ I like her appearance though. I hope she gets more involved in the plot later on. Except there is no original Japanese. this is being penned at the same time in multiple languages. Their are some inconsistencies with multiple translations and localization, so naturally there are differences in the context.
Still an odd comment from her over all.
Wait, how do you mean? The script was most certainly originally written in Japanese.
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Post by purifyweirdshard on Jul 10, 2018 10:49:21 GMT -6
Hey Astaroth, that occurred to me after I posted actually. She could have been referring to already having done some work clearing out demons, and the thing with Anne was just because she didn't have time in that instance to do anything except shield her.
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Post by purifyweirdshard on Jul 10, 2018 8:58:01 GMT -6
There haven't been many music topics. Most of us can agree that the OST so far is great, but there some things about song arrangement and impact that I'd like to talk about and perhaps see moved around. I feel that, as the music interview videos informed us, basically Yamane is handling the pretty yet catchy tunes while Noisycroack injects energy and power. I think in the course of her solo career, Yamane has mellowed a bit so this is a good thing, and those guys are also filling perhaps what Yamada would have been billed to do. I'd like to see more of their touch than is in the demo even, I think. Going in order, and putting the things that are good/fine in order first under spoiler tag: File select, the new "Prayer": It does its job, though not something I can particularly say I enjoy better than other examples or something I'll listen to much. This is exactly where it needs to be, though.
The text scroll: Appropriate and fitting, and Hayter does an excellent job here. I didn't recognize him at first listen at all.
The "tension" song (when a Seama interrupts the conversation and the boat is overrun): Kind of reminds me of visual novel "event" music. Does what it should well enough.
Gebel's theme: Pretty amazing. Loved this in Curse of the Moon, and has a very period, dark and classy feel to it.
Johannes: This thing sounds very "you're doing alchemy here" and fits the quirky of the character. It's playful and somewhat dark, but mostly unassuming.
Dominique: A soothing, motherly song. Comforting shop tune, and fits what is perceived of Domi's character as well as the atmosphere of Anne being there and her being taken care of. Main theme: This song is wonderful, it seriously makes me cry still when I listen in its entirety. It transitioned very well from its original version to orchestrated. Great song. I think it should be more...enforced as a listen to the player. If you don't sit at the title screen, you miss it. Voyage of Promise: This is the most "Yamane" song so far overall and very good. I do miss the intro sound from the previous version, but otherwise it's great. Not as perhaps energetic as other first games' songs however, and more on that later, but it does have a "hopeful, but worried" beginning feel to it. Vepar: This has a cool section to it that sounds kind of like PS2 Yamane music to me, but otherwise it's an average boss song. It fits what's happening well, but not something I would listen to otherwise. Village: There's another thread about this and it having no music, which I think may be fine, especially at least on the first trip since the castle has a dark, quiet atmosphere moment on first entry. Luxurious Overture/Castle Entrance: And in comes one of my main points. The impact of the music starting up when the castle lights up is diminished somewhat by the tone of this song mostly being "fancy catchy" as opposed to exciting and the start of an adventure like most other castle entrance songs. The moment of the statue falling and the room becoming lit should be accompanied by something that's a bit more of that nature than the reserved "fancy pants jaunt" that Luxurious Overture feels like. Garden of Silence: At first introduction, I thought that this was a different take/arrangement of Lux-O (lol). It has a very similar vibe to me with different instrumentation. Still very fancy and has an air of outdoorsy to it. Reminds me too of previous garden songs in the series. Kind of a middling opinion on this, but it's fine. The Executioners (Zangetsu fight): This is excellent. It's Festival of Servants, but better. I believe this is Noisycroak at work, putting in their own flavor plus a SotN classic and even something of a Classicvania feel in the middle with the rock and horror. I want to see stage songs that are like the middle section of Executioners. That about concludes my thoughts on the music. It's too bad Gears of Fortune didn't make it, because I think that's far and away my favorite stage song so far and fits the bill well for the feeling I'm looking for.
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Post by purifyweirdshard on Jul 10, 2018 8:24:04 GMT -6
I'll be making a music topic shortly, but my thoughts on this are basically that I like how the village doesn't have a song on its first visit and I think that's important - it increases the impact of the castle being dark/not having a song until the statue falls and the area lights up. That catches your attention. If there's only a few seconds' moment of quiet, the effect isn't as pronounced. That feeling should be increased by the song choice I think, but more on that elsewhere.
Perhaps on return visits, yes, the village could have a song, but nothing too aggressive or obvious would be best I think. It also needs to transition well into Dominique and Johannes' music.
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Post by purifyweirdshard on Jul 10, 2018 8:02:23 GMT -6
I have a feeling she'll get a good bit awesomer later, or at least show us more. What struck me as odd specifically though was the scene she was introduced. This is what happens:
Miriam walks into village, Anne is being approached by a Morte. Dominique jumps in front of it, spreads her arms and closes her eyes - seeming to wince at the attack that would be coming for her.
