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Post by Pure Miriam on Jul 25, 2019 15:25:26 GMT -6
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Post by Pure Miriam on Jul 25, 2019 3:47:37 GMT -6
Bloodstained: Ritual of the Night has six familiars. They are: SILVER KNIGHT The original Familiar, chosen back in 2015 at a voting process for backers and non-backers. His first name was just "Familiar Armor". It is usually the first Familiar you get in the game and his focus is mostly on attacking and parrying.
CARABOSSE
The familiar is found quite early on and she is the only familiar that can heal, using potions made specifically for her. She can also attack, although her attacks are rather weak and sings! BUER Buer is an attack familiar that is most probably at the "weird" list. It must be granted that he is the only one you can have some kind of control by boucing him around the map. As it evolves, it gains fire ability. DULLAHAMMER HEAD The first familiar revealed in the game, back in the 2017 demo. It starts rather weak but it quickly levels up and you can summon more and more of them until they swarm the screeen. BLOODBRINGER The classic Sword Familiar makes a comeback with Bloodbringer. Stat-swise, it is the strongest familiar in the game. DANTALION Dantalion is a unique familiar because it's main power (although it can also attack) is using a STR boost that really makes a difference on Miriam. Vote who you think it is the best familiar of the game and COMMENT about all of them!
That's all folks!
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Post by Pure Miriam on Jul 25, 2019 3:22:09 GMT -6
Bloodstained: Ritual of the Night has 46 songs. The game followed Igavania steps on several areas, such as gameplay and overall feeling. Someting they were also capable of emulate is the soundtrack. Igavania games are notorious and famous for their widely recognizable soundtrack and many agree that, specially the Castlevania games have one of the best soundtrack of all gaming history. Considering all that, what do you think of Bloodstained: Ritual of the Night songs and overall soundtrack quality? Below, you will find each song as a list to copy/paste and give your rating: Follow the rating system: 5: Perfect. The song is flawless. It has absolutely no problem or cons whatsoever. It is impossible it could be any better than this. 4: Great. The song is great. It does have a thing here and there that could have been done better, but it would be hard to ask for more than that. 3: Good. The song is good, well made and entertaining, but it could be better. 2: Regular. The song isn't much. It is not a bad song but it surely isn't a good one either. Maybe mediocre, maybe shallow. 1: Weak. The song is weak, hard to hear or simply weird. 0: Horrible. The song is absolutely atrocious and shameful. A load of nothingness that deserves no further mention.
Here is a playlist of all the game's songs: www.youtube.com/playlist?list=PLTSIqhWP1gKXEPAOxob2fx1k91LHiiwMcHere goes, all Bloodstained: Ritual of the Night's songs. Copy this list to give each song a score: 01 Theme of Bloodstained 02 Call of Eternity 03 Prologue 04 Voyage of Promise 05 Luxurious Overture 06 Lost Garden 07 Holy Wisdom 08 Gears of Fortune 09 Bibliotheca Ex Machina 10 Overdrive 11 Vestiges of Corruption 12 Ritual of the Night 13 Forgotten Jade 14 Interred Glory 15 Cursed Orphan 16 Autumn’s Desolation 17 Goliath 18 Terminus 19 Theme of Gebel 20 Theme of Dominique 21 Theme of Johannes 22 Theme of Zangetsu 23 Theme of Alfred 24 Theme of OD 25 In Peace’s Embrace 26 Foreboding 27 Surpassing Grief 28 Attack of the Grotesque 29 The Executioners 30 Honoring the Oath 31 Exorschism 32 Silent Howling 33 Repentance 34 King of Kings 35 Theme of Bloodstained Piano Version 36 Theme of Bloodstained Vocal Version (Japanese) 36b Theme of Bloodstained Vocal Version (English) 37 An Unclouded Sky 38 End Credits 39 Valiant Stride 40 Silent Howling 8bit 41 Game Over 42 Theme of Tamako 43 Brave Trigger 44 Sinister Sign 45 Everblack 46 Fear Also, don't forget to give a score to the game's OST overall. That's all folks!
