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Post by PCTrax on May 18, 2020 14:40:26 GMT -6
I created a video demonstrating some frustrating issues/bugs/oversights/whatever we can call it - on Zangetsu's basic movement and command moves. I've been recently speedrunning with Zangetsu, and I discovered these issues when switching over from using a DualShock 4 to an Arcade Stick. No clue if the devs would even bother adjusting or fixing these issues, but if they happen to have the slight of interest, probably worth checking out the video.
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Post by PCTrax on Jul 12, 2018 22:35:00 GMT -6
I told myself that eventually I'll make a feedback post on the forums here, and finally here we are! Anyway. I felt I put in a decent amount of time into this demo; both playing casually and speedrunning the game. So here it is:
Gameplay Simply put, the gameplay is solid. Feels how an IGAvania should feel like. Movement feels similar to SotN (floatyness, movement speed), the control scheme is similar to the DSvanias, and you can do classic shenanigans such as jump cancelling. I find the maps/rooms so far to be pretty good overall in terms of navigating, and enemy placement. Some enemy placements might need some adjusting. For a demo, the game offers a good selection of items.
Graphics I'm not super finicky when it comes down to graphics, so I don't have much to say about 'em. The character/enemy models look pretty good. The backrounds are currently a hit or miss - some look fine, others look unfinished. The lighting in some areas do seem like they need some tweaking.
Sound The soundtrack is excellent. Fantastic work by the composers. Nothing terrible to mention about the game's sound effects. Something that many people have mentioned that I do agree with, is that Miriam yells too many "HOOOs" and "HAAAs" when attacking. It's especially annoying when doing jump cancel attacks.
Bosses Vepar is a neat fight, I don't think that anything has to be changed, except how her tentacle attack can still hit you after she dies. The only thing that's taking away the awesomeness of the Zangetsu fight is the fact that you can hilariously cheese him out easily since he cannot attack behind (except for one sword swipe attack that can hit you if you're close enough).
Other Points - Spear-type weapons are very powerful in this demo, especially early game. They do almost the same damage as their claymores, and could be jump cancelled quicker. I would honestly expect that they will be nerfed in the full release.
- When running the game, it is rather annoying to keep on mashing start to skip cutscenes. Pressing start once should skip the whole cutscene in my opinion. Hopefully cutscenes would be skipped automatically in the full release's speedrun mode.
- When Miriam falls from a certain height and lands, she will be locked in a crouching position for a short time, similar to how it is in SotN. The only way you can can cancel this animation is by pressing jump a few frames before she lands. Like in SotN, you should be able to jump cancel while Miriam is in the crouching position.
- I honestly feel that QCF inputs in this demo are clunky. There are many times where I know for a fact I'm doing the input correctly, and the special attack won't come out. I've been playing fighting games for years, so doing these inputs feel natural to me.
- Comparing to the previous IGAvania games, Miriam's turnaround animation seems slower. You can still snap into backdash from a turnaround, but seems like you'd have to wait a few frames before you can.
- By now, we already know about the game breaking glitches we can do especially with the katana dash. Other glitches that I have encountered were soft locking when getting a new shard in between room transitions, and cutscenes not working in the crafting shop.
Overall, this demo is better than what I expected, but does need some polish.
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Post by PCTrax on Jan 17, 2018 4:32:26 GMT -6
I would define Metroidvania as a genre of game; the requirements being: 1. Being a platformer. 2. Large, interconnected map. 3. Backtracking. 4. Progression system of some sort. (Levels/Item Upgrades/Unlocks) 5. Bosses. 6. Secrets. (Anything not mandatory to complete the game) 7. Two-dimensional side scroller. 8. A term often used by the Darksouls community (Shortcut Porn). A way to quickly travel around the map. Beyond that this genre could be sub-divided. Pretty much what I would list as well. Also I would like to add -> 9. Has a great soundtrack. IGAvania: All of what's listed, but made by Koji Igarashi.
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Post by PCTrax on Jan 11, 2018 15:29:18 GMT -6
I always liked the file select screen ever since I first started playing SotN. I was always curious about the icons; if you had to do some requirement to obtain a specific icon on your save file. As XombieMike stated, I checked out that video awhile back, and then found out they were random. I think that having something similar to the old style of save slots would be a nice nod, and also as stated, if they can request for fans to make some icons for them. Would be pretty neat.
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Post by PCTrax on Jan 8, 2018 20:31:19 GMT -6
Got the $28 digital copy, but I gave a little more. Never paid for a game that fast in my life, haha.
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Post by PCTrax on Oct 9, 2017 22:10:44 GMT -6
I have mentioned about Symphony of the Night many times with my friends, on stream; pretty much everywhere I would play or talk about games. SotN is my number one favorite game of all-time. It's hard to believe that this game is 20 years old. This is the ONLY game that has put a tear in my eye because of what a masterpiece it is. I have first seen SotN when I was just under 10 years old; I was watching my uncle play on the PS1. When I first actually played this game I was probably around 13-14 years old. It was a crazy experience playing this game the first time. The exploration, the items, the bosses, the MUSIC, the GAMEPLAY; it was all a fantastic first time experience especially for a young gamer at the time. That moment when you find out there's an inverted castle . I never actually owned the game until I had the 360 digital copy of the game. It was at that time when I played the game when I was a bit older when I realized that the game is truly as masterpiece. That was the time when I realized that no other game will top this game as my favorites; and if another game does, it better put two tears in my eyes . SotN is a reason why I like Metroid/IGAvanias, why I started speedrunning, and why I started streaming. Happy 20th anniversary, SotN!
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Post by PCTrax on Oct 8, 2017 22:29:31 GMT -6
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Post by PCTrax on Oct 7, 2017 21:54:12 GMT -6
Hello everyone! PCTrax here. Just signed up on the forums. I am a fighting games fan, and speedrunner. The game that I currently speedrun is Castlevania: Symphony of the Night, and it is my favorite game of all time. Like many others here, I am very excited for Bloodstained, and I would like to help out as much as I can to support this game. Shoutouts to XombieMike and Enkeria Gin for helping me out on my stream!
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