Screen fades out, kick noise is heard and Miriam is in her shoe attack recovery pose. The obvious assumption here is that Miriam took it out. However, the dialogue goes on to say...
Dominique: "As you can see, I know a thing or two about expelling demons."
Miriam just saved the two of them so what is it that we saw/are seeing? Are we to assume what she is/can do from her attire? That seemed kind of off to me, unless the game is intentionally being coy or something.
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Post by purifyweirdshard on Jul 9, 2018 13:05:04 GMT -6
I hope it doesn't scare them into doing anything too drastic and setting them back on what they've worked on so far. I think minor adjustments would probably cut it, mostly like:
Improvement of color (dev update 8 village video vs current, entrance greys), but reduction in brightness and glossiness (castle in general, shiny effect on objects) Moodier/foggier atmosphere with appropriate shadows as seen in some shots The return/presence of procedural generation Adjustment of character model appearance in menu and dialogue, to match cut scene Miriam's (which we have determined relates to in-engine mipmapping adjustments, a distance-based texel modification that can be adjusted)
I think those are the main things. Easier said than done and perhaps not altogether "minor", but me and many of the rest of us are just under the impression that some of these things are already planned/in there and were just disabled or not used for the demo for some reason.
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Post by purifyweirdshard on Jul 9, 2018 10:00:17 GMT -6
Yeah, seems that way. I'm going to want to at least keep my elf ears on though. lol. Having so many advantages on this one thingy...
I do wonder how early/late a lot of these demo items will be.
At the very least, they can know we noticed these things.
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Post by purifyweirdshard on Jul 9, 2018 8:21:23 GMT -6
Yeah I usually do that jump without the speed belt. Just have to start it on the very edge of the platform. That is actually how I noticed this difference, though.
Even if you don't get this item until after double jump, it may not matter since you get extra jump distance from the shoe special moves, but that may be adjusted somehow as well, or not available at the start of the game. Hard to say.
My thought process in this was, if they decided to design platform areas just barely out of reach of the normal jump's distance (as seen in some SotN areas), and remove the commonly known/talked about glitches or put the special moves in as unlocks, then if overlooked this would be a pretty non-interesting sequence break method. It's a lot cooler when you do/find something like wolf jump, a special or dive kick a carefully led enemy lol.
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Post by purifyweirdshard on Jul 8, 2018 20:49:12 GMT -6
One suggestion I've heard is to replace the character models with static portraits, a la SoTN, but Angel-Corlux mentioned they already put a lot of effort into getting the models in, so they don't want to waste it. Sounds like sunk-cost-fallacy at work... Not really a convincing argument if you ask me. If it looks bad, it looks bad and needs to change, no matter how much effort was put into it. I don't think that's quite what is meant there. The effort was put into the models themselves, not the lip syncing yet, which has had very little done to it so far. The point is making the priority showing the character models, which also hopefully will have their mipmapping adjusted so they look higher res in dialogue (see recent graphics thread posts by me and fatihg). Anyway, I'd personally myself rather they stick to their guns and vision. Static expression on the models sounds okay as a compromise, but let's give them a chance to rework the mouth animations first. It was stated as a known issue even before we got the demo.
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Post by purifyweirdshard on Jul 8, 2018 15:31:03 GMT -6
It's also a possibility that they could release the game in 2018 and it not need patching. I wouldn't assume that it will need fixing if that happens.
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Post by purifyweirdshard on Jul 7, 2018 19:58:14 GMT -6
Yeah the hair looks fabulous now hahaha
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Post by purifyweirdshard on Jul 7, 2018 1:54:38 GMT -6
Hah, I agree but only the very beginning of Voyage for the most part. As I said in my initial feedback thread,
Otherwise I think most of the songs are a straight upgrade. The Executioners is just better in every way.
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Post by purifyweirdshard on Jul 6, 2018 14:39:18 GMT -6
lol. I think even if someone did find the item in the files somehow, the scene for the quest and the photo booth functionality probably isn't there yet
So what I imagine it does is let you take shots of Miriam in your current customization. Maybe zoom/pan and stuff.
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Post by purifyweirdshard on Jul 6, 2018 14:19:53 GMT -6
While greatly overshadowed by shoe and katana movement options, this accessory actually gives Miriam a farther jump than normal. If jumps are intended to be tight in the full game early-on, this item would circumvent that rather easily. I think it's just a symptom of across the board making her move faster and cover more horizontal distance both on ground/air.
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Post by purifyweirdshard on Jul 6, 2018 7:45:39 GMT -6
yoshi9048 that's a pretty decent compromise I hadn't thought of. Reminds me of Diablo 2 potions. Mechanically it suits some of what I want, but not as much the personality/charm and visual of things (related to food/item consumption). Either way, it makes sense. Possibly a consideration for other modes at least.
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