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Post by Pure Miriam on Jun 28, 2019 16:33:06 GMT -6
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Pure Miriam
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Post by Pure Miriam on Jun 26, 2019 2:49:33 GMT -6
This article was written by myself and posted only here. I finished the game, with mostly just completionist stuff lacking to do and decided to come back to the forums to share my view and opinion about it, to anyone who wants to read. Here goes: This review has no spoilers. The Metroidvania genre, so to speak, isn't something really new. It has existed for decades and has been reinventing itself since it's creation. The Castlevania series is no new to this either, having something close to a metroidvania game back in Castlevania 2: Simon's quest. But if you ask any Castlevania fan, from the old or from the new, what game best defines such series, the answer, in almost 99% certainty, will be a single title: Castlevania: Symphony of the Night. That game, directed and produced by Toru Hagihara, whose assistant director was Koji Igarashi, wasn't really a success when it first came out, back in March 20, 1997. It was just some months later, when more people started playing, that the wide critical acclaim really paid off. That game not only completely redefined what Castlevania was (and still is) but also launched the career of it's assistant director, Koji Igarashi, known nowadays as IGA. With several other games from the series under his sleeve, IGA turned the Castlevania series into the flagship, the staple of what a metroidvania game should be. But things became darker when Konami (and Nintendo too) stopped developing games like these. Quite a long time since the last "Metroid" and the last "Vania" had anything to do with the genre they helped reforge and recreate. But just like Dracula from his beloved series, IGA didn't want to give up. After being removed from the Castlevania series and feeling uneasy to continue, IGA decided to seek for a way to create a new game, following the steps of the Castlevania series he helped to forge. Named "Bloodstained: Ritual of the Night", he asked for $ 500.000 on Kickstarter and "farmed" more than 5.5 million. No one can say that it wasn't a dangerous ride. IGA put his name and career on the line and the game got quite a few delays and some valid (and unfair) criticism along the way. But it was finally released. After four years, some great and bad decisions, it is time to see if the game was able to pay off the hype, the backers and the fans. You play as Miriam, a cursed orphan, whose body is turning into crystal thanks to a ritual made by recondile arts. She and her best friend, Gebel, the original host for the said curse, were the only survivors of such ritual performed by the Alchemy Guild. Said ritual was made to call up demons to earth, to strike fear into people's hearts, after the alchemy guild itself started to fear that the industrial revolution could put them aside, with people losing their faith on the supernatural and their wealthy patrons and people of power abandoning them. Gebel, as madman, summoned a demonic castle from hell itself and started to plot the downfall of humankind, while Miriam fall into a unknown sleep who stopped time for her for 10 years. As soon as she wakes up and realizes what's happening, she decides it is up to her to stop him. Bloodstained: Ritual of the Night feels, plays and sounds like a Castlevania, from the beginning to the end. Anyone can see that IGA and his team made their best efforts to emulate the Castlevania series, to the point where some elements of it scratches close to plagiarism (can you be accused of plagiarism from your own games, i wonder?). He basically got what worked best in almost all of his older games and cramped everything inside Bloodstained, and surprisingly, everything worked really well. You have the Shardbinder power that is a upgraded version of Soma's Soul Dominance from Aria and Dawn of Sorrow (get enemies powers to use against them), a forging system that seems to be a more refined version of the forgemaster from Curse of Darkness, weapon skills that pays great tribute to Symphony of the Night's weapon skills and several specific weapons, gear, powers and solutions that you can trace back to other games, specially if you are a diehard Castlevania fan and be looking for small details. The game has a lot of new features, such as customization of the main character, some really creative powers and mechanics, some interesting-looking areas that was never seen in Castlevania titles, among other things. My personal adventure took around 20 hours to get the real ending and i'm going to get back to the game because i still have things to find and the castle is so damn fun to explore that i want to see every small thing i can. Something else that can easily be considered a vast improvement over IGA's last games, is his and his team dedication on explaining the game's lore. Since this is a complete new series, they put everything they could inside a compendium of information. From people to demons, everything has a description and you can find bookshelves that gives you new weapon techniques to try out (you can discover them by luck too) and new light to the events of the game. Even some gear has bits of interesting story behind them. IGA was always prone to explain even the smallest of details of his games, but Bloodstained took a step further on that. For those who like to be immersed, you have a ton of material to dig. I didn't read everything yet, and i already consider you have at least 3 or 4 new whole games they could craft with just those tiny bits of information. The number of weapons, gear and powers is simply amazing and overwhelming. Of course, a lot of them doesn't seem really useful at first glance, but most of them has their moments and can be seen to be used at certain situations. If we would try to say a single word to Bloodstained's gameplay, "customizable" would be it, because not only you can heavily customize Miriam's looks, but you can also customize her gameplay with the tons of options offered to you. The game is pretty generous with the drop rate of Shards (Miriam's powers) and crafting material, so it isn't like you will be underpowered on your adventure. Bloodstained enemies, the demons, are, by far, one of the most creative and interesting features of the game. It's really hard to imagine any other game where you can have a evil carriage, giant pet-looking cats and severed dog heads, winged flying ominous demons and a solo guitar player all inside the same game and for some unknown reason, all of them makes sense in the bizarre context of it. To those who played Castlevania: Curse of the Moon, some enemies from that game, are here as well (with some overly powered versions too, good lord!) including some bosses. The bosses are also something else. Most of them are very interesting looking and their fights are almost always unique and balanced, although, we need to consider that some bosses are rather easy or can be beaten in cheap ways, but even that was a staple of Castlevania series so i wonder if they even planned that. Who knows. Bloodstained: Ritual of the Night's soundtrack, composed mostly by Michiru Yamane (Castlevania fame composer) and Ippo Yamada (Megaman) is great and delightful to listen. It's really hard to say if it surpassed Symphony of the Night though, because that particular soundtrack may be the best OST ever made for any entertainment material to date, but Bloodstained's OST was made with care and attention to details. I specially loved some certain songs, whose names i'm not going to say here to not delve into any spoiler, as small as it could be. The game's plot is interesting. It isn't groundbreaking nor has any absurd unpredicted plot twist, although i do consider the game's plot is even darker than any other game IGA made, specially Castlevania games. Don't expect to see anything really creative or mindblowing, and even some small bits and pieces of the plot actually fail to be properly explained or shown, but again, usually, the castlevania series, whose Bloodstained drank until dry, never had a overly creative plot anyways, since it was always much more focused on gameplay and fun factor. Bloodstained: Ritual of the Night shows that Koji Igarashi still has a "A new, vital heart, pulsing with the old blood" as he said so himself. Exploring the game's castle is fun, discovering new powers and weapons felt as much awesome as it was when we did that back in the golden era of Castlevania series. Not only that, but IGA was able to actually listen to criticism and respect his fans to the point the game was almost completely redone and refined to meet their (and IGA's perfectionism) standards. May Bloodstained series live long. The gaming world needs developers who actually listen to the outcry of their fans. Castlevania: Symphony of the Night was one of the best games ever made. The Castlevania series is among the most respected, fun and enjoyable gaming series to date. And now, all that finally has a worthy sucessor. PERSONAL SCORE: 9 (out of 10)
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Post by Pure Miriam on Jun 15, 2019 7:28:05 GMT -6
At 2015, this Kickstarter...started. At that time, my life wasn't on a good note, but things have changed, mostly for the better. I am not a backer, was unemployed when Bloodstained: Ritual of the Night was on KS, but now i am employed, so, i bought it. Several things happened. This is the first time, i think, i was so active on a online community in many years and i made a lot of great friends here. This community is awesome and i want to thank everyone for everything that we was able to do. THe game is coming out on 18 June. I got it on GOG. So, as hard as it is, i decided to leave the forums FOR A WHILE. I want to experience the game like the old days, and i'm sure spoilers will show up here, as much as we can try to control it. In order to be safe, i decided to leave today, june 15, few days before the release. I really would love to experience the hype of the initial hours of play with everyone, but i don't want to be spoiled about the game's content. I want to play it by myself and enjoy it by myself as much as i can before coming back here. I may show up sometimes, i may exchange contats for online play, i may even show up to take a peek of things, or maybe not. But i will be mostly out of this forum and the Discord for quite some time, maybe weeks, maybe a month or more until i feel i enjoyed the game as much as i could and can come back without being heavily spoiled. I really want to thank everyone here, for everything. I'm not going to tag anyone here because anyone i would forget would be bad. Thank you for this wonderful community, wonderful discussions and wonderful time we all shared. I will miss coming here to check on things, a lot. I will miss showing up on the Discord channel. I will definitely return, but, for now... See you later and...for the last time IN A WHILE: That's all folks!
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Post by Pure Miriam on Jun 9, 2019 1:41:51 GMT -6
#1: Okay is it just me or does the JP version of the gameplay seem a bit more upgraded? It does seem, but it is also odd, because they still use the old Shard names (it was revealed that Trigger became Conjure, Effective became Manipulative and Enchant became Passive.#2: The shield shard ability sounds like it would be a lifesaver against bosses with a penchant for ranged spam and it seems like Miriam at some point in the game will be able to summon bats, neat. The Summon Bat Shard was revealed at the 2018 Demo, but both the bats and the shard was a bit different. It was overpowerd, where you summoned one bat that flew straight-line and by leveling it, you could summon a lot of them, all at a straight-line. It seems they changed it to more bats flying at different directions and they also adapted the bat's look to be more menacing and more in par with the bat they showed us some time ago.#3: I think the fairy around 11:45-ish in the first video was pointing out a breakable wall, it looks like they're going full SotN with familiars or the fairy is one of the more detailed ones. I also think that. It seems the fairy has three powers: she can attack enemies with something that seems to give a unknown status effect, she can heal Miriam using items (the conditions for that is unclear) and she stops close to a wall and says something, probably trying to tell Miriam that there is a secret there. She also sits down on Miriam's shoulder if the player is idle long enough.#4: Wow that fire death animation is surprisingly disturbing, doubly so with the scream. Loved it too, it is a cool detail!Overall looks pretty great! Not much else for me to say that hasn't been repeated.
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Post by Pure Miriam on Jun 9, 2019 1:35:00 GMT -6
About the roguelike-mode, as far as we know, what they said was "That’s right: Procedurally generated dungeons. In this mode you’ll face a new castle every time, braving its treacherous (and massive) halls for loot, glory, and the simple, satisfying feeling of going where no Miriam has gone before. Once you’ve explored its passages and defeated its boss, you’ll get a code that will enable you to share your randomly generated dungeon with a friend. (If you find a particularly hard one, you can even share it with an enemy! IGA isn’t picky.)" Considering that statement, i believe it is a big random castle with a single boss at the end. I don't think it is too huge because the overall complexity of Igavania locks (areas that requires double jump or specific powers to traverse) would limit how a random-generated dungeon could work out. I'm also curious as if you use a save from the game to bring A leveled / powered character to play at, or if you play with Miriam (and/or other character) at specific stats and gear. What i do believe it is that the castle-dungeon is big but not huge, and it is probably simple (locked doors requiring keys to open, stuff like that).
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Post by Pure Miriam on Jun 8, 2019 1:38:36 GMT -6
Original link: www.ign.com/articles/2019/06/07/wearing-a-hat-for-your-audience-koji-igarashi-on-why-bloodstained-should-delight-his-fanbasetranscription below WEARING A HAT FOR YOUR AUDIENCE: KOJI IGARASHI ON WHY BLOODSTAINED SHOULD DELIGHT HIS FANBASE
On the eve of its release, a chat with the man himself. BY TIM HENDERSON There’s wine on the floor. At least, we’ve been led to believe that there is. Bloodstained: Ritual of the Night’s 2015 Kickstarter began with a video in which one Koji Igarashi shatters a glass of wine against a hard castle floor. Now, with the delayed release of the game finally close enough for its vampiric breath to tickle the hairs on your nape, he’s gone and done it again. Another glass of wine wasted, this time in the name of Bloodstained's release date reveal trailer. Except, there never was any wine on the floor, and perhaps nobody is more disappointed about this than Igarashi himself. “I’m a little sad about that. Back when we made the Kickstarter reveal trailer, we actually went to Napa Valley, but that wasn’t actually wine in that glass!” he says, laughing. “That was too bad.” Not that anything would have been stained with merlot, even if there were any. “We also used a bit of, uh, video magic. We actually caught the wine glass with some cloth.” Amusing anecdotes aside, Igarashi is perhaps fiercely determined that a gag about smashing some glassware is the only wool that gets pulled over the eyes of his fans. That last glass saw its life (not actually) taken in the name of responding to criticism surrounding Bloodstained’s visuals, something that has only gotten louder at large thanks to social media and the ease of commenting, as many people who poured hours of work into the now-delayed Sonic the Hedgehog movie are no doubt feeling.“ “Actually, we decided to change the visual style as the result of feedback not only from backers, but also because of criticism in places such as magazines and other media,” he says while also stretching hidden diplomatic muscles by not once giving me the stink-eye. “In our effort to update the visuals we worked on assets – changing some, not all, but a good amount of them, and we also put considerable work into the lighting. We actually changed this completely and made an entirely new lighting concept to help all of the details in the game to really pop out.” It’s true that, while the latest trailer pitches the visual overhaul as being a response to fan outcry, thoughts that the game could and should look better has stretched beyond the core fanbase, and I’m certainly of a mind that the new version looks better than the old. After all, standards in 2019 are different to those of 2015. All of which leaves me wondering – when exactly did the change feel inevitable, and how exactly does such criticism differ from the kind of pushback that Igarashi may have received from a powerhouse such as Konami? “With publishers,” he says, quite matter-of-factly, “I actually felt that there was never too much pressure. I had an amount of freedom to make the games I wanted. With backers, though, I actually think it’s pretty positive: feedback comes swiftly, and this makes it easier to correct things.” He accredits getting the feeling of jumping correct to backer feedback, and this ‘for the fans’ mentality is something that drives everything that Igarashi is doing, to the point where he tells me he doesn’t even consider himself an indie developer because “my definition of an indie is a developer, or developers, who make the games that they want to make, that they want to release.” This really is a key point of difference, as Iga describes himself as “always thinking about the customer, the player, and what they want to play.” I take this as a chance to ask what might happen if his departure from Konami had been a spectacle comparable to Kojima’s, and what he might make if somebody offered him a blank cheque to make a game with no consideration beyond his own heart’s desire. “I’d just want to make a game that wouldn’t sell, that’s really art. I wouldn’t keep it under lock and key or anything, I would of course release it, however only a handful of people would likely ever really get it, really understand it,” he says, laughing, his eyes gazing skyward. “I would really like to have a lot of money to make a game like that. I could probably do something like that even with a modest budget, but I like the idea of being given a lot of money to make it with.” The more we dig into Bloodstained, what to expect from it and the philosophy driving its entire development, the clearer it is that Igarashi’s fantasy is perhaps a fantasy because it is so far removed from what he’s actually doing. Bloodstained is Castlevania in all but name, and not even a heathy river of games sharing its core genre has done anything to influence that. “With regard to when we launched Kickstarter and all of the games released since then, I feel that what’s most important is that there are fans who are really, truly interested in these types of games, in ‘Metroidvania’ style games. So, because of that, no matter what – Bloodstained or no Bloodstained – Metroidvania-style titles would probably have come out. Since I’m so busy right now, I don’t really have time to play many games, but I have played and enjoyed La-Mulana.” It is perhaps what doesn’t get mentioned that speaks the loudest here. At no point is there a peep about Dead Cells or Hollow Knight, Axiom Verge or Ori, Iconoclasts or Guacamelee. This only becomes more pronounced when I inquire about how Bloodstained sets itself apart from any number of other games that have been modernising classic genres. “The difference regarding Bloodstained compared to other older-genre revivals is the scale of the game, and I hope that I can make a game that everyone enjoys,” he tells us, again embracing his mission to entertain. “There are various things in Bloodstained, but I’m not a player, so it’s hard for me to specifically know what may or may not surprise people once it’s out there. I can say, though, that this is the largest map I’ve ever made for this style of game, so I hope that players will be pleasantly surprised by the size of it. But maybe they will be angry?” He laughs again. “I hope not.” To be honest, it’s hard to imagine the fanbase getting upset because the map is too big, but at the same time, Bloodstained will be played by a broad spectrum of players. Igarashi is acutely aware, for instance, that this pure, Castlevania-like spiritual successor will be experienced by players who aren’t old enough to have owned a PSone copy of Symphony of the Night, and by turn, won't necessarily have an understanding of Igarashi's heritage. “There are players who may never have experienced the joy of some older, classic games, or have much interest in them. And while it’s not a specific goal, I’m hoping that Bloodstained can maybe show people why these some older games were fun.” As if subconsciously making a statement, Igarashi puts his famed fedora back on as my time with him winds to a close. There’s no pretence here, no pretending at things that won’t exist, no overpromising. Just a desire to make a really good Castlevania game to the recipe he helped to refine. And, honestly, that’s fine. While there are others out there taking the genre in more experimental directions, there’s nothing wrong with simply aiming to make a thing that people want, and make it well. And if they want it to wear a hat, then it’ll wear a hat.
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Post by Pure Miriam on Jun 8, 2019 1:02:50 GMT -6
@bloodymiri This video has a closer take
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Post by Pure Miriam on Jun 7, 2019 1:46:26 GMT -6
Let's gather what we know so far, only for Angel-Corlux to mock us again: WHAT DO WE KNOW:1) The game definitely will have a 3rd playable character. 2) They said we are "nowhere near" to guess who it is. 3) The poll has playable characters, but they are not the 3rd playable character. 4) At June 18, another character will be revealed but they are not the 3rd playable character either. When asked if we will have four playable character, the answer was "well / perhaps". It is also not two characters with the same move sets and different skins, and it isn't related to Boss Revenge either. That gives us the following information: FIRST ) We need to consider the possibility that everyone in the poll is wrong. SECOND ) The June 18 reveal is NOT a Boss Revenge character, NOR a 3rd playable character. Considering all that, we have two things to think: THE THIRD PLAYABLE CHARACTER WIL BE:A) Someone from the poll, but with low votes. B) Someone not revealed yet, but most probably teased at some point. C) A duo (that may have been revealed or not) wich would make all guessing meaningless, since no one considered that possibilty. THE JUNE 18 REVEAL CHARACTER IS RELATED TO / WILL BE:A) Something related to a game mode we don't know yet (such as VS mode, Online Challenge Mode, the mysterious Chaos Mode, etc) B) Some kind of guest / DLC of sorts that can be used on the main game (that would make they not technically a third playable character, since the third one is free) That is what i can think of.
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 6, 2019 2:50:20 GMT -6
I didn't knew where to post this, so, here goes. Another gameplay summit 2019 video, where you can see the screen better than before.
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Pure Miriam
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Pure Miriam
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Post by Pure Miriam on Jun 5, 2019 15:51:06 GMT -6
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Pure Miriam
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Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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July 2015
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Post by Pure Miriam on Jun 5, 2019 2:53:14 GMT -6
Here are my thoughts about all the options on the table: ALFRED
Being playable on Curse of the Moon surely made him a big candidate, as a replacement of Sypha on Castlevania 3. Considering his first reveal up to now, he surely grew as a character, for the little we know him, and his graphics on the game shows that he has more or less the same usual size of a playable character. I consider Alfred to be a good option and wouldn't be too surprising if it was him, filling up the caster role, after all, the playable character must be something different than the two ones we already know. ANNE
I believe it is very unlikely that Anne will be a playable character. She doesn't seem to have any kind of battle power and her parents were killed by demons. If she knew how to fight, she would have protected them, unless there is a very secret plot behind her (for instance, she is a Shardbinder that also didn't die and her powers were doormant, or something like that), even so, she would be too close to Maria of Castlevania, and that wouldn't be good. BLOODLESS
Bloodless was just a boss at the 2017 Demo but grew on popularity between players. With a unique design, like a sexy baroness, i believe she was crafted to be playable at the Boss Revenge Mode. I'm pretty sure not all bosses will be playable there (how you would play with Vepar or Valac?) so, they needed to create some "human-sized bosses" in order to fill in the promised Boss Revenge and Bloodless fits that perfectly. Putting her as the third playable character would be missing that opportunity. GEBEL
Gebel is a candidate for being a third playable character. He also showed up on Curse of the Moon, he is close to Alucard in looks and powers and would fit greatly for a unique gameplay. The only reason i'm not completely convinced it could be him is because, depending on how we will fight against him, he may be playable at the Boss Revenge Mode, filling up the same situation i explained for Bloodless. IGA BOSS
I don't think anyone really believes IGA would be playable. He wouldn't do that, it would made him look like a as a weirdo and we don't know how it will be IGA BOSS anyways. JOHANNES
Johannes is a mystery. At first, he was just filling the role of the smart guy, became the alchemist to craft stuff for us and his role grew and grew overtime. It's hard to tell what Johannes real purpose in the whole game is by now. He doesn't have a really interesting design and Dominique flat out said he don't have any battle experience or training, that would rule him out as being a playable character. But...who knows. THE MYSTERIOUS MAN
Being the highest candidate so far, thanks to hs looks being closer to Alucard and people believing he will be Alucard's dub cameo, there is a possibility he could be playable. The main reason for this, i think, is that it was stated that people wouldn't guess it easily and he was shown only at a mysterious frame and at a 2 second scene on a trailer and we know nothing about him. MIRIAM ALTERNATE (Cursed / Pure)
Highly unlikely, considering Pure Miriam is a skin and Cursed Miriam may be just a plot point. OTHER
There are other characters we don't know yet, including the villagers and people we weren't presented yet and considering it was stated that it would be hard to guess, they are all possible candidates, mostly because we know almost nothing about them. DOMINIQUE
Dominique Baldwin was revealed alongside Alfred and Anne. With a strikingly beautiful design, she said she "knows a thing or two" about expelling demons (although she was almost killed by a Morte). When she claims Johannes doesn't have battle training, she didn't inclued herself. She is a member of the church, that seems to be a force at the game's plot, considering they are even gathering Shard to purify them (or so it seems). With very long hair that would float around as she walks (that is important for a character to be easily seen while playing), i believe she has all requirements to be the third playable character. That's why I CONSIDER SHE WILL BE and she is my personal option. PS: Didn't considered Shovel Armor because he was officially ruled out by Question
EDIT: posted before seeing Angel-Corlux's post, who just CRUSHED almost everything i said!
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Pure Miriam
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Oct 20, 2019 3:32:00 GMT -6
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 3, 2019 2:42:59 GMT -6
They confirmed multiple endings already. This discussion reminds me of a thread i did some time ago, called " Miriam and the deconstruction of Heroism", where i talked about the possibility of Miriam's adventure turn into something arduous and unexpected.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
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July 2015
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Post by Pure Miriam on Jun 2, 2019 18:27:55 GMT -6
Daaaamn, why you had to tag me? SO MUCH to comment, i'm going to take a long time to analyze all this! But anyways...here goes: THE FAIRY
From what i understand, the Pink Fairy Familiar can attack enemies with some kind of very weak magic that appears to give them some kind of status effect, although i couldn't get what really happened to them when they were affected, and she can also heal using itens, but i don't really know when she decides to do that. She also points secret places, you can see when she suddenly stops close to a wall, says something and just stand there, probably a wall to be broken. FROM GARDEN OF SILENCE TO TOWER OF TWIN DRAGONS
You can see the fairies here, the enemies from where you get the familiar shard. Not only that, but this scenario looks like Garden of Silence, so, my guess is that Garden of Silence connects to the Tower of Twin Dragons. WEIRD BATS and BONE THROWING
At this scene, Miriam summons some different-looking bats to attack. These aren't the same as the demo bats and i do remember the design of a weird-looking bat being presented before. Considering the list of enemies (where that shows up in the videos?) shows it as "bat" i'm guessing either the first bat got axed, or they changed it, or something like that, because it doesn't look like the demo bat. Miriam also throws a huge bone here, probably from Bone Morte shard. GIMMICK MECHANISM
Here, we can see some kind of mechanism that can be manipulated with Miriam's hand, much like Galleon's Minerva door. At first, they said that the door on Galleon was there just to make the player used to spinning Miriam's hand around but it seems they also made some gimmicks with that. It is a nice move. THE MENU
When IGA goes to the menu, we can see Miriam wearing some kind of gorgeous party mask, that save has more than 2 hours and 21% completion. POISON RESIST SHARD
IGA picks up the Poison Resist Shard, from a toad enemy. THE SHARD MENU
Three things stands out at the Shard Menu: First, the Familiar Shard actually shows the familiar icon, instead of the colored shard icon, so, it is easier to identify what familiar is it. Second: IGA has two Skill Shards ON. We know that one is Double Jump but i wonder what is the other? Probably the Shortcut Skill Shard. Third: The shard types names here are the old version, for some odd reason. We were told that the names changed (Trigger became Conjure, Effective became Manipulative and Enchant became Passive). Weird... THE SHIELD OUTSIDER
This enemy (Shield Outsider, i think) was designed by a Backer. His Shard conjures a shield that Miriam can spin around to defend herself. JEWELS AND SHARD CRAFTING
By the commentary, it seems that Shard crafting will be more focused on using jewels than anything else. BACKER PORTRAIT HAS A SHARD
The backer portrait actually has a shard. I wonder how it works, because we didn't get to see it. IGA DIES
And, IGA himself, dies at the Valac boss, as to show how hard it is. I really liked this footage, although this is the same scenario we saw before. I know nothing of japanese, so i can't help identify anything, but that was fun to watch. That's all folks!
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Pure Miriam
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Pure Miriam
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July 2015
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Post by Pure Miriam on May 31, 2019 16:34:21 GMT -6
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Pure Miriam
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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July 2015
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Post by Pure Miriam on May 31, 2019 1:50:12 GMT -6
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Pure Miriam
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Jul 25, 2015 2:19:20 GMT -6
July 2015
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Post by Pure Miriam on May 31, 2019 1:47:40 GMT -6
Bloodstained: Ritual of the Night is going to be release at 18 june / 25 june. The last update revealed that Zangetsu is going to be a playable character. We all know that the game will have 3 playable characters. They are:
MIRIAM
ZANGETSU
AND A UNKNOWN THIRD PLAYABLE CHARACTER
What i do ask, as a poll, is: Who do you think will be the 3rd playable character and why? You can only choose one answer! The poll options are the most likely options, alongside what most people are thinking. THAT'S ALL FOLKS!
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Pure Miriam
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Jul 25, 2015 2:19:20 GMT -6
July 2015
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Post by Pure Miriam on May 30, 2019 14:12:14 GMT -6
Whether 505 likes it or not, every backer was entitled to a Linux and Mac version of the game and genuinely exclusive content, and 505's stolen these things from you to enrich themselves. It's even more disappointing to see Iga himself buy into 505's "Kickstarter promises aren't REAL promises" crap. I'm not letting this sour me on Kickstarter, though. It wasn't Kickstarter's fault. It's 505's greed. No, they weren't. Kickstarter rules explicity says otherwise. Read Section 4 of their Terms of Use. If a creator is unable to complete their project and fulfill rewards, they’ve failed to live up to the basic obligations of this agreement. To right this, they must make every reasonable effort to find another way of bringing the project to the best possible conclusion for backers. A creator in this position has only remedied the situation and met their obligations to backers if:
they post an update that explains what work has been done, how funds were used, and what prevents them from finishing the project as planned; (they did that, you can see it HERE [Wii U], HERE [VITA] and HERE [Mac and Linux]) t hey work diligently and in good faith to bring the project to the best possible conclusion in a timeframe that’s communicated to backers; (they did that, you can see it HERE [bug solving] and all the other graphical and bug-hunting updates]) t hey’re able to demonstrate that they’ve used funds appropriately and made every reasonable effort to complete the project as promised; (they did that, you can see it at the last updates focused on graphics and bug-hunting) they’ve been honest, and have made no material misrepresentations in their communication to backers; and they offer to return any remaining funds to backers who have not received their reward (in proportion to the amounts pledged), or else explain how those funds will be used to complete the project in some alternate form. (they did that for Wii U users, and already explained that funds were used when Mac and Linux were canceled) The creator is solely responsible for fulfilling the promises made in their project. If they’re unable to satisfy the terms of this agreement, they may be subject to legal action by backers.
Anyone can take legal action against anything, and you have the right to do that. Your legal action just doesn't have factual basis on Kickstarter rules itself.